diff --git a/content/help/index.md b/content/help/index.md
index 7e96b33..6510e57 100644
--- a/content/help/index.md
+++ b/content/help/index.md
@@ -15,20 +15,18 @@ and wiki.
You can use the green Play link at the top of any page to log in to the game. Just in case you don't
see that, [click here](https://lacuna.allosaurus-chromatic.ts.net/app/) to log in.
-## [Frequently Asked Questions](https://community.lacunaexpanse.com/wiki/faq)
+## [Frequently Asked Questions](/wiki/faq/)
-Our [FAQ](https://community.lacunaexpanse.com/wiki/faq) can answer your most common questions about
-the game.
+Our [FAQ](/wiki/faq/) can answer your most common questions about the game.
## [Tutorial](/tutorial/)
If you are new to the game, you should check out the [tutorial](/tutorial/). It is a step by step
video guide to getting introduced to the game user interface.
-## [Documentation](https://community.lacunaexpanse.com/wiki)
+## [Documentation](/wiki/)
-Our [wiki](https://community.lacunaexpanse.com/wiki) includes all the documentation for the Lacuna
-Expanse.
+Our [wiki](/wiki/) includes all the documentation for the Lacuna Expanse.
## [Community Support](https://community.lacunaexpanse.com/forums)
diff --git a/content/wiki/abduct-operatives.md b/content/wiki/abduct-operatives.md
new file mode 100644
index 0000000..b8b2ac0
--- /dev/null
+++ b/content/wiki/abduct-operatives.md
@@ -0,0 +1,17 @@
+---
+title: 'Abduct Operatives'
+---
+
+# Abduct Operatives
+
+This assignment will capture one spy on the target planet and steal 1 cargo class ship and use it to
+send the captured spy back to your spy's home planet. This mission does require that a cargo class
+ship be available on the target planet and that an agent be assigned to defense.
+
+If a planet does not have a cargo class ship available (commonly on AI planets) a
+[spy shuttle](/wiki/spy-shuttle/) may be used to retrieve your spy and prisoner.
+
+Playing Tip: This mission isn't commonly used. However it is a good method for capturing other
+agents which can then be sold as prisoners or used in a [Genetics Lab](/wiki/genetics-lab/).
+
+**Categories:** [Spies](/wiki/#spies)
diff --git a/content/wiki/acronym-guide.md b/content/wiki/acronym-guide.md
new file mode 100644
index 0000000..d13605f
--- /dev/null
+++ b/content/wiki/acronym-guide.md
@@ -0,0 +1,79 @@
+---
+title: 'Acronym Guide'
+---
+
+# Acronym Guide
+
+Greetings all, this is Earth Republic here! So, you've started playing
+[The Lacuna Expanse](/wiki/the-lacuna-expanse/), but you're being confused by all the acronyms
+people are using here, right? Well, have no fear, I am here to help! The following is a list of most
+major acronyms used in TLE, but you may still come across some that aren't listed here. If you find
+an acronym not listed, by all means, add it to the list!
+
+- AM = [Archaeology Ministry](/wiki/archaeology-ministry/)
+- [BFG](/wiki/bfg/) = Big Friendly Gun
+- BHG = [Black Hole Generator](/wiki/black-hole-generator/)
+- CS = [Cargo Ship](/wiki/cargo-ship/)
+- CSS = [Crashed Ship Site](/wiki/crashed-ship-site/)
+- Cult, CotF, or Cultists = [Cult of the Fissure](/wiki/cult-of-the-fissure/) (AI)
+- DeL = DeLamberti (AI)
+- Diab = [Diablotin](/wiki/diablotin/) (AI)
+- DM = [Development Ministry](/wiki/development-ministry/)
+- E = [Essentia](/wiki/essentia/)
+- E-Vein, EV = [Essentia Vein](/wiki/essentia-vein/)
+- ED = [Entertainment District](/wiki/entertainment-district/)
+- EM = [Espionage Ministry](/wiki/espionage-ministry/)
+- Ex or Excav = [Excavator](/wiki/excavator/)
+- GBoJ = [Great Ball of Junk](/wiki/great-ball-of-junk/)
+- GG = Gas Giant
+- GGSS = [Gas Giant Settlement Ship](/wiki/gas-giant-settlement-ship/)
+- GTV, Vent = [Geo Thermal Vent](/wiki/geo-thermal-vent/)
+- Hab = Habitable planet
+- Hall = [Halls of Vrbansk](/wiki/halls-of-vrbansk/)
+- IM = [Intelligence Ministry](/wiki/intelligence-ministry/)
+- IR = [Interdimensional Rift](/wiki/interdimensional-rift/)
+- JHS or Junk Henge = [Junk Henge Sculpture](/wiki/junk-henge-sculpture/)
+- KR or Ruins = [Kalavian Ruins](/wiki/kalavian-ruins/)
+- LH = [Luxury Housing](/wiki/luxury-housing/)
+- MG = _[Mercenaries Guild](/wiki/mercenaries-guild/)_
+- MJA or Arches = [Metal Junk Arches](/wiki/metal-junk-arches/)
+- MM = [Mining Ministry](/wiki/mining-ministry/)
+- MPS = [Mining Platform Ship](/wiki/mining-platform-ship/)
+- N19 = [Network 19 Affiliate](/wiki/network-19-affiliate/)
+- OM = [Oversight Ministry](/wiki/oversight-ministry/)
+- PoH or Panth = [Pantheon of Hagness](/wiki/pantheon-of-hagness/)
+- PCC = [Planetary Command Center](/wiki/planetary-command-center/)
+- PJS or Pyramid = [Pyramid Junk Sculpture](/wiki/pyramid-junk-sculpture/)
+- PTSU = Purple Taco Star Union (an alliance in-game)
+- ROF = Ring of Fire (allied planets in a common star system to provide defence)
+- Saben = Saben Demense (AI)
+- SAW = [Shield Against Weapons](/wiki/shield-against-weapons/)
+- SCC = Station Comand Center
+- SJP or Space Junk = [Space Junk Park](/wiki/space-junk-park/)
+- SM = [Security Ministry](/wiki/security-ministry/)
+- SMS= [Security Ministry Seeker](/wiki/security-ministry-seeker/)
+- Smug = [Smuggler Ship](/wiki/smuggler-ship/)
+- SP = [Space Port](/wiki/space-port/)
+- SRCS = [Short Range Colony Ship](/wiki/short-range-colony-ship/)
+- SS = [Space Station](/wiki/space-station/)
+- SSD = [SubSpace Supply Depot](/wiki/subspace-supply-depot/)
+- SSH = [Space Station Hull](/wiki/space-station-hull/)
+- SSL = [Space Station Lab](/wiki/space-station-lab/)
+- SST = [SubSpace Transporter](/wiki/subspace-transporter/)
+- SY = [Shipyard](/wiki/shipyard/)
+- TPS = [Terraforming Platform Ship](/wiki/terraforming-platform-ship/)
+- TM = [Trade Ministry](/wiki/trade-ministry/)
+- Trel = Trelvestian Sveitarfelagi (AI)
+- Uni = [University](/wiki/university/)
+- TLE = [The Lacuna Expanse](/wiki/the-lacuna-expanse/)
+- TWIYF = The Wiki Is Your Friend
+- WE = [Waste Exchanger](/wiki/waste-exchanger/)
+- WSW = [Waste Sequestration Well](/wiki/waste-sequestration-well/)
+- LCoT = [Lost City of Tyleon](/wiki/lost-city-of-tyleon/)
+
+Edit by Rammo: made it in alphabetic order. left LCOT on the bottom becouse it is important and
+people shoud remember the building before leveling up.
+
+Edit by TRSS to change the format and tweak some details
+
+**Categories:** [Ships](/wiki/#ships)
diff --git a/content/wiki/ads.md b/content/wiki/ads.md
new file mode 100644
index 0000000..0c63b93
--- /dev/null
+++ b/content/wiki/ads.md
@@ -0,0 +1,24 @@
+---
+title: 'Ads'
+---
+
+# Ads
+
+Want to show your support for Lacuna? Put one of our ads on your site.
+
+### Normal Ads
+
+### Evony Tribute Ads
+
+There's a fairly old game called Evony that uses copious amounts of cleavage in their ads, due to
+the age old adage that sex sells. Not to be outdone, we've created our own ads in that vein.
+
+### Screenshots
+
+These screenshots can be used for articles and other media projects.
+
+## Community notes
+
+> **John Summers:** Please Note: If you have an ad blocker software, it will probably be blocking
+> all the images of this page. If you would like to see the banner ads and graphics available for
+> TLE, please turn off your ad blocker for this page/site.
diff --git a/content/wiki/ai.md b/content/wiki/ai.md
new file mode 100644
index 0000000..052c4f9
--- /dev/null
+++ b/content/wiki/ai.md
@@ -0,0 +1,24 @@
+---
+title: 'AI Empires'
+---
+
+# AI Empires
+
+There are currently 4 [AI](/wiki/ai/)s that exists in game.
+
+- [DeLamberti](/wiki/delamberti/), commonly called the Del.
+- [Diablotin](/wiki/diablotin/), commonly called the Diab.
+- Trelvestian Sveitarfélagi, commonly called the [Trel](/wiki/trel/).
+- [Sābēn Demesne](/wiki/saben-demesne/), commonly called the [Saben](/wiki/saben/).
+
+Each of the [AI](/wiki/ai/)s has unique strengths and weaknesses and behavioral patterns. Exact
+behavior though changes as improvements are made, and as conditions change in the game.
+
+## Community notes
+
+> **ore swappers:** I suggest we rename this page so that 'ai' in unrelated words all over the wiki
+> doesn't become annoying links. However I do not know how I could delete the old page once all
+> legit links go to the new one (which is lots of work to check)...
+
+> **Deimos:** I agree with ore swappers. The API page has the same problem; letting such small
+> keywords create links probably wasn't a great idea.
diff --git a/content/wiki/alfirk-4.md b/content/wiki/alfirk-4.md
new file mode 100644
index 0000000..28136d0
--- /dev/null
+++ b/content/wiki/alfirk-4.md
@@ -0,0 +1,71 @@
+---
+title: 'Alfirk 4'
+---
+
+# Alfirk 4
+
+# Alfirk 4
+
+## WARNING: Active Saben Threat
+
+For other Saben threats please see [The Black Watch](/wiki/the-black-watch/).
+
+### Star Location: (48,4)
+
+### Planetary Geography
+
+Planet Size:31
+
+Water: 5100
+
+Ore:
+
+- Anthracite: 3100
+- Bauxite: 1
+- Beryl: 1
+- Chalcopyrite: 1
+- Chromite: 1
+- Fluorite: 1
+- Galena: 1
+- Goethite: 1
+- Gold: 1
+- Gypsum: 1250
+
+- Halite: 1300
+- Kerogen: 3100
+- Magnetite: 1
+- Methane: 1
+- Monazite: 1
+- Rutile: 1
+- Sulfur: 1
+- Trona: 1250
+- Uraninite: 1
+- Zircon: 1
+
+### Planetary Construction
+
+- algaepond1
+- citadelofknope1
+- command1
+- crashedshipsite1
+- entertainment9
+- espionage9
+- geothermalvent1
+- intelligence9
+- interdimensionalrift1
+- libraryjith1
+- malcudfield1
+- munitionslab1
+- naturalspring1
+- [observatory](/wiki/observatory/)1
+- oracleanid1
+- [ravine](/wiki/ravine/)1
+- security9
+- [shipyard](/wiki/shipyard/)2
+- [shipyard](/wiki/shipyard/)2
+- spaceport9
+- spaceport9
+- syrup9
+- trade9
+- [volcano](/wiki/volcano/)1
+- wastesequestration9
diff --git a/content/wiki/algae-cropper.md b/content/wiki/algae-cropper.md
new file mode 100644
index 0000000..9c3ded5
--- /dev/null
+++ b/content/wiki/algae-cropper.md
@@ -0,0 +1,20 @@
+---
+title: 'Algae Cropper'
+---
+
+# Algae Cropper
+
+
+
+The Algae Cropper produces algae to be used as food by your empire. It also produces a small amount
+of energy and can be built in any orbit. The higher the level of the cropper the more food and
+energy it produces.
+
+This building can be built in any orbit.
+
+#### Requirements
+
+- [University](/wiki/university/) Lvl 2
+
+**Categories:** [Food Buildings](/wiki/#food-buildings),
+[Energy Buildings](/wiki/#energy-buildings), [Resources](/wiki/#resources)
diff --git a/content/wiki/algae-pond.md b/content/wiki/algae-pond.md
new file mode 100644
index 0000000..1ee5ec6
--- /dev/null
+++ b/content/wiki/algae-pond.md
@@ -0,0 +1,23 @@
+---
+title: 'Algae Pond'
+---
+
+# Algae Pond
+
+
+
+The Algae Pond is a natural source of food for your planet.
+
+You can build an Algae Pond in the [Archaeology Ministry](/wiki/archaeology-ministry/) by combining
+a uraninite [glyph](/wiki/glyph/) with a methane [glyph](/wiki/glyph/).
+
+At level 1 it provides 4000 food + 4% per farmer affinity point. Upgrades via halls.
+
+**Categories:** [Natural Resources](/wiki/#natural-resources)
+
+## Community notes
+
+> **ore swappers:** There are plenty of glyph buildings who produce the same food quantities, BUT
+> they make a different food type making food diversity less of a problem; this is felt less since
+> the supply chain feature, but high level players often regret leveling up a pond (but usually not
+> getting one back when plot count efficiency wasn't a total priority).
diff --git a/content/wiki/alliance-directory.md b/content/wiki/alliance-directory.md
new file mode 100644
index 0000000..16c6442
--- /dev/null
+++ b/content/wiki/alliance-directory.md
@@ -0,0 +1,60 @@
+---
+title: 'Alliance Directory'
+---
+
+# Alliance Directory
+
+There are many benefits to joining an alliance within the expanse. Some of those reasons are:
+
+- Mutual Defense against player attacks
+- Alliance Stash for easy transfer of [resources](/wiki/resources/) between alliance members
+- The ability to establish [Space Station](/wiki/space-station/)s
+- Generally most [alliances](/wiki/alliances/) provide cheap deals in TM and SST for its members
+- Joint attacks against AI opponents
+- and probably a few more that I cannot think of right now
+
+Having an alliance directory will make it easier for new users to be able to try to join an alliance
+within the game. This could help group efforts to educate new players about the expanse and increase
+their knowledge. For more experienced users who may wish to look at joining a new alliance,
+information can be obtained here to make a more informed decision. I believe that not only will an
+alliance directory be beneficial to the players and the [alliances](/wiki/alliances/), but also the
+game as a whole.
+
+Any alliance can have a listing on this directory whether you are recruiting members or not. Please
+be sure to disclose your recruiting status when you submit your listing. Please feel free to look
+through the [alliances](/wiki/alliances/) listed below. If you wish to join an alliance you may
+contact the leader of the alliance or their recruiting officer. If you are in an alliance and you
+would like to see your alliance on this list, please contact your alliance leader or officers of
+your alliance.
+
+**♦ Alliance Directory** _(in alphabetical order)_
+
+- Akkadian Templar
+- Anarchy!
+- [Assembly of Sadow](/wiki/assembly-of-sadow/)
+- Avalon
+- [Central Defense League](/wiki/central-defense-league/)
+- [Coalition of Empires](/wiki/coalition-of-empires/)
+- Culture
+- Da Posse
+- iRebelz
+- Planet Express
+- Purple Tacos Star Union - PTSU
+- Shiny Metal Ass - S.M.A. - Comes from a saying by the robot Bender in the TV show
+ [Futurama](http://en.wikipedia.org/wiki/Futurama).
+- The Enclave
+- The Road
+- The Understanding
+- UPSSU (The Universal Peace and Security Safeguarding Union) _ACCEPTING REQUESTS @ in-game mail_
+ _Quota Left: 6_ _Leading Nation: [The United](/wiki/the-united/)_
+- (Add your alliance here)
+
+**Please Note [Alliances](/wiki/alliances/):** You Can Establish a WIKI Page for your alliance. You
+are allowed to make your own WIKI page and link it from this one. You can use this for advertizing
+if you like as to what your alliance goals are and direction will be. Admin Team reserves the right
+to review listings and adjust if necessary.
+
+## Community notes
+
+> **United Federation:** You can now also look at the Alliance Zone in the Forums. There is a new
+> forum just for alliances looking for players and players looking for alliances. :)
diff --git a/content/wiki/alliance-history.md b/content/wiki/alliance-history.md
new file mode 100644
index 0000000..d8e1b4b
--- /dev/null
+++ b/content/wiki/alliance-history.md
@@ -0,0 +1,58 @@
+---
+title: 'Alliance History'
+---
+
+# Alliance History
+
+This page has been created as a location for the recording of some of this games rich player
+history. As players come and go much knowledge about the games past disappears with them. This
+history though provides so much richness to the game that it's a shame for it to be lost.
+
+This page is being left unlocked so all players can add to it. Please include all
+[alliances](/wiki/alliances/) in Alphabetical order and give their current status whether active or
+defunct. Also include a history of the alliance. Don't write excessive details about the alliance
+but give enough detail to make it meaningful.
+
+- **Alph**
+- **Anarchy!** - got merged to Foundation
+- **Culture** - Active - One of the games earliest [alliances](/wiki/alliances/) founded by Icydee.
+- **CFB**
+- **enigma** - Active - "Sentinels of the Firmamentum Lacunae."
+- **Five Napkin Burger**
+- **Flatulent Kittens**
+- **Foundation**
+- **Helios Collective** \- Defunct - A small but initially active alliance led by Sweet Diapers. It
+ focused primarily on growth, trade, and attacking of AI planets. Several alumni of the alliance
+ still play in existing [alliances](/wiki/alliances/) as of 2015.
+- **Jagged Alliance** - Defunct - Was an alliance of the beta testers and original game developers
+ of [the Lacuna Expanse](/wiki/the-lacuna-expanse/). Each member of this alliance had an original
+ evein typically kept on the capital planet of the empire. As some members of this alliance
+ eventually left the game these eveins would be left behind on the abandoned planets to be
+ discovered occasionally by normal players.
+- **Knights who say NI**
+- **Mercury Foundation**
+- **Nexus** - Defunct - A small short lived alliance founded by GrayElf.
+- **N.F.R**
+- **Northern Trade Union**
+- **Phoenix and the Dragon** - Active - Phoenix and the Dragon was created from the Tentacle
+ alliance after the current leader showed little interest in actively playing. At it's height it
+ was the second largest alliance in the game second only to The Road. The reorganized alliance was
+ led by Jazz.
+- **Purple Stars of Avalon**
+- **Sea of Goats** - Defunct - A member of the Sea of Goats is responsible for the creation of the
+ alliance map and the famous glyphinator Perl script.
+- **Seven**
+- **S.M.A.**
+- **SRA**
+- **Star Command** - got merged to Foundation
+- **Tentacle** - Defunct - An early but short lived alliance that was created originally very close
+ to game launch. Later re-organized and Phoenix and the Dragon.
+- **The Road** - Defunct - Led by Pax Galactica The Road for a long time was the largest alliance in
+ the game. The Road was a very active in [chat](/wiki/chat-features/) which probably led to much of
+ its success in size. The Road is also one of the two [alliances](/wiki/alliances/) to have ever
+ won the server tournament by winning the 4 Trel competition. The Road was also very active in
+ taking down ai colonies and was active in the large "NoHero" war. The Road always had very close
+ ties to Culture and eventually merged with Culture.
+- **The Understanding**
+- **UNSCulture**
+- **Zork!**
diff --git a/content/wiki/alliance-logo.md b/content/wiki/alliance-logo.md
new file mode 100644
index 0000000..2fae528
--- /dev/null
+++ b/content/wiki/alliance-logo.md
@@ -0,0 +1,34 @@
+---
+title: 'Alliance Logo'
+---
+
+# Alliance Logo
+
+_Every star that is seized by a [Space Station](/wiki/space-station/) has its alliance logo
+superimposed over it._
+
+- In order to use a custom alliance logo it is required to upload a PNG image file which measures
+ 300x300 pixels and is named **l\****ogo\_xxxx\_###.png** (xxxx is alliance ID, ### is version
+ number starting at 001) to
+ [Lacuna-Assets/alliances/us1/ on Github](https://github.com/plainblack/Lacuna-Assets/tree/master/alliances/us1).
+- Due to a change in Feb 2016 it is not required anymore to use git, instead files can be added
+ directly via the webpage. Afterwards you may issue a pull request to the plainblack repository
+ which needs to get accepted (feel free to contact an admin like Norway/Sweden).
+- Be aware that changing your alliance logo requires to upload a new image file with an incremented
+ version number.
+
+Here is an example of an alliance logo:
+
+Screenshot of what it looks like on the Starmap:
+
+---
+
+## Community notes
+
+> **Matthew Quallie:** What does "Fork" the repository mean?
+
+> **Tarthos:** this needs better explanation on how to add this.
+
+> **TRSS:** 2015-03-12 Added details and image
+
+> **Kaboom3009:** Fork cabn be found here .. https://help.github.com/articles/fork-a-repo/
diff --git a/content/wiki/alliances.md b/content/wiki/alliances.md
new file mode 100644
index 0000000..d8080ac
--- /dev/null
+++ b/content/wiki/alliances.md
@@ -0,0 +1,42 @@
+---
+title: 'Alliances'
+---
+
+# Alliances
+
+**Alliances** are groups of Empires that came together to stay safe, attack the Computer Players,
+wage war, and many more reasons. Alliances can consist of many or few members, sometimes even one
+member. The amount of members in an alliance is restricted by the level of the leader's (or alliance
+former's) [embassy](/wiki/embassy/) multiplied by two.
+
+2 x ([Embassy](/wiki/embassy/) level of leader)=Maximum number of members.
+
+If you wish to join an alliance (not make one) you must ask the alliance leader if you can join (via
+Email or in-game chat) and await the invitation. Then when you get the invitation, go to your
+[embassy](/wiki/embassy/) and accept the invitation. Now you are in an alliance.
+
+An alliance has many benefits. First, an alliance shares [probe](/wiki/probe/) data, so you can see
+the planets your alliance mates see.
+
+Second, there is a stash (available through the [embassy](/wiki/embassy/)) that allows you to switch
+out your materials for free. You have one (1) exchange per level of [embassy](/wiki/embassy/) every
+24 hours.
+
+Third, your [spies](/wiki/spies/) cannot be caught on your allies planet. (although why would you be
+there anyway?)
+
+Forth and lastly, being in an alliance allows you to build a [Space Station](/wiki/space-station/)
+(or more than one) which is one of the hardest things to have in the game. Everyone in your alliance
+can control the [space station](/wiki/space-station/) (through voting, which is why big alliance
+could be somewhat inefficient) but only the owner (ownership can be transffered) can build on the
+[space station](/wiki/space-station/). A better description and prerequisites are outlined in the
+[space station](/wiki/space-station/) page of the wiki.
+
+And that is pretty much what an alliance is!
+
+## Community notes
+
+> **The Vasari:** I love being in an alliance! (To be more correct "I love being an alliance
+> leader!")
+
+> **Captain Siscold:** Oh, yeah, alliance leader is amazing! :) Earth Republic
diff --git a/content/wiki/amalgus-bean-plantation.md b/content/wiki/amalgus-bean-plantation.md
new file mode 100644
index 0000000..111ea52
--- /dev/null
+++ b/content/wiki/amalgus-bean-plantation.md
@@ -0,0 +1,22 @@
+---
+title: 'Amalgus Bean Plantation'
+---
+
+# Amalgus Bean Plantation
+
+
+
+The Amalgus Bean Plantation allows you to grow beans to be used as food by your empire. You can only
+grow beans in orbit 4 (it's goldilox zone). The higher the level of the plantation the more food it
+produces.
+
+All plants need a source of phosphorus to photosynthesize their food. Therefore you need a good
+source of gypsum, sulfur, or monazite for plants to thrive.
+
+#### Requirements
+
+- [Planetary Command Center](/wiki/planetary-command-center/) Lvl 1
+- Planet in orbit 4
+- Source of phosphorus (gypsum, sulfur, monazite)
+
+**Categories:** [Food Buildings](/wiki/#food-buildings)
diff --git a/content/wiki/amalgus-meadow.md b/content/wiki/amalgus-meadow.md
new file mode 100644
index 0000000..ffe939b
--- /dev/null
+++ b/content/wiki/amalgus-meadow.md
@@ -0,0 +1,16 @@
+---
+title: 'Amalgus Meadow'
+---
+
+# Amalgus Meadow
+
+
+
+A wild meadow filled with wild amalgus beans. Similar to the
+[Amalgus Bean Plantation](/wiki/amalgus-bean-plantation/), the amalgus beans will only grow in
+orbit 4.
+
+You can build an Amalgus Meadow at the [Archaeology Ministry](archaeology-ministry) by combining a
+beryl [glyph](/wiki/glyph/) with a trona [glyph](/wiki/glyph/).
+
+**Categories:** [Natural Resources](/wiki/#natural-resources)
diff --git a/content/wiki/anti-poaching-trade-protocol.md b/content/wiki/anti-poaching-trade-protocol.md
new file mode 100644
index 0000000..1dc362a
--- /dev/null
+++ b/content/wiki/anti-poaching-trade-protocol.md
@@ -0,0 +1,54 @@
+---
+title: 'Anti-poaching Trade Protocol'
+---
+
+# Anti-poaching Trade Protocol
+
+# Anti-poaching Trade Protocol
+
+Sometimes we want to be able to give other players access to high-value items via the
+[Trade Ministry](/wiki/trade-ministry/), [Subspace Transporter](/wiki/subspace-transporter/), and
+occasionally the [Mercenaries Guild](/wiki/mercenaries-guild/).
+
+The problem is that when we offer such items, we can't guarantee who will buy it. So if you wish to
+transfer any type of valuable asset to a particular empire, here are the ways to do it.
+
+## Transferring E
+
+Have the intended recipient offer a trade of 1 [Waste](/wiki/waste/) on the SST, with an asking
+price of the E you wish to give. Then you purchase the [waste](/wiki/waste/) for that amount of E,
+transferring it to his account.
+
+The recipient should post the trade on the TM, because you don't care how long it takes to get the 1
+[Waste](/wiki/waste/), and you are saving the 1 E transaction cost (the E transfer is
+instantaneous). Only use the SST if the TM is out of range.
+
+## Transferring [Plans](/wiki/plans/) and [Ships](/wiki/ships/)
+
+This is a multi-part trade:
+
+1. The recipient will offer a trade of 1 [waste](/wiki/waste/) for 100 E on the TM (this is the
+ usual amount, it just has to be an amount high enough to discourage poachers).
+
+2. The sender will purchase the 1 [waste](/wiki/waste/). Naturally, the sender will need to have 100
+ E for this to work.
+
+3. The sender will offer the intended item(s) for trade on either the SST or TM, with an asking
+ price of 100 E. The option of SST vs TM is a trade-off between speed and economy - it depends on
+ how fast the recipient needs the items and whether the 1 E transaction cost of the SST is
+ important. You must also take into account the limited transport capacity of the SST.
+
+If you do choose the TM, use the fastest ship available that has a hold large enough to transport
+the items you wish to send.
+
+4. The recipient purchases the item(s) for the asking price of 100 E. Thus the net cost to both
+ parties is zero (not counting SST fees).
+
+This appears to be complex, but it really quite simple once you are used to it.
+
+## Coordination
+
+You may use Game [Chat](/wiki/chat-features/) to coordinate trades in real time. Opening a private
+message with your trading partner offers incresed security for your trade.
+
+~Zarzamora
diff --git a/content/wiki/api.md b/content/wiki/api.md
new file mode 100644
index 0000000..e785604
--- /dev/null
+++ b/content/wiki/api.md
@@ -0,0 +1,25 @@
+---
+title: 'API'
+---
+
+# API
+
+The API is a documented set of instructions on how developers can write tools or scripts to interact
+with the game server. [The Lacuna Expanse](/wiki/the-lacuna-expanse/) is one of the few if only
+games in existance that offers a completely open API which allows developers to write small tools or
+complete clients in the language on on the platform of their choice.
+
+Communications with the server are based on JSON RPC 2 standard.
+
+There are two different API documentations one for each of the available [servers](/wiki/servers/)
+
+- [US1](https://us1.lacunaexpanse.com/api/)
+- [PT](https://pt.lacunaexpanse.com/api/)
+
+Change notes can be found at
+
+- [US1](https://us1.lacunaexpanse.com/changes.txt)
+- [PT](https://pt.lacunaexpanse.com/changes.txt)
+
+Many of the programs or scripts written to make use of the API can be found on the
+[Clients and Utilities](/wiki/clients-and-utilities/) page.
diff --git a/content/wiki/apple-cider-bottler.md b/content/wiki/apple-cider-bottler.md
new file mode 100644
index 0000000..c0c7e2f
--- /dev/null
+++ b/content/wiki/apple-cider-bottler.md
@@ -0,0 +1,17 @@
+---
+title: 'Apple Cider Bottler'
+---
+
+# Apple Cider Bottler
+
+
+
+The Apple Cider Bottler allows you to convert apples from the [Apple Orchard](/wiki/apple-orchard/)
+into cider with a small amount of loss. The amount of apples converted into cider increases with the
+level of the building.
+
+#### Requirements
+
+- [Apple Orchard](/wiki/apple-orchard/) Lvl 5
+
+**Categories:** [Food Buildings](/wiki/#food-buildings)
diff --git a/content/wiki/apple-orchard.md b/content/wiki/apple-orchard.md
new file mode 100644
index 0000000..11eccab
--- /dev/null
+++ b/content/wiki/apple-orchard.md
@@ -0,0 +1,21 @@
+---
+title: 'Apple Orchard'
+---
+
+# Apple Orchard
+
+
+
+Allows you to grow apples to feed your empire. You can only grow apples in orbit 3 (it's goldilox
+zone). Food production increases for every level of the orchard.
+
+All plants need a source of phosphorus to photosynthesize their food. Therefore you need a good
+source of gypsum, sulfur, or monazite for plants to thrive.
+
+#### Requirements
+
+- [Planetary Command Center](/wiki/planetary-command-center/) Lvl 1
+- Planet in orbit 3
+- Source of phosphorus (gypsum, sulfur, monazite)
+
+**Categories:** [Food Buildings](/wiki/#food-buildings)
diff --git a/content/wiki/appropriate-resources.md b/content/wiki/appropriate-resources.md
new file mode 100644
index 0000000..9bef19e
--- /dev/null
+++ b/content/wiki/appropriate-resources.md
@@ -0,0 +1,14 @@
+---
+title: 'Appropriate Resources'
+---
+
+# Appropriate Resources
+
+Steal [ships](/wiki/ships/) carrying [resources](/wiki/resources/) from this planet. "Appropriate"
+is just bureaucrat speak for stealing something.
+
+This mission requires a transport ship is available to steal. The ship and the
+[resources](/wiki/resources/) will become yours. You can also steal glyphs or take control of
+[probe](/wiki/probe/)s this way.
+
+**Categories:** [Spies](/wiki/#spies)
diff --git a/content/wiki/appropriate-technology.md b/content/wiki/appropriate-technology.md
new file mode 100644
index 0000000..de2010c
--- /dev/null
+++ b/content/wiki/appropriate-technology.md
@@ -0,0 +1,26 @@
+---
+title: 'Appropriate Technology'
+---
+
+# Appropriate Technology
+
+Steal [buildings](/wiki/buildings/) and [plans](/wiki/plans/) from a planet. "Appropriate" is just
+bureaucrat speak for stealing something.
+
+This assignment will tell your [spies](/wiki/spies/) to steal [buildings](/wiki/buildings/) and
+[plans](/wiki/plans/). Of course, it would be very difficult to pick up a building and stuff it in
+his trench coat, so what he's really doing is stealing the [plans](/wiki/plans/) for the building.
+When your spy is successful, [plans](/wiki/plans/) will be added to his home planet. You can view
+your [plans](/wiki/plans/) in your build list or on a building when you go to upgrade it, or in your
+[Planetary Command Center](/wiki/planetary-command-center/).
+
+When stealing a plan that the planet already has, nothing really happens to that planet other than
+they no longer have the plan. However, if you steal a building, what it's really doing is turning
+one level of their building into a plan. So in effect, you are downgrading their building to produce
+a plan. Obviously this can be quite devastating, therefore you can only run appropriate technology
+on a non-[capitol](/wiki/capitol/) planet that is owned by an empire no lower than 100 ranks below
+you in the empire [stats](/wiki/stats/).
+
+This mission is unavailable if you are on a planet that is in your alliance.
+
+**Categories:** [Spies](/wiki/#spies)
diff --git a/content/wiki/archaeology-ministry.md b/content/wiki/archaeology-ministry.md
new file mode 100644
index 0000000..3638045
--- /dev/null
+++ b/content/wiki/archaeology-ministry.md
@@ -0,0 +1,102 @@
+---
+title: 'Archaeology Ministry'
+---
+
+# Archaeology Ministry
+
+
+
+The Archaeology Ministry is the center or study of relics and ruins from
+[the Great Race](/wiki/the-great-race/), and the studies of naturaly occuring wonders of beauty and
+[resources](/wiki/resources/). The difficulty in making advances in this research make upgrading and
+mainting this building costly in both time and [resources](/wiki/resources/).
+
+At the Archaeology Ministry you can:
+
+- Search for [glyph](/wiki/glyph/)s
+- Manage deployed [Excavator](/wiki/excavator/)s
+- Combine [Glyph](/wiki/glyph/)s into [glyph](/wiki/glyph/) building level 1 [plans](/wiki/plans/)
+ based on the [glyph recipes](/wiki/glyph-recipes/)
+- Find [plans](/wiki/plans/) for [glyph](/wiki/glyph/) [buildings](/wiki/buildings/)
+- Find caches of other [resources](/wiki/resources/)
+
+Starting at level 11 you are allowed 1 [Excavator](/wiki/excavator/) per level of your Archaelolgy
+Ministry over level 10. Examples: a level 18 Archaelogy Ministry will allow 8
+[Excavator](/wiki/excavator/)s, a level 30 Archaelogy Ministry will allow 20. Also chances of making
+finds increase with the level of the Archaelogy Ministry.
+
+_You may only have one Archaeology Ministry on a planet._
+
+**Digs**
+
+There are 2 kinds of digs that are performed by an Archaeology Ministry. Both can be used at the
+same time, or the Hourly dig can be used by itself.
+
+**Hourly Dig**
+
+There is no tab for this Dig in the Archaelogy Ministry instead the results from this show up in the
+hourly [Excavator](/wiki/excavator/) reports if you have not turned them off. This dig performs in
+almost the exact same manner as an [Excavator](/wiki/excavator/). It will not however find
+artifacts. It can however find [glyph](/wiki/glyph/)s depending on the types of ore produced by the
+body at 2x the chance.
+
+**Selectable Dig**
+
+With this option you can search through ore to find [glyph](/wiki/glyph/)s. Each search takes 6
+hours to complete.
+
+It takes 10,000 of a specific type of ore to search for a [glyph](/wiki/glyph/). So to have a chance
+to find a gold [glyph](/wiki/glyph/), you'd need to have 10,000 gold. Then you'd start searching in
+the archaeology ministry. You have a 1% chance of finding a [glyph](/wiki/glyph/) per level of the
+Archaeology ministry. Therefore at level 10 you have a 10% chance each time you search.
+
+Each search consumes the 10,000 ore, generates 5k [waste](/wiki/waste/) and lasts 6 hours. You will
+receive mail at the end of the search only if the search is successful.
+
+At level 11 this building allows the construction of the [Excavator](/wiki/excavator/) ship which
+has the possibility of uncovering [glyph](/wiki/glyph/)s, or other [glyph](/wiki/glyph/) building
+[plans](/wiki/plans/) that are not available thru the Archeaology Ministry.
+
+[Glyph recipes](/wiki/glyph-recipes/) can be found on the building pages within this wiki. Not all
+[buildings](/wiki/buildings/) can be built via [glyph](/wiki/glyph/)s, but those that can are
+documented within the wiki. See also the list of [Glyph Recipes](/wiki/glyph-recipes/) in this wiki.
+
+#### Requirements
+
+- [University](/wiki/university/) Lvl 11
+
+**Playing Tips:**
+
+This building is key to the advanced development of any empire and should be leveled as high as
+resonably possible. Also since this building and the deployed [excavator](/wiki/excavator/)s can
+find caches of any resource in this game it can serve as a source for a wide variety of foods to
+prevent loss of [happiness](/wiki/happiness/) due to lack of food types. This is especially valuable
+in orbits 8-6, and 1. Also it will provide small amounts of other ores not normally found on the
+planet.
+
+**Scripts:**
+
+This building was primarily operated by the use of glyphinator and a few other scripts that could
+build [plans](/wiki/plans/). A modified version of glyphintor was produced to just manage the
+selectable dig and can be found
+[here](https://community.lacunaexpanse.com/forums/developers/digmanager#idt71ikC5bGpNb59oqX6jA0w)
+
+**Categories:** [Glyph Buildings](/wiki/#glyph-buildings),
+[Construction Buildings](/wiki/#construction-buildings)
+
+## Community notes
+
+> **fecund:** Only one of a resource producing feature, or Great Race technology building of each
+> type will function per planet. Glyph buildings and features such as ravines and forests use poorly
+> understood phenomena that seem to interfere with or deplete each other. Thus all attempts by our
+> best engineers have been unable to make a functioning second ravine, a second volcano, a second
+> Citadel, etc. on a planet once the first is operational.
+
+> **Jazzeroki:** You can only build one of most glyph buildings per planet. The game will not allow
+> you to build a second one, just like the ministries.
+
+> **Lisvenachux Roytulin:** Are there any reasons such as countdowns that will make excavator sites
+> ‘destroyed’ , but fighters are not useful to defend them?
+
+> **Lisvenachux Roytulin:** I found fighters there all fine but my excavator site got ‘destroyed’
+> (reported as a ‘excavator result’ mail) with a different reason in the ‘results’ column.
diff --git a/content/wiki/art-museum.md b/content/wiki/art-museum.md
new file mode 100644
index 0000000..d935ca2
--- /dev/null
+++ b/content/wiki/art-museum.md
@@ -0,0 +1,16 @@
+---
+title: 'Art Museum'
+---
+
+# Art Museum
+
+
+
+The artwork created by a civilization visualizes the identity of that culture. As the artwork
+spreads into other civilizations it gives increased [influence](/wiki/influence/) over that
+civilization.
+
+This increases the [influence](/wiki/influence/) of the [Space Station](/wiki/space-station/) by 1
+point per level.
+
+**Categories:** [Space Station Modules](/wiki/#space-station-modules)
diff --git a/content/wiki/artificial-intelligence-ai-empires.md b/content/wiki/artificial-intelligence-ai-empires.md
new file mode 100644
index 0000000..4a2fcc2
--- /dev/null
+++ b/content/wiki/artificial-intelligence-ai-empires.md
@@ -0,0 +1,18 @@
+---
+title: 'Artificial Intelligence / AI Empires'
+---
+
+# Artificial Intelligence / AI Empires
+
+There are currently 7 AIs that exist in-game:
+
+- #1 Lacuna Expanse Corp
+- #-1 [Sābēn Demesne](/wiki/saben-demesne/)
+- #-3 Trelvestian Sveitarfélagi (wiki page [here](/wiki/trel/) - automatic hyperlink does not work)
+- #-4 [Jackpot](/wiki/jackpot/)
+- #-5 [Cult of the Fissure](/wiki/cult-of-the-fissure/)
+- #-7 [Diablotin](/wiki/diablotin/)
+- #-9 [DeLambert](/wiki/delambert/)
+
+Each of the AIs has unique strengths and weaknesses and behavioral patterns. Exact behavior though
+changes as improvements are made, and as conditions change in the game.
diff --git a/content/wiki/artificial-intelligence.md b/content/wiki/artificial-intelligence.md
new file mode 100644
index 0000000..22e38d3
--- /dev/null
+++ b/content/wiki/artificial-intelligence.md
@@ -0,0 +1,15 @@
+---
+title: 'Artificial Intelligence'
+---
+
+# Artificial Intelligence
+
+There are currently 4 AIs that exists in game.
+
+- [DeLamberti](/wiki/delamberti/), commonly called the Del.
+- [Diablotin](/wiki/diablotin/), commonly called the Diab.
+- Trelvestian Sveitarfélagi, commonly called the [Trel](/wiki/trel/).
+- [Sābēn Demesne](/wiki/saben-demesne/), commonly called the [Saben](/wiki/saben/).
+
+Each of the AIs has unique strengths and weaknesses and behavioral patterns. Exact behavior though
+changes as improvements are made, and as conditions change in the game.
diff --git a/content/wiki/assasinate-operatives.md b/content/wiki/assasinate-operatives.md
new file mode 100644
index 0000000..967c763
--- /dev/null
+++ b/content/wiki/assasinate-operatives.md
@@ -0,0 +1,17 @@
+---
+title: 'Assasinate Operatives'
+---
+
+# Assasinate Operatives
+
+This assignment if successful will kill 1 defending spy on the planet. This mission also has a high
+chance if the attempt fails of getting your own agent killed.
+
+Playing Tip: Often times the assignment [Incite Mutiny](/wiki/incite-mutiny/) will be used instead
+of this assignment because that way you increase the total number of [spies](/wiki/spies/) available
+to you. This assignment however could be very useful in a situation where there are
+[spies](/wiki/spies/) that you wouldn't normally be able to get past and you use multiple lower
+level agents to assasinate knowing that most of them will be killed but hoping for that random low
+chance that one of them may succeed.
+
+**Categories:** [Spies](/wiki/#spies)
diff --git a/content/wiki/assembly-of-sadow.md b/content/wiki/assembly-of-sadow.md
new file mode 100644
index 0000000..d9fa6b9
--- /dev/null
+++ b/content/wiki/assembly-of-sadow.md
@@ -0,0 +1,44 @@
+---
+title: 'Assembly of Sadow'
+---
+
+# Assembly of Sadow
+
+## Formation of the Empire of Tarthos
+
+_**On the Eight Day of November in the Year of the Expanse Two Thousand and Fourteen, the Assembly
+of Sadow was formed.**_
+
+Daedric Turelles sat in the planatery command center on Tartha, his advisors surrounding him in
+their respective locations. It had only been a year, maybe two since the faitful day the
+[cargo ship](/wiki/cargo-ship/) left Clan Naga Sadow space heading to make a standard trade run with
+the Dark Council. When the worm hole opened, the crew were thrown to this unknown part of the
+universe, alone, hungry and afraid.
+
+In the start the crew of the massive Brotherhood-Class [cargo ship](/wiki/cargo-ship/) worked
+together, but soon many wanted their own plot to call home. Tartha was created out of desparation,
+and the need to establish a civilization crew even more apparent. As the lost citizens of Sith Space
+began to build their own home, discontent grew from underneath. Many thought the way Tartha was
+heading wasn't right, that the leadership needed to be removed and sent on their way, to what ever
+part of the Solar System they seemed neccessary. The leadership of Tartha set out for a neighboring
+planet and it would soon be colonized and formed into Sepros. As Sepros grew, the citizens saw that
+they made a mistake exiling their leaders. After a small ground skirmish, Tartha sought to form an
+alliance with Sepros. Following the old ways of their masters before them, the Assembly of Sadow was
+born, naming the Captial on Sepros.
+
+Soon after the formation of the Assembly, technology sky rocketed, through a connection that remains
+shrouded in secrecy to this very day. The Assembly of Sadow is still learning the ways of
+space-time. Daedric Turelles, Grand Moff of the Alliance decreed that it was time to _bunker_ as he
+saw that they were never getting back to their masters in Clan Naga Sadow, and their beloved
+Warthost.
+
+## Assembly of Sadow
+
+As the power of the Assembly grew, the senate decided that it was time to establish a foot hold so
+that their citizens may grow in peace and prosperity.
+
+_More information to follow._
+
+## Intra-Alliance Agreements
+
+_Currently Classified. The Assembly stands in nuetural grounds._
diff --git a/content/wiki/asteroid-types-visual.md b/content/wiki/asteroid-types-visual.md
new file mode 100644
index 0000000..9e61116
--- /dev/null
+++ b/content/wiki/asteroid-types-visual.md
@@ -0,0 +1,59 @@
+---
+title: 'Asteroid Types (Visual)'
+---
+
+# Asteroid Types (Visual)
+
+a1
+
+a2
+
+a3
+
+a4
+
+a5
+
+a6
+
+a7
+
+a8
+
+a9
+
+a10
+
+a11
+
+a12
+
+a13
+
+a14
+
+a15
+
+a16
+
+a17
+
+a18
+
+a19
+
+a20
+
+p21 (this is really debris, not an asteroid)
+
+a22
+
+a23
+
+a24
+
+a25
+
+a26
+
+Author: Protista
diff --git a/content/wiki/asteroid-types.md b/content/wiki/asteroid-types.md
new file mode 100644
index 0000000..7c3d499
--- /dev/null
+++ b/content/wiki/asteroid-types.md
@@ -0,0 +1,10 @@
+---
+title: 'Asteroid Types'
+---
+
+# Asteroid Types
+
+Current values in a format that doesn't overlap the page can now be found at the
+[Body Types](/wiki/bodies-composition/) page.
+
+See the [Mining Ministry](/wiki/mining-ministry/) page on how to utilize them.
diff --git a/content/wiki/atmospheric-evaporator.md b/content/wiki/atmospheric-evaporator.md
new file mode 100644
index 0000000..56b623a
--- /dev/null
+++ b/content/wiki/atmospheric-evaporator.md
@@ -0,0 +1,20 @@
+---
+title: 'Atmospheric Evaporator'
+---
+
+# Atmospheric Evaporator
+
+
+
+Atmospheric Evaporators extract water from the air and soil of the planet. The better the water
+content of the planet, the more they produce. However, because they sap so much water from the
+environment, you can only have two per planet. Otherwise the planet would become a dead rock.
+
+Requires level 17 [University](/wiki/university/).
+
+**Categories:** [Water Buildings](/wiki/#water-buildings)
+
+## Community notes
+
+> **John Summers:** Be sure to not put this building on a GG.. Since the GG's do not have
+> atmosphere, it will give you negative resource production.
diff --git a/content/wiki/bakery.md b/content/wiki/bakery.md
new file mode 100644
index 0000000..dd3a662
--- /dev/null
+++ b/content/wiki/bakery.md
@@ -0,0 +1,17 @@
+---
+title: 'Bakery'
+---
+
+# Bakery
+
+
+
+The Bakery converts wheat from the [Wheat Farm](/wiki/wheat-farm/) at a minimal loss into bread to
+be used as food by your empire. The conversion rate increases with every level of the Bakery.
+
+#### Requirements
+
+- [Planetary Command Center](/wiki/planetary-command-center/) Lvl 1
+- [Wheat Farm](/wiki/wheat-farm/) Lvl 5
+
+**Categories:** [Food Buildings](/wiki/#food-buildings)
diff --git a/content/wiki/barge.md b/content/wiki/barge.md
new file mode 100644
index 0000000..90d8361
--- /dev/null
+++ b/content/wiki/barge.md
@@ -0,0 +1,13 @@
+---
+title: 'Barge'
+---
+
+# Barge
+
+
+
+A barge is a transport ship that is somewhere between a [dory](/wiki/dory/) and a
+[cargo ship](/wiki/cargo-ship/). You can build it after [Trade Ministry](/wiki/trade-ministry/)
+level 5.
+
+**Categories:** [Ships](/wiki/#ships)
diff --git a/content/wiki/beach-1.md b/content/wiki/beach-1.md
new file mode 100644
index 0000000..209f52d
--- /dev/null
+++ b/content/wiki/beach-1.md
@@ -0,0 +1,23 @@
+---
+title: 'Beach 1'
+---
+
+# Beach 1
+
+
+
+Create a [lake](/wiki/lake/) or a beach front on your planet. As of server 3.0400 generates a small
+amount of food (algae), ore (whatever kind a [mine](/wiki/mine/) on the planet produces), and water.
+
+A complete set of beach tiles is given to anyone who sends out invitations and gets 10 or more
+people to sign up. Even if you don't particularly want a set of these tiles, they are a useful trade
+commodity.
+
+This tile can be constructed at the [Archaeology Ministry](/wiki/archaeology-ministry/) using a
+gypsum [glyph](/wiki/glyph/).
+
+## Community notes
+
+> **Derrks:** Do the Beach tiles have any effect on play?
+
+> **icydee:** yes Derrks, they encourage bikini clad women to play volley-ball.
diff --git a/content/wiki/beach-10.md b/content/wiki/beach-10.md
new file mode 100644
index 0000000..c910935
--- /dev/null
+++ b/content/wiki/beach-10.md
@@ -0,0 +1,17 @@
+---
+title: 'Beach 10'
+---
+
+# Beach 10
+
+
+
+Create a [lake](/wiki/lake/) or a beach front on your planet. As of server 3.0400 generates a small
+amount of food (algae), ore (whatever kind a [mine](/wiki/mine/) on the planet produces), and water.
+
+A complete set of beach tiles is given to anyone who sends out invitations and gets 10 or more
+people to sign up. Even if you don't particularly want a set of these tiles, they are a useful trade
+commodity.
+
+This tile can be constructed at the [Archaeology Ministry](/wiki/archaeology-ministry/) using a
+gypsum [glyph](/wiki/glyph/) and a methane.
diff --git a/content/wiki/beach-11.md b/content/wiki/beach-11.md
new file mode 100644
index 0000000..fd64111
--- /dev/null
+++ b/content/wiki/beach-11.md
@@ -0,0 +1,21 @@
+---
+title: 'Beach 11'
+---
+
+# Beach 11
+
+
+
+Create a [lake](/wiki/lake/) or a beach front on your planet. As of server 3.0400 generates a small
+amount of food (algae), ore (whatever kind a [mine](/wiki/mine/) on the planet produces), and water.
+
+A complete set of beach tiles is given to anyone who sends out invitations and gets 10 or more
+people to sign up. Even if you don't particularly want a set of these tiles, they are a useful trade
+commodity.
+
+This tile can be constructed at the [Archaeology Ministry](/wiki/archaeology-ministry/) using a
+gypsum [glyph](/wiki/glyph/) and a chromite [glyph](/wiki/glyph/).
+
+## Community notes
+
+> **Lisvenachux Roytulin:** Occupy plot?
diff --git a/content/wiki/beach-12.md b/content/wiki/beach-12.md
new file mode 100644
index 0000000..8bbd604
--- /dev/null
+++ b/content/wiki/beach-12.md
@@ -0,0 +1,17 @@
+---
+title: 'Beach 12'
+---
+
+# Beach 12
+
+
+
+Create a [lake](/wiki/lake/) or a beach front on your planet. As of server 3.0400 generates a small
+amount of food (algae), ore (whatever kind a [mine](/wiki/mine/) on the planet produces), and water.
+
+A complete set of beach tiles is given to anyone who sends out invitations and gets 10 or more
+people to sign up. Even if you don't particularly want a set of these tiles, they are a useful trade
+commodity.
+
+This tile can be constructed at the [Archaeology Ministry](/wiki/archaeology-ministry/) using a
+gypsum [glyph](/wiki/glyph/) and a goethite.
diff --git a/content/wiki/beach-13.md b/content/wiki/beach-13.md
new file mode 100644
index 0000000..5989d26
--- /dev/null
+++ b/content/wiki/beach-13.md
@@ -0,0 +1,17 @@
+---
+title: 'Beach 13'
+---
+
+# Beach 13
+
+
+
+Create a [lake](/wiki/lake/) or a beach front on your planet. As of server 3.0400 generates a small
+amount of food (algae), ore (whatever kind a [mine](/wiki/mine/) on the planet produces), and water.
+
+A complete set of beach tiles is given to anyone who sends out invitations and gets 10 or more
+people to sign up. Even if you don't particularly want a set of these tiles, they are a useful trade
+commodity.
+
+This tile can be constructed at the [Archaeology Ministry](/wiki/archaeology-ministry/) using a
+gypsum [glyph](/wiki/glyph/) and a galena [glyph](/wiki/glyph/).
diff --git a/content/wiki/beach-2.md b/content/wiki/beach-2.md
new file mode 100644
index 0000000..67cfe84
--- /dev/null
+++ b/content/wiki/beach-2.md
@@ -0,0 +1,18 @@
+---
+title: 'Beach 2'
+---
+
+# Beach 2
+
+
+
+Create a [lake](/wiki/lake/) or a beach front on your planet. As of server 3.0400 generates a small
+amount of food (algae), ore (whatever kind a [mine](/wiki/mine/) on the planet produces), and water.
+
+A complete set of beach tiles is given to anyone who sends out invitations and gets 10 or more
+people to sign up.
+
+Even if you don't particularly want a set of these tiles, they are a useful trade commodity.
+
+This tile can be constructed at the [Archaeology Ministry](/wiki/archaeology-ministry/) using two
+gypsum [glyph](/wiki/glyph/)s.
diff --git a/content/wiki/beach-3.md b/content/wiki/beach-3.md
new file mode 100644
index 0000000..15fd0b8
--- /dev/null
+++ b/content/wiki/beach-3.md
@@ -0,0 +1,18 @@
+---
+title: 'Beach 3'
+---
+
+# Beach 3
+
+
+
+Create a [lake](/wiki/lake/) or a beach front on your planet. As of server 3.0400 generates a small
+amount of food (algae), ore (whatever kind a [mine](/wiki/mine/) on the planet produces), and water.
+
+A complete set of beach tiles is given to anyone who sends out invitations and gets 10 or more
+people to sign up.
+
+Even if you don't particularly want a set of these tiles, they are a useful trade commodity.
+
+This tile can be constructed at the [Archaeology Ministry](/wiki/archaeology-ministry/) using a
+gypsum [glyph](/wiki/glyph/) and a magnetite [glyph](/wiki/glyph/).
diff --git a/content/wiki/beach-4.md b/content/wiki/beach-4.md
new file mode 100644
index 0000000..f051d7a
--- /dev/null
+++ b/content/wiki/beach-4.md
@@ -0,0 +1,17 @@
+---
+title: 'Beach 4'
+---
+
+# Beach 4
+
+
+
+Create a [lake](/wiki/lake/) or a beach front on your planet. As of server 3.0400 generates a small
+amount of food (algae), ore (whatever kind a [mine](/wiki/mine/) on the planet produces), and water.
+
+A complete set of beach tiles is given to anyone who sends out invitations and gets 10 or more
+people to sign up. Even if you don't particularly want a set of these tiles, they are a useful trade
+commodity.
+
+This tile can be constructed at the [Archaeology Ministry](/wiki/archaeology-ministry/) using a
+gypsum [glyph](/wiki/glyph/) and a uraninite [glyph](/wiki/glyph/).
diff --git a/content/wiki/beach-5.md b/content/wiki/beach-5.md
new file mode 100644
index 0000000..d0c0794
--- /dev/null
+++ b/content/wiki/beach-5.md
@@ -0,0 +1,17 @@
+---
+title: 'Beach 5'
+---
+
+# Beach 5
+
+
+
+Create a [lake](/wiki/lake/) or a beach front on your planet. As of server 3.0400 generates a small
+amount of food (algae), ore (whatever kind a [mine](/wiki/mine/) on the planet produces), and water.
+
+A complete set of beach tiles is given to anyone who sends out invitations and gets 10 or more
+people to sign up. Even if you don't particularly want a set of these tiles, they are a useful trade
+commodity.
+
+This tile can be constructed at the [Archaeology Ministry](/wiki/archaeology-ministry/) using a
+gypsum [glyph](/wiki/glyph/) and a halite [glyph](/wiki/glyph/).
diff --git a/content/wiki/beach-6.md b/content/wiki/beach-6.md
new file mode 100644
index 0000000..c498eae
--- /dev/null
+++ b/content/wiki/beach-6.md
@@ -0,0 +1,17 @@
+---
+title: 'Beach 6'
+---
+
+# Beach 6
+
+
+
+Create a [lake](/wiki/lake/) or a beach front on your planet. As of server 3.0400 generates a small
+amount of food (algae), ore (whatever kind a [mine](/wiki/mine/) on the planet produces), and water.
+
+A complete set of beach tiles is given to anyone who sends out invitations and gets 10 or more
+people to sign up. Even if you don't particularly want a set of these tiles, they are a useful trade
+commodity.
+
+This tile can be constructed at the [Archaeology Ministry](/wiki/archaeology-ministry/) using a
+gypsum [glyph](/wiki/glyph/) and a rutile [glyph](/wiki/glyph/).
diff --git a/content/wiki/beach-7.md b/content/wiki/beach-7.md
new file mode 100644
index 0000000..5393f8f
--- /dev/null
+++ b/content/wiki/beach-7.md
@@ -0,0 +1,17 @@
+---
+title: 'Beach 7'
+---
+
+# Beach 7
+
+
+
+Create a [lake](/wiki/lake/) or a beach front on your planet. As of server 3.0400 generates a small
+amount of food (algae), ore (whatever kind a [mine](/wiki/mine/) on the planet produces), and water.
+
+A complete set of beach tiles is given to anyone who sends out invitations and gets 10 or more
+people to sign up. Even if you don't particularly want a set of these tiles, they are a useful trade
+commodity.
+
+This tile can be constructed at the [Archaeology Ministry](/wiki/archaeology-ministry/) using a
+gypsum [glyph](/wiki/glyph/) and a chalcopyrite [glyph](/wiki/glyph/).
diff --git a/content/wiki/beach-8.md b/content/wiki/beach-8.md
new file mode 100644
index 0000000..274f185
--- /dev/null
+++ b/content/wiki/beach-8.md
@@ -0,0 +1,17 @@
+---
+title: 'Beach 8'
+---
+
+# Beach 8
+
+
+
+Create a [lake](/wiki/lake/) or a beach front on your planet. As of server 3.0400 generates a small
+amount of food (algae), ore (whatever kind a [mine](/wiki/mine/) on the planet produces), and water.
+
+A complete set of beach tiles is given to anyone who sends out invitations and gets 10 or more
+people to sign up. Even if you don't particularly want a set of these tiles, they are a useful trade
+commodity.
+
+This tile can be constructed at the [Archaeology Ministry](/wiki/archaeology-ministry/) using a
+gypsum [glyph](/wiki/glyph/) and a sulfur [glyph](/wiki/glyph/).
diff --git a/content/wiki/beach-9.md b/content/wiki/beach-9.md
new file mode 100644
index 0000000..4fcd890
--- /dev/null
+++ b/content/wiki/beach-9.md
@@ -0,0 +1,17 @@
+---
+title: 'Beach 9'
+---
+
+# Beach 9
+
+
+
+Create a [lake](/wiki/lake/) or a beach front on your planet. As of server 3.0400 generates a small
+amount of food (algae), ore (whatever kind a [mine](/wiki/mine/) on the planet produces), and water.
+
+A complete set of beach tiles is given to anyone who sends out invitations and gets 10 or more
+people to sign up. Even if you don't particularly want a set of these tiles, they are a useful trade
+commodity.
+
+This tile can be constructed at the [Archaeology Ministry](/wiki/archaeology-ministry/) using a
+gypsum [glyph](/wiki/glyph/) and an anthracite [glyph](/wiki/glyph/).
diff --git a/content/wiki/beeldeban-herder.md b/content/wiki/beeldeban-herder.md
new file mode 100644
index 0000000..7356b64
--- /dev/null
+++ b/content/wiki/beeldeban-herder.md
@@ -0,0 +1,18 @@
+---
+title: 'Beeldeban Herder'
+---
+
+# Beeldeban Herder
+
+
+
+The Beeldeban Herder allows the raising of beeldeban to be used as food for your empire. It can only
+be built in orbits 5 and 6 (its goldilox zone). The higher the building level the more food is
+produced.
+
+#### Requirements
+
+- [Denton Root Patch](/wiki/denton-root-patch/) Lvl 5
+- Planet in orbit 5 or 6
+
+**Categories:** [Food Buildings](/wiki/#food-buildings), [Resources](/wiki/#resources)
diff --git a/content/wiki/beeldeban-nest.md b/content/wiki/beeldeban-nest.md
new file mode 100644
index 0000000..95f9d53
--- /dev/null
+++ b/content/wiki/beeldeban-nest.md
@@ -0,0 +1,15 @@
+---
+title: 'Beeldeban Nest'
+---
+
+# Beeldeban Nest
+
+
+
+A natural source of food.
+
+This building may only be built between orbits 5 and 6.
+
+The [Glyph](/wiki/glyph/) Recipe for this building is Anthracite + Trona + Kerogen.
+
+**Categories:** [Natural Resources](/wiki/#natural-resources)
diff --git a/content/wiki/beeldeban-protein-shake-factory.md b/content/wiki/beeldeban-protein-shake-factory.md
new file mode 100644
index 0000000..21e73ed
--- /dev/null
+++ b/content/wiki/beeldeban-protein-shake-factory.md
@@ -0,0 +1,17 @@
+---
+title: 'Beeldeban Protein Shake Factory'
+---
+
+# Beeldeban Protein Shake Factory
+
+
+
+The Beeldeban Protein Shake Factory converts the beeldeban beetles that are harvested in the
+[Beeldeban Herder](/wiki/beeldeban-herder/) into protein shakes, at a small loss, to be used as
+food. The higher the level of the factory the more food is converted.
+
+#### Requirements
+
+- [Beeldeban Herder](/wiki/beeldeban-herder/) Lvl 5
+
+**Categories:** [Food Buildings](/wiki/#food-buildings), [Resources](/wiki/#resources)
diff --git a/content/wiki/beginers-guide.md b/content/wiki/beginers-guide.md
new file mode 100644
index 0000000..b55ffde
--- /dev/null
+++ b/content/wiki/beginers-guide.md
@@ -0,0 +1,75 @@
+---
+title: 'Beginers Guide'
+---
+
+# Beginers Guide
+
+This is guide is written with the intent of helping new players understand some of the basics of
+this game as they come up and answering some of the frequent questions and problems usually faced.
+
+To begin with you be selecting your Empire's name and Description. Can change your Empire's name in
+the game using the Capital Building.
+
+Next you will be faced with selecting the affinities for your species. Read the wiki description for
+affinities carefuly. It will describe rather well the effects that each of the 13 affinities has on
+the game. If however you find out that you do not like your selection later you can either destroy
+your empire and restart or pay 100e to be able to change them.
+
+Once you've completed this you'll be thrown into the game. This is a real-time strategy MMO game. So
+1 hour of game time is 1 hour of real time.
+
+Once your in the game you'll have full access to the entire client. You will be presented with the
+planet side view of your first colony with only 1 building on it your Planetary Control Center. This
+building is the center of every colony and cannot be destroyed. It produces a small amount of
+[resources](/wiki/resources/) and has a small amount of storage.
+
+At this point the question is comonly asked what do I do. And the answer is check your mail box.
+There you will find a message regarding the tutorial and that will explain most of the basics about
+building up your new colony. The tutorial will have you build certain [buildings](/wiki/buildings/)
+at times, raise your hourly resource production first to 100 [resources](/wiki/resources/) per hour,
+and later to 200. It will show you how to use [Essentia](/wiki/essentia/) to boost your resource
+output, have you train [spies](/wiki/spies/), and how to assign them to defense. Towards the end it
+will take you to the star map and have you launch your first [probe](/wiki/probe/). The
+[Tutorial Mission Guide](/wiki/tutorial-mission-guide/) can also help you work your way through the
+tutorial.
+
+At the end of the tutorial you will be given the
+[Subspace Supply Depot](/wiki/subspace-supply-depot/). You will only get it once per game and it
+only lasts for a limited time. It is best if you can use it up all in one sitting as every action
+you take reduces the time on the counter, but also letting it sit idle also reduces the time on the
+counter. The [Subspace Supply Depot](/wiki/subspace-supply-depot/) can either give you
+[resources](/wiki/resources/) or complete your build queue. You can use it as much as you want until
+the clock runs out.
+
+After that the final gift you will be given is a ship called "The Gift" it is a
+[Short Range Colony Ship](/wiki/short-range-colony-ship/) which you can use to found your second
+colony. However keep in mind doing so will cost you your [Isolationist](/wiki/isolationist/) status.
+
+For some additional tips:
+
+During the early days of your empire it is recomended to have 3-4 of each of the basic resource
+producing [buildings](/wiki/buildings/) and 2 of each resource storage building. As your empire
+develops you'll be adjusting this as new [buildings](/wiki/buildings/) become available. Eventually
+all the basic resource producers will likely no longer be used by your empire.
+
+It is very important to try to have 4 different kinds of food producers. This becomes an especially
+great challenge in orbits 1, 7, and 8 as only 2 base food types are available there. Not having at
+least 3 different kinds of food causes your citizens to become upset and then start to generate
+unhappiness.
+
+Be sure to plan for [Waste](/wiki/waste/) Storage. This is sometimes overlooked and upon building an
+upgrade you'll find that you've lost [happiness](/wiki/happiness/) due to no place for the trash to
+go.
+
+Buy a set of [glyph](/wiki/glyph/) [buildings](/wiki/buildings/) with your remaining
+[Essentia](/wiki/essentia/). [Glyph](/wiki/glyph/) [buildings](/wiki/buildings/) produce far more
+[resources](/wiki/resources/) per hour than any other building level 1 resource
+[glyph](/wiki/glyph/) [buildings](/wiki/buildings/) will produce about 3000 or more
+[resources](/wiki/resources/) per hour depending on affinities. A set can be purchased generally
+very cheaply form advanced players who are likely to have stacks of them that they can't use. Just
+ask in the chat or check the [Trade Ministry](/wiki/trade-ministry/) of the Sub Space Transporter.
+Most [glyph](/wiki/glyph/) [buildings](/wiki/buildings/) you can buy are level 1 or level 1+1-4. The
+higher the +level the more [resources](/wiki/resources/) the building will produce and the more
+you'll have to pay for it.
+
+**Categories:** [Strategy Guides](/wiki/#strategy-guides)
diff --git a/content/wiki/beginner-s-guide.md b/content/wiki/beginner-s-guide.md
new file mode 100644
index 0000000..a496ff0
--- /dev/null
+++ b/content/wiki/beginner-s-guide.md
@@ -0,0 +1,75 @@
+---
+title: "Beginner's Guide"
+---
+
+# Beginner's Guide
+
+This is guide is written with the intent of helping new players understand some of the basics of
+this game as they come up and answering some of the frequent questions and problems usually faced.
+
+To begin with you be selecting your Empire's name and Description. Can change your Empire's name in
+the game using the Capital Building.
+
+Next you will be faced with selecting the affinities for your species. Read the wiki description for
+affinities carefuly. Ict will describe rather well the effects that each of the 13 affinities has on
+the game. If however you find out that you do not like your selection later you can either destroy
+your empire and restart or pay 100e to be able to change them.
+
+Once you've completed this you'll be thrown into the game. This is a real-time strategy MMO game. So
+1 hour of game time is 1 hour of real time.
+
+Once your in the game you'll have full access to the entire client. You will be presented with the
+planet side view of your first colony with only 1 building on it your Planetary Control Center. This
+building is the center of every colony and cannot be destroyed. It produces a small amount of
+[resources](/wiki/resources/) and has a small amount of storage.
+
+At this point the question is comonly asked what do I do. And the answer is check your mail box.
+There you will find a message regarding the tutorial and that will explain most of the basics about
+building up your new colony. The tutorial will have you build certain [buildings](/wiki/buildings/)
+at times, raise your hourly resource production first to 100 [resources](/wiki/resources/) per hour,
+and later to 200. It will show you how to use [Essentia](/wiki/essentia/) to boost your resource
+output, have you train [spies](/wiki/spies/), and how to assign them to defense. Towards the end it
+will take you to the star map and have you launch your first [probe](/wiki/probe/). The
+[Tutorial Mission Guide](/wiki/tutorial-mission-guide/) can also help you work your way through the
+tutorial.
+
+At the end of the tutorial you will be given the
+[Subspace Supply Depot](/wiki/subspace-supply-depot/). You will only get it once per game and it
+only lasts for a limited time. It is best if you can use it up all in one sitting as every action
+you take reduces the time on the counter, but also letting it sit idle also reduces the time on the
+counter. The [Subspace Supply Depot](/wiki/subspace-supply-depot/) can either give you
+[resources](/wiki/resources/) or complete your build queue. You can use it as much as you want until
+the clock runs out.
+
+After that the final gift you will be given is a ship called "The Gift" it is a
+[Short Range Colony Ship](/wiki/short-range-colony-ship/) which you can use to found your second
+colony. However keep in mind doing so will cost you your [Isolationist](/wiki/isolationist/) status.
+
+For some additional tips:
+
+During the early days of your empire it is recomended to have 3-4 of each of the basic resource
+producing [buildings](/wiki/buildings/) and 2 of each resource storage building. As your empire
+develops you'll be adjusting this as new [buildings](/wiki/buildings/) become available. Eventually
+all the basic resource producers will likely no longer be used by your empire.
+
+It is very important to try to have 4 different kinds of food producers. This becomes an especially
+great challenge in orbits 1, 7, and 8 as only 2 base food types are available there. Not having at
+least 3 different kinds of food causes your citizens to become upset and then start to generate
+unhappiness.
+
+Be sure to plan for [Waste](/wiki/waste/) Storage. This is sometimes overlooked and upon building an
+upgrade you'll find that you've lost [happiness](/wiki/happiness/) due to no place for the trash to
+go.
+
+Buy a set of [glyph](/wiki/glyph/) [buildings](/wiki/buildings/) with your remaining
+[Essentia](/wiki/essentia/). [Glyph](/wiki/glyph/) [buildings](/wiki/buildings/) produce far more
+[resources](/wiki/resources/) per hour than any other building level 1 resource
+[glyph](/wiki/glyph/) [buildings](/wiki/buildings/) will produce about 3000 or more
+[resources](/wiki/resources/) per hour depending on affinities. A set can be purchased generally
+very cheaply form advanced players who are likely to have stacks of them that they can't use. Just
+ask in the [chat](/wiki/chat-features/) or check the [Trade Ministry](/wiki/trade-ministry/) of the
+Sub Space Transporter. Most [glyph](/wiki/glyph/) [buildings](/wiki/buildings/) you can buy are
+level 1 or level 1+1-4. The higher the +level the more [resources](/wiki/resources/) the building
+will produce and the more you'll have to pay for it.
+
+**Categories:** [Strategy Guides](/wiki/#strategy-guides)
diff --git a/content/wiki/berth.md b/content/wiki/berth.md
new file mode 100644
index 0000000..18443c4
--- /dev/null
+++ b/content/wiki/berth.md
@@ -0,0 +1,25 @@
+---
+title: 'Berth'
+---
+
+# Berth
+
+Berth is the required minimum level of a Spaceport required on a planet before a ship of a required
+Berth size can be sent from the planet.
+
+At the current time most [ships](/wiki/ships/) in the game have a Berth size of 1. Higher Berth
+sizes have only been placed on various types of [Cargo Ship](/wiki/cargo-ship/)s, and on
+[Scow](/wiki/scow/)s. Future revisions to [ships](/wiki/ships/) may add higher Berth requirements to
+some of the Combat Vessels.
+
+Playing Tips: Try to keep at least one Spaceport on each of your planets at the maximum level that
+you can support in order to be able to use the [ships](/wiki/ships/) with the larger Berth
+requirements.
+
+Also [ships](/wiki/ships/) built prior to the addition of the Berth requirement did not have this
+particular stat added to them and can still be used on any planet regardless of the spaceport level.
+However such [ships](/wiki/ships/) will continue to grow more scarce as time passes but can
+currently be found for very cheap as many players are clearing their dock [spaces](/wiki/spaces/) to
+make way for building the larger capacity [ships](/wiki/ships/).
+
+**Categories:** [Ships](/wiki/#ships)
diff --git a/content/wiki/bfg.md b/content/wiki/bfg.md
new file mode 100644
index 0000000..f548013
--- /dev/null
+++ b/content/wiki/bfg.md
@@ -0,0 +1,21 @@
+---
+title: 'BFG'
+---
+
+# BFG
+
+Sends The Big Friendly Giant to a planet so he can explain frobscottle and whizzpoppers to the
+natives. (It is mildly possible that this is instead a reference to Doom and the BFG is a very large
+deadly gun that will destroy the planet it hits.)
+
+BFG "sets all the non-resource and non-[glyph](/wiki/glyph/) [buildings](/wiki/buildings/) on a
+planet to zero efficiency." It also works on [Isolationist](/wiki/isolationist/) empires. The star
+however must be under control of the station.
+
+Firing requires adequite supplies to be on hand at the [Space Station](/wiki/space-station/). Each
+firing consumes 100M Ore, 10M Electricity, 10M Water, 1M Food. If there is not enough supplies on
+hand the [parliament](/wiki/parliament/) will take damage and lose a level.
+
+Can't be fired at asteroids.
+
+Does nothing when fired at uninhabited planets.
diff --git a/content/wiki/bharati-empire.md b/content/wiki/bharati-empire.md
new file mode 100644
index 0000000..f1a8667
--- /dev/null
+++ b/content/wiki/bharati-empire.md
@@ -0,0 +1,29 @@
+---
+title: 'Bharati empire'
+---
+
+# Bharati empire
+
+We are Bharati empire, leader of [THE ULTRA HYPER ELEMENT](/wiki/the-ultra-hyper-element/)(TUHE).
+
+If you are in zone 0|-1 we would like to trade for :
+
+1\. 5 [colony ship](/wiki/colony-ship/)s.
+
+2\. The [Halls of Vrbansk](/wiki/halls-of-vrbansk/).
+
+These are our planets:-
+
+This is Elemental Prime (Wai Itreu 5):-
+
+This is Ofl Pliesio Oumb 5:-
+
+This is Spaceball (Wai Itreu 4):-
+
+This is Element Ring (Wai Itreu 3):-
+
+This is Xin Earth (Slearnouc 3):-
+
+This is Xin Land (Ko Shuighae Ael 2):-
+
+The list doesn't stop here we will colonize new planets soon.
diff --git a/content/wiki/black-hole-generator.md b/content/wiki/black-hole-generator.md
new file mode 100644
index 0000000..46b2d59
--- /dev/null
+++ b/content/wiki/black-hole-generator.md
@@ -0,0 +1,216 @@
+---
+title: 'Black Hole Generator'
+---
+
+# Black Hole Generator
+
+
+
+An experimental singularity lab created by [the Great Race](/wiki/the-great-race/). Commonly called
+the BHG.
+
+_A drawing published by BHGO of the Black Hole Generator, according to detection and spying
+reports._
+
+_This building has not been added to the [iphone client](/wiki/iphone-client/)._
+
+**Note:** The UI is currently having a few issues with displaying options. It displays all legal
+options correctly, but does not display prohibted ones correctly at this time.
+
+[Space Station](/wiki/space-station/)s now have the ability to restrict BHG use within their
+jurisdiction once their [parliament](/wiki/parliament/) reaches level 23.
+
+The black hole generator is said to do a lot of crazy mind bending stuff. With the power of a
+singularity, it changes the universe by multiplying it with an alternate universe. Here are some
+evidence-supported features:
+
+1. It does absolutely nothing until level 10 (you can not try to start it until it has been
+ upgraded to L10). Some functions may not be available until later levels.
+2. It only can be built on [habitable planets](/wiki/habitable-planets/) (don't build one on a Gas
+ Giant).
+3. After being used it has a cool down work timer depending on its level and which function you
+ attempted. This can be subsidized for 2e.
+4. It consumes [waste](/wiki/waste/) each time it is used. If it is incapable of consuming that
+ amount of [waste](/wiki/waste/) then it cannot be used.
+5. Each time it is used, you are messing with reality and the fates may be capricious in their
+ response. Various side effects and misfirings may occur with each firing of the BHG; even
+ succesful firings of the BHG can cause some side effect on another empire's planet. Most side
+ effects cause a news item and an email to the planet that is directly affected.
+6. You may subsidize the chance of success. The cost in E is determined by the chance of success.
+ Doing so will make sure you do not fail, however, doing illegal actions may still have
+ consequences.
+7. The range of the generator is dependant of which function. The further the distance, the more
+ difficult it is to focus increasing the chance of failure.
+8. The greater the level of the BHG the greater the chances of success and range are, and the
+ shorter time it takes for the BHG to cool down.
+
+When you try to start it you can select one of the options presented for what you want it to do; if
+it does not fail on startup your choice will happen. The options are listed below
+
+1. It can permanently increase the size of a habitable planet or asteroid with or without a colony.
+ This ability is available when the BHG is at level 20. A planet is increased in size equal to
+ the level of the BHG. An asteroid will increase in size 1/5 the level of the BHG. Rounded down.
+ The soft cap is 70 for [habitable planets](/wiki/habitable-planets/) and 10 for asteroids. Once
+ they are at that cap, you can increment by one size 25% of the time, up to size 75 and 20
+ respectively.
+2. It can permanently change the type of a habitable planet. Choose between P1-P40. This function
+ can only be used on your own, allied, or unoccupied planets. This is available when the BHG is
+ at level 25.
+3. It can permanently change the type of asteroid. Choose between P1-P25. This is available when
+ the BHG is at level 25.
+4. It can permanently convert any unoccupied (no platforms) asteroid within range. When converted,
+ the asteroid becomes a random planet between P1 and P40 of size 30. If you attempt to convert an
+ asteroid that has platforms on it your BHG will be destroyed and turned into a
+ [Fissure](/wiki/fissure/). This ability is available when the BHG reaches level 15.
+5. It can permanently destroy one unoccupied planet (habitable or GG) within range. When it is
+ destroyed, the planet becomes an asteroid between A1 and A25 of size determined by the level of
+ the BHG. This ability is available when the BHG reaches level 10.
+6. You can move the planet that has a BHG, swapping it with another body within range with the
+ "Swap Places" option. This option requires level 30. The cooldown time for this option is 8
+ days. Swap places can also be used to jump a planet into an empty orbit, to do this you need to
+ supply the correct coordinates. This option can be limited in its use via the
+ [Parliament](/wiki/parliament/) proposition Members only colonization. A BHG cannont be used to
+ move a planet into a system that is under Members only colonization of another alliance. Also to
+ be able to switch places with a non-allied colony an alliance only needs to have control of the
+ system, Members only colonization is not needed in this situation. (You can swap with an empty
+ orbit, but will need to enter the coordinates for the target then). This ability is available
+ when the BHG reaches level 30. You can not move a [space station](/wiki/space-station/) into a
+ starter zone with this option, nor exceed the max number of colonies in the
+ [starter zones](/wiki/starter-zones/). (two on us1)
+7. You can "Jump Zone" which swaps the BHG planet with a random habitable planet in the target
+ zone. It will be within your min orbit to max orbit range. This ability is available at a BHG
+ level of 15 and is mainly for those starting empires wishing to move to another less populated
+ zone. The target uninhabited planet will be in a non-seized planet, but there is no way of
+ predicting where in a zone you will end up.
+8. "Move System" is another option available with a level 30 BHG. It costs 30B in
+ [waste](/wiki/waste/) and will move all bodies currently in orbit with the planet that has the
+ BHG and swaps them with the target system bodies. All involved bodies must be either your own,
+ an ally, or uninhabited. Asteroids will come along as well. The target system must either be
+ seized by your alliance, or not seized at all. The stars themselves stay in their original
+ location. This option does not work to or from [Starter Zones](/wiki/starter-zones/).
+
+**Side Effects:**
+
+Side Effects can occur anywhere within the zone and happen when the BHG succeeds and the side effect
+chance comes up. Side effects are more random and can be beneficial.
+
+- Increasing or Decreasing a random habitable planet by up to 2 [plots](/wiki/plots/).
+- Mass transmutation. You may find decor placed, possibly up to 10 decor
+ [buildings](/wiki/buildings/).
+- Wormholes which can empty or fill various [resources](/wiki/resources/).
+- Fizzle, When this happens it just means the selected body by the server is not a valid target for
+ the side effect selected by the server. For example trying to turn an inhabited planet into an
+ asteroid.
+- Cause a [fissure](/wiki/fissure/) to form on an uninhabited planet.
+
+More about moving planets: You can move into an orbit that your species normally can't inhabit, but
+all food producers will still produce as normal. However, you may find yourself at negative
+[plots](/wiki/plots/) which does impact your [happiness](/wiki/happiness/) production.
+
+**Failure Results:**
+
+Failure effects tend to be non-beneficial. For example; while a side effect can wind up adding a few
+plot sizes to a planet, a failure will always subtract plot sizes if that effect happens.
+
+- Deformation of the planet with the Black Hole Generator. Can reduce the planet size to a minimum
+ of 30 [plots](/wiki/plots/).
+- Creating Antimatter. The BHG blows up and damages about 50% of the [buildings](/wiki/buildings/)
+ on the planet. It leaves behind a [Fissure](/wiki/fissure/) equal to the level of the BHG. The
+ Network 19 message reads "Empire Name, finds a decimal point out of place".
+- An automatic failure happens if you try to create an asteroid out of an occupied planet, or create
+ a planet from an asteroid that is being mined.
+- A Wormhole which will empty your [resources](/wiki/resources/).
+
+**Recipe:**
+
+The [glyph](/wiki/glyph/)s must be assembled in the following order.
+
+Kerogen, Beryl, Anthracite, and Monazite
+
+**Strategies:**
+
+- BHGs due to their multiple abilities can be used to customize empire growth and to be used
+ offensively.
+- Can be used to jump a planet near to a target and attack with little to no warning.
+- Can be used to breakup uncontrolled ROFs. (Only if your alliance controls the star with the ROF
+ can you swap a non-allied planet.)
+- Can jump into incomplete ROFs without members only colonization forcing the other planets to
+ provide defensive coverage for your own
+- Can be used to change [habitable planets](/wiki/habitable-planets/) to types P11 or P12 after
+ which you can setup [supply chain](/wiki/supply-chain/)s with the ore and end up have 2 planets
+ with all the ore types being available.
+- Can be used to jump a planet outside of the empires habitable orbits which causes the planet to
+ suddenly have negative [plots](/wiki/plots/) equal to the number of [buildings](/wiki/buildings/)
+ on the planet. Negative plot counts also causes the planet to reverse its
+ [happiness](/wiki/happiness/) production. This can be more effective in most situations that
+ [scow](/wiki/scow/) bombing a planet. This strategy however is easilly countered by the use of
+ [terraforming platform](/wiki/terraforming-platform/)s. Note that you will either have to be
+ allied with the target, or that your alliance controls the star the planet orbits.
+
+BHG Scripting Commands:
+
+blackhole.pl --config ../lacuna.yml --planet 'Planet 1' --target 'Planet 2' --view
+
+This will let you view your options
+
+blackhole.pl --config ../lacuna.yml --planet 'Planet 1' --target 'Planet 2' --increase\_size
+
+This will increase the size of the target planet.
+
+blackhole.pl --config ../lacuna.yml --planet 'Planet 1' --target 'Planet 2' --make\_planet
+
+This will convert a planet into an asteroid.
+
+blackhole.pl --config ../lacuna.yml --planet 'Planet 1' --target 'Planet 2' --make\_asteroid
+
+This will convert a asteroid into a planet.
+
+blackhole.pl --config ../lacuna.yml --planet 'Planet 1' --target 'Planet 2' --change\_type (1-20)
+
+This will change the planet type so it can have more favorable [resources](/wiki/resources/). Please
+refer to
+
+[bodies composition](/wiki/bodies-composition/) [HERE](/wiki/bodies-composition/) to be able to
+choose a good option if you wanna do this.
+
+blackhole.pl --config ../lacuna.yml --planet 'Planet 1' --target 'Planet 2' --swap\_places
+
+This will enable you to swap planet locations. Notice it says SWAP. The planet with your
+
+BHG on it must be one of the two planets that are being swapped. So this can require
+
+some maneuvering if you wanna move a GG.
+
+The UI has been updated to work with the BHG.
+
+### Trivia:
+
+- On the topic of BHG usage on a Gas Giant: "If you were allowed to build and operate an BHG on a
+ GG, the resultant tidal forces would tear the planet apart and the BHG would have a high
+ probability of either igniting the gases creating a secondary star or creating an intensive black
+ hole where the small, controlled one used to be."
+- The largest planet this can create is a 70 plot planet.
+- If a BHG changes the size of a planet, it doesn't affect any of the [buildings](/wiki/buildings/).
+ It is possible to have a negative plot count due to a bad side effect which can severely have an
+ effect on [happiness](/wiki/happiness/) generation.
+
+- A [Pantheon of Hagness](/wiki/pantheon-of-hagness/) works as it always does.
+- Do not try to use the BHG to convert an inhabited planet to an asteroid or an asteroid with
+ [mining platform](/wiki/mining-platform/)s to a planet.
+
+**Categories:** [Great Race Ruins](/wiki/#great-race-ruins)
+
+## Community notes
+
+> **Ysthane:** In the first known use of a BHG by a regular player, the planet Tylenol in the empire
+> of Jazz reached 65 natural plots.
+
+> **Jazzeroki:** I've fired 3 level 30 BHGs now. The first netted me a 65 plot planet. The second
+> reduced a planet to a 30 plot planet from 42. The third firing blew up the BHG and left me a level
+> 30 crater, and damaged half the buildings on my planet to random levels.
+
+> **Jazzeroki:** The latest firing of my BHG onto one of my distant planets for the first time
+> produce a 61 plot planet from a 31 plot, and filled the waste storage of some poor empire.
+
+> **frobozz:** You'd need a high level ravine to be able to store the 30B waste required to move a
+> system as a lvl 30 rift only stores around 19B waste.
diff --git a/content/wiki/bleeder.md b/content/wiki/bleeder.md
new file mode 100644
index 0000000..49372c3
--- /dev/null
+++ b/content/wiki/bleeder.md
@@ -0,0 +1,58 @@
+---
+title: 'Bleeder'
+---
+
+# Bleeder
+
+
+
+A bleeder is a special kind of assault ship that can be created after
+[munitions lab](/wiki/munitions-lab/) level 12. If it makes it to the surface of a planet, it
+deploys into a building. The building then converts the planet's [resources](/wiki/resources/) into
+[waste](/wiki/waste/). It starts slow, however, it also continually upgrades itself, converting more
+and more [resources](/wiki/resources/) into [waste](/wiki/waste/).
+
+When a bleeder is deployed, it inserts itself at the front of the target planets build-queue. It
+starts upgrading itself level-by-level, again interupting anything else in the build queue. Also
+Bleeders are the only building that can upgrade simultaneously. So dropping multiple Bleeders on a
+target planet can be a very good idea. Deployed Bleeders do cost a plot space. If sufficient numbers
+of Bleeders are deployed on a planet a colony could gain a negative plot count. _Negative plot
+counts now do cause a colonies positive [happiness](/wiki/happiness/) production to switch to
+negative production if the plot count drops too low._
+
+Since Bleeders do insert themselves into the build queue it is also possible to use
+[Essentia](/wiki/essentia/) to rush their completion. [Spies](/wiki/spies/) cannot steal levels off
+of a Bleeder so using them on a planet that you intend to hit with the Appropriate Technology
+mission will not end up with your [spies](/wiki/spies/) stealing levels off of deployed Bleeders.
+
+All you have to do to get rid of a bleeder is to [demolish](/wiki/demolish/) it. However, you have
+to notice it is on your planet first. And that is why it is such an insidious weapon. Also Bleeders
+cannot be automatically destroyed by scripts as destroying them requires answering a captcha first.
+
+Multiple Bleeders are able to upgrade themselves simultaneously. Deployed bleeders cannot level up
+beyond level 30.
+
+Additional Notes: Bleeders are not very effective against AI's as the AI's do catch them and remove
+them fairly quickly. However if a Bleeder is left alone for about 24hours a Bleeder can reach level
+18 at which point it will produce 1.3mil units of trash per hour. _An update in regards to use
+against AI's. The AI logic has been altered to cause them to sometimes overlook deployed bleeders on
+a planet._
+
+_Bleeders used to provide [population](/wiki/population/) and were a quick means to getting the
+largest colony. This ability has since been removed._
+
+**Categories:** [Ships](/wiki/#ships)
+
+## Community notes
+
+> **Lisvenachux Roytulin:** Will the production stats of my planet change if a bleeder is deployed
+> on my planet?
+
+> **MY EMPIRE 100:** how long will an AI take before they find a bleeder and demolish it? also if
+> they interupt your build queqe do they jump to the front of it or simply cancel it entirely
+
+> **MY EMPIRE 100:** sorry if that last point wasnt clear but if multiple bleeders upgrade
+> simultainuosly do they all go in front of the build queqe or if there are too many does it cancel
+> all upgrades
+
+> **Lisvenachux Roytulin:** I think the blleders queue up after another
diff --git a/content/wiki/bodies-composition.md b/content/wiki/bodies-composition.md
new file mode 100644
index 0000000..2855076
--- /dev/null
+++ b/content/wiki/bodies-composition.md
@@ -0,0 +1,29 @@
+---
+title: 'Bodies Composition'
+---
+
+# Bodies Composition
+
+All current Body types. Mineral quantity of 1 ignored, but do get mined at high enough production
+rates.
+
+
| Img | Type | Total | Mineral | Amt | Mineral | Amt | Mineral | Amt | Mineral | Amt | Water |
| Asteroids |
| a1 | A | 10000 | beryl | 1000 | fluorite | 9000 | | | | | 0 |
| a2 | A | 10000 | beryl | 4000 | chalcopyrite | 5000 | zircon | 1000 | | | 0 |
| a3 | A | 10000 | monazite | 1000 | uraninite | 1000 | zircon | 8000 | | | 0 |
| a4 | A | 10000 | gold | 1000 | monazite | 9000 | | | | | 0 |
| a5 | A | 9500 | fluorite | 1000 | gold | 8500 | | | | | 0 |
| a6 | A | 5830 | galena | 5790 | kerogen | 40 | | | | | 0 |
| a7 | A | 6907 | fluorite | 3291 | monazite | 1239 | uraninite | 2377 | | | 0 |
| a8 | A | 7954 | zircon | 7954 | | | | | | | 0 |
| a9 | A | 5500 | methane | 5500 | | | | | | | 0 |
| a10 | A | 6713 | anthracite | 6250 | bauxite | 108 | halite | 55 | trona | 300 | 0 |
| a11 | A | 9980 | magnetite | 9980 | | | | | | | 0 |
| a12 | A | 5899 | anthracite | 289 | bauxite | 269 | beryl | 313 | chalcopyrite | 299 | 0 |
| | | chromite | 320 | fluorite | 307 | galena | 278 | goethite | 292 |
| | | gold | 310 | gypsum | 311 | halite | 301 | kerogen | 284 |
| | | magnetite | 296 | methane | 285 | monazite | 319 | rutile | 258 |
| | | sulfur | 324 | trona | 293 | uraninite | 276 | zircon | 275 |
| a13 | A | 9164 | trona | 6574 | zircon | 2590 | | | | | 0 |
| a14 | A | 8830 | galena | 3038 | goethite | 2895 | gypsum | 2897 | | | 0 |
| a15 | A | 8931 | chromite | 8931 | | | | | | | 0 |
| a16 | A | 7837 | bauxite | 1894 | fluorite | 1793 | gold | 2132 | trona | 2018 | 0 |
| a17 | A | 4233 | beryl | 4233 | | | | | | | 0 |
| a18 | A | 7446 | gypsum | 4120 | trona | 3326 | | | | | 0 |
| a19 | A | 6206 | chalcopyrite | 3333 | sulfur | 2873 | | | | | 0 |
| a20 | A | 6342 | goethite | 6342 | | | | | | | 0 |
| a21 | A | 10 | magnetite | 10 | | | | | | | 0 |
| a22 | A | 6100 | bauxite | 900 | chalcopyrite | 700 | chromite | 900 | fluorite | 100 | 0 |
| | | galena | 800 | goethite | 400 | gold | 100 | magnetite | 500 |
| | | monazite | 300 | rutile | 800 | trona | 400 | zircon | 200 |
| a23 | A | 7000 | beryl | 1000 | chalcopyrite | 1000 | chromite | 1000 | fluorite | 1000 | 0 |
| | | galena | 1000 | rutile | 1000 | zircon | 1000 | | |
| a24 | A | 8500 | gypsum | 4000 | monazite | 1500 | sulfur | 3000 | | | 0 |
| a25 | A | 7900 | halite | 7900 | | | | | | | 0 |
| a26 | A | 7000 | anthracite | 1500 | kerogen | 1500 | magnetite | 1500 | monazite | 750 | 0 |
| | | uraninite | 1750 | | | | | | |
| Planets |
| p1 | H | 10000 | bauxite | 250 | chalcopyrite | 1000 | chromite | 5000 | galena | 1500 | 7100 |
| | | goethite | 500 | gold | 500 | gypsum | 250 | halite | 250 |
| | | rutile | 500 | uraninite | 250 | | | | |
| p2 | H | 10000 | beryl | 310 | fluorite | 190 | gold | 250 | gypsum | 1500 | 9100 |
| | | magnetite | 1000 | methane | 2700 | monazite | 130 | sulfur | 2300 |
| | | trona | 1500 | zircon | 120 | | | | |
| p3 | H | 10000 | anthracite | 1700 | kerogen | 1400 | methane | 2900 | uraninite | 3000 | 5555 |
| | | zircon | 1000 | | | | | | |
| p4 | H | 10000 | chalcopyrite | 1000 | goethite | 1500 | gypsum | 1500 | kerogen | 1500 | 8888 |
| | | magnetite | 1500 | sulfur | 1500 | uraninite | 1500 | | |
| p5 | H | 10000 | bauxite | 2250 | chalcopyrite | 250 | galena | 2250 | goethite | 1250 | 6200 |
| | | gypsum | 1250 | halite | 250 | magnetite | 250 | methane | 250 |
| | | rutile | 1250 | sulfur | 250 | trona | 250 | uraninite | 250 |
| p6 | H | 10000 | goethite | 1400 | gypsum | 1500 | halite | 1000 | magnetite | 1900 | 6905 |
| | | methane | 1200 | sulfur | 1700 | trona | 1300 | | |
| p7 | H | 10000 | bauxite | 1700 | beryl | 1000 | chalcopyrite | 2800 | goethite | 2400 | 5700 |
| | | gypsum | 2100 | | | | | | |
| p8 | H | 10000 | anthracite | 3100 | gypsum | 1250 | halite | 1300 | kerogen | 3100 | 5100 |
| | | trona | 1250 | | | | | | |
| p9 | H | 10000 | anthracite | 100 | bauxite | 300 | chalcopyrite | 100 | chromite | 900 | 5304 |
| | | galena | 200 | goethite | 200 | gypsum | 600 | halite | 500 |
| | | kerogen | 1800 | magnetite | 100 | methane | 1700 | rutile | 800 |
| | | sulfur | 1600 | trona | 700 | uraninite | 400 | | |
| p10 | H | 10000 | anthracite | 500 | beryl | 250 | fluorite | 250 | goethite | 1000 | 6800 |
| | | gypsum | 500 | kerogen | 500 | magnetite | 5000 | methane | 500 |
| | | monazite | 250 | sulfur | 500 | trona | 500 | zircon | 250 |
| p11 | H | 10000 | anthracite | 1000 | chromite | 1000 | fluorite | 1000 | galena | 1000 | 8400 |
| | | goethite | 1000 | gypsum | 1000 | kerogen | 1000 | magnetite | 1000 |
| | | uraninite | 1000 | zircon | 1000 | | | | |
| p12 | H | 10000 | bauxite | 1000 | beryl | 1000 | chalcopyrite | 1000 | gold | 1000 | 5600 |
| | | halite | 1000 | methane | 1000 | monazite | 1000 | rutile | 1000 |
| | | sulfur | 1000 | trona | 1000 | | | | |
| p13 | H | 10000 | anthracite | 1500 | chalcopyrite | 1300 | chromite | 1400 | galena | 2200 | 8300 |
| | | kerogen | 1500 | rutile | 2100 | | | | |
| p14 | H | 10000 | bauxite | 100 | chalcopyrite | 100 | chromite | 100 | galena | 100 | 5010 |
| | | goethite | 100 | gypsum | 100 | halite | 100 | magnetite | 100 |
| | | methane | 2700 | rutile | 100 | sulfur | 2300 | trona | 4000 |
| | | uraninite | 100 | | | | | | |
| p15 | H | 10100 | bauxite | 250 | chalcopyrite | 100 | chromite | 300 | galena | 400 | 9018 |
| | | goethite | 4500 | gypsum | 500 | halite | 500 | magnetite | 2000 |
| | | methane | 500 | rutile | 200 | sulfur | 270 | trona | 330 |
| | | uraninite | 250 | | | | | | |
| p16 | H | 10000 | anthracite | 3300 | chromite | 400 | galena | 200 | goethite | 300 | 5000 |
| | | halite | 700 | kerogen | 2700 | rutile | 600 | sulfur | 100 |
| | | trona | 900 | uraninite | 800 | | | | |
| p17 | H | 10000 | magnetite | 4200 | methane | 1900 | trona | 3900 | | | 10000 |
| p18 | H | 10000 | bauxite | 4200 | chromite | 3200 | uraninite | 2600 | | | 7600 |
| p19 | H | 10000 | anthracite | 1100 | bauxite | 300 | chalcopyrite | 700 | chromite | 100 | 5390 |
| | | galena | 200 | goethite | 700 | gypsum | 700 | halite | 400 |
| | | kerogen | 1200 | magnetite | 1400 | methane | 600 | rutile | 700 |
| | | sulfur | 700 | trona | 500 | uraninite | 700 | | |
| p20 | H | 10000 | bauxite | 900 | chromite | 1400 | galena | 3100 | magnetite | 1800 | 7608 |
| | | rutile | 2800 | | | | | | |
| p21 | H | 10000 | uraninite | 8000 | monazite | 2000 | | | | | 6300 |
| p22 | H | 10000 | galena | 5000 | halite | 5000 | | | | | 6700 |
| p23 | H | 10000 | methane | 3500 | kerogen | 3500 | anthracite | 3000 | | | 7100 |
| p24 | H | 10000 | gypsum | 3300 | beryl | 3300 | zircon | 3400 | | | 7400 |
| p25 | H | 11000 | rutile | 2000 | chromite | 1000 | chalcopyrite | 3000 | galena | 4000 | 9475 |
| | | gold | 1000 | | | | | | |
| p26 | H | 10000 | rutile | 100 | chromite | 100 | chalcopyrite | 100 | galena | 100 | 7800 |
| | | gold | 9000 | goethite | 100 | halite | 100 | gypsum | 100 |
| | | methane | 100 | kerogen | 100 | magnetite | 100 | | |
| p27 | H | 10000 | galena | 100 | goethite | 100 | halite | 9500 | methane | 100 | 2500 |
| | | zircon | 100 | zircon | 100 | | | | |
| p28 | H | 11000 | uraninite | 1500 | bauxite | 1500 | goethite | 2500 | halite | 3500 | 9230 |
| | | gypsum | 2000 | | | | | | |
| p29 | H | 10000 | gypsum | 3000 | sulfur | 5000 | monazite | 2000 | | | 10000 |
| p30 | H | 10000 | chalcopyrite | 4000 | gold | 3000 | bauxite | 3000 | | | 6450 |
| p31 | H | 10000 | trona | 2500 | sulfur | 1500 | methane | 1000 | kerogen | 3000 | 5885 |
| | | anthracite | 2000 | | | | | | |
| p32 | H | 12000 | rutile | 2000 | chromite | 2000 | bauxite | 2000 | goethite | 2000 | 8600 |
| | | magnetite | 2000 | beryl | 2000 | | | | |
| p33 | H | varies | rutile | varies | chromite | varies | chalcopyrite | varies | galena | varies | varies |
| | | gold | varies | uraninite | varies | bauxite | varies | goethite | varies |
| | | halite | varies | gypsum | varies | trona | varies | sulfur | varies |
| | | methane | varies | kerogen | varies | anthracite | varies | magnetite | varies |
| | | fluorite | varies | beryl | varies | zircon | varies | monazite | varies |
| p34 | H | 10000 | magnetite | 2000 | fluorite | 2000 | beryl | 2000 | zircon | 2000 | 7575 |
| | | monazite | 2000 | | | | | | |
| p35 | H | 10000 | rutile | 500 | chromite | 500 | chalcopyrite | 500 | galena | 500 | Varies |
| | | gold | 500 | uraninite | 500 | bauxite | 500 | goethite | 500 |
| | | halite | 500 | gypsum | 500 | trona | 500 | sulfur | 500 |
| | | methane | 500 | kerogen | 500 | anthracite | 500 | magnetite | 500 |
| | | fluorite | 500 | beryl | 500 | zircon | 500 | monazite | 500 |
| p36 | H | 800 | rutile | 100 | chromite | 100 | chalcopyrite | 100 | bauxite | 100 | 15000 |
| | | goethite | 100 | gypsum | 100 | sulfur | 100 | monazite | 100 |
| p37 | H | 10000 | uraninite | 2000 | kerogen | 2000 | anthracite | 2000 | magnetite | 2000 | 6225 |
| | | monazite | 2000 | | | | | | |
| p38 | H | 10000 | sulfur | 7000 | fluorite | 3000 | | | | | 8000 |
| p39 | H | 10000 | gypsum | 500 | sulfur | 2000 | methane | 4000 | kerogen | 1500 | 7135 |
| | | anthracite | 500 | monazite | 1500 | | | | |
| p40 | H | 10000 | halite | 4000 | trona | 2000 | sulfur | 4000 | | | 8350 |
| Gas Giants |
| pg1 | G | 20000 | chalcopyrite | 2000 | chromite | 4000 | rutile | 14000 | | | 0 |
| pg2 | G | 20000 | bauxite | 4000 | galena | 14000 | goethite | 2000 | | | 0 |
| pg3 | G | 20000 | gypsum | 4000 | halite | 14000 | sulfur | 2000 | | | 0 |
| pg4 | G | 20000 | chalcopyrite | 2000 | magnetite | 14000 | sulfur | 4000 | | | 0 |
| pg5 | G | 20000 | goethite | 14000 | magnetite | 2000 | sulfur | 4000 | | | 0 |
+
+## Community notes
+
+> I know A21 is poor for glyphs from low mineral total, but does the mineral amount influence mining
+> and make A21 poor for mining too? are gas giants by being 20000 totals twice as good as regular
+> planets?
+
+> **Jazzeroki:** Knowing what's on here is helpful like when you are using a Blackhole generator to
+> Change the type to another of your choice. Also it's helpful to just generally know all of what's
+> available. For most routine game play you won't spend that much time looking at this chart.
+
+> **Jazzeroki:** Personally I find the planet types P11 and P12 to be the station builders best
+> friends especially when combined with Supply Chains.
+
+> **ore swappers:** A21 looks nice for diversity, but it's 39 total compared to 10000 elsewhere so
+> it's like 0.4% of the glyph AND mining efficiency so it's best avoided in all cases.
+
+> **Lisvenachux Roytulin:** It's cannot be more suitable to say the A21 asteroid as 'debris field',
+> it's so tiny that its production is so slight
diff --git a/content/wiki/bugout.md b/content/wiki/bugout.md
new file mode 100644
index 0000000..1bc4599
--- /dev/null
+++ b/content/wiki/bugout.md
@@ -0,0 +1,14 @@
+---
+title: 'Bugout'
+---
+
+# Bugout
+
+Gets a spy to come home via a [spy pod](/wiki/spy-pod/). The spy can not be caught, but may be seen
+leaving.
+
+Either the spy builds it, steals it, or bribes someone they get a [spy pod](/wiki/spy-pod/) (none
+needs to be available on the planet) and heads to their home planet.
+
+Enemy planets may notice the launch, and might track the pod to it's destination. Depends on the
+spy's offense and intel xp versus the defender's defense and intel xp.
diff --git a/content/wiki/building-a-happiness-planet.md b/content/wiki/building-a-happiness-planet.md
new file mode 100644
index 0000000..ef76e34
--- /dev/null
+++ b/content/wiki/building-a-happiness-planet.md
@@ -0,0 +1,204 @@
+---
+title: 'Building a Happiness Planet'
+---
+
+# Building a Happiness Planet
+
+## Why a [Happiness](/wiki/happiness/) Planet?
+
+Your next colony [happiness](/wiki/happiness/) requirement is the same empire-wide. Concentrating
+you efforts in one colony saves a lot of time and energy, as well as a lot of E and Halls.
+
+## What is [Happiness](/wiki/happiness/)?
+
+[Happiness](/wiki/happiness/) is simply another resource your colony produces, although it is an
+important one. Think of it as an overall measurement of the health of your colony. On the positive
+side of the ledger, [happiness](/wiki/happiness/) enables you to build new colonies. On the negative
+side, low or negative [happiness](/wiki/happiness/) can increase your colony's susceptibility to
+revolution and insurrection. After a certain time period negative [happiness](/wiki/happiness/) will
+attract the [Cult of the Fissure](/wiki/cult-of-the-fissure/); this is usually a one-way downward
+spiral leading to the destruction of the planet.
+
+## What are the factors affecting [happiness](/wiki/happiness/)?
+
+A number of different factors can affect the [happiness](/wiki/happiness/) of a planet. Some
+[buildings](/wiki/buildings/) produce [happiness](/wiki/happiness/), and some can decrease it. Too
+much [waste](/wiki/waste/) or too little [waste](/wiki/waste/) can negatively impact your
+[happiness](/wiki/happiness/). If an attack or accident damages
+[Terraforming Platform](/wiki/terraforming-platform/)s or Gas Giant Platforms, you will have
+negative [plots](/wiki/plots/) on that planet. This can send your [happiness](/wiki/happiness/) into
+the negative zone quite quickly.
+
+Assuming you have none of these problems, the main thing that will affect
+[happiness](/wiki/happiness/) are 6 particular [buildings](/wiki/buildings/), what I call the
+[Happiness](/wiki/happiness/) [Buildings](/wiki/buildings/). This is where you need to concentrate
+your efforts.
+
+NOTE: For the purposes of this article I am ignoring the [happiness](/wiki/happiness/) output of
+standard [buildings](/wiki/buildings/). They have only a marginal effect on creating
+[happiness](/wiki/happiness/), compared to the [Kalavian Ruins](/wiki/kalavian-ruins/) and various
+junk [buildings](/wiki/buildings/).
+
+Your political affinity affects your [happiness](/wiki/happiness/) output as well. Raising this
+affinity can be done [using the Genetics Lab](/wiki/using-the-genetics-lab/). Your growth affinity
+has an indirect role to play as well, since it enables you to start new colonies with less
+[happiness](/wiki/happiness/).
+
+## What are the [happiness](/wiki/happiness/) [buildings](/wiki/buildings/)?
+
+The main [happiness](/wiki/happiness/) building is a [glyph](/wiki/glyph/) resource building called
+[Kalavian Ruins](/wiki/kalavian-ruins/). The other five are the Junk [Buildings](/wiki/buildings/):
+[Pyramid Junk Sculpture](/wiki/pyramid-junk-sculpture/), [Space Junk Park](/wiki/space-junk-park/),
+Metal Junk Arch, [Great Ball of Junk](/wiki/great-ball-of-junk/), and
+[Junk Henge Sculpture](/wiki/junk-henge-sculpture/). These Junk [Buildings](/wiki/buildings/) are
+hybrids that have qualities of both [glyph](/wiki/glyph/) and standard
+[buildings](/wiki/buildings/).
+
+## How should the [happiness](/wiki/happiness/) [buildings](/wiki/buildings/) be built?
+
+When you found a colony, one of the first things you should do is purchase a so-called
+'[starter pack](/wiki/starter-pack/)' over at the the TM or SST. A
+[starter pack](/wiki/starter-pack/) is simply a number of [glyph](/wiki/glyph/) resource building
+[plans](/wiki/plans/), bundled into a single package. Not all [starter pack](/wiki/starter-pack/)s
+are the same, however. Make sure yours has a [Kalavian Ruins](/wiki/kalavian-ruins/) plan included.
+
+A [Kalavian Ruins](/wiki/kalavian-ruins/) building should be built at the start-up of your new
+colony, along with the other [glyph](/wiki/glyph/) resource [buildings](/wiki/buildings/).
+
+Remember a critical point: The [happiness](/wiki/happiness/) output of these
+[buildings](/wiki/buildings/) only becomes really significant at high levels (above 20). Don't
+[waste](/wiki/waste/) your Halls building up a lot of [happiness](/wiki/happiness/)
+[buildings](/wiki/buildings/) at one time.
+
+Build your [Happiness](/wiki/happiness/) [Buildings](/wiki/buildings/) one at a time, and upgrade
+each one all the way to 30 before starting another one!
+
+Limit your Hall and E expenditure by building up the so-called Junk planets on one planet only
+(after you have a dozen or more colonies, you might consider building a second
+[happiness](/wiki/happiness/) planet). A [Kalavian Ruins](/wiki/kalavian-ruins/) should be built to
+intermediate levels on all of your colonies (as a kind of [happiness](/wiki/happiness/) buffer), but
+you should skip the Junk Bldgs except on your [happiness](/wiki/happiness/) planet.
+
+## In what order should the [Happiness](/wiki/happiness/) [Buildings](/wiki/buildings/) be built?
+
+In order to get the most efficient use of Halls and E, your [happiness](/wiki/happiness/)
+[buildings](/wiki/buildings/) should always be built in this order:
+
+1. [Kalavian Ruins](/wiki/kalavian-ruins/)
+2. Junk Pyramid
+3. [Space Junk Park](/wiki/space-junk-park/)
+4. Metal Arch
+5. [Great Ball of Junk](/wiki/great-ball-of-junk/)
+6. Junk Henge
+
+The order of 2 – 6 reflects the relative level of [happiness](/wiki/happiness/) they produce, with
+Junk Pyramid being the highest and Junk Henge the lowest. The junk [buildings](/wiki/buildings/)
+require both Halls and E to upgrade (see below).
+
+## A note on Junk [Buildings](/wiki/buildings/)
+
+The Junk [Buildings](/wiki/buildings/) (listed 2-6 above) are a hybrid of [Glyph](/wiki/glyph/) and
+Standard [buildings](/wiki/buildings/). They require Halls to upgrade, but do not upgrade in 15
+seconds like other [Glyph](/wiki/glyph/) [Buildings](/wiki/buildings/). Instead, they have a
+building timer that increases in duration for each level.
+
+The catch here is that the build times can stretch into months for each succeeding level.
+
+For all practical purposes you must subsidize the build for each upgrade of a Junk Building.
+
+Thus it is a good practice, to build them up on one planet only...unless you happen to have a lot of
+E.
+
+## [Happiness](/wiki/happiness/) planet as vehicle launcher
+
+The main object of high level [happiness](/wiki/happiness/) is to be able to launch new colonies and
+[Space Station Hull](/wiki/space-station-hull/)s. Thus you can delay upgrading Junk Bldgs until you
+start getting into excessively long delays to meet your next colony cost.
+
+Your [happiness](/wiki/happiness/) planet must also be your launch point for new colonies. It is a
+good idea for the [happiness](/wiki/happiness/) planet to have an operable BHG in order to move it
+close to the new planet you want to colonize. Long transit times for
+[Colony Ship](/wiki/colony-ship/)s or [Space Station Hull](/wiki/space-station-hull/)s can be
+avoided in this way.
+
+## How much [happiness](/wiki/happiness/) do you need?
+
+This depends on how many colonies you have. There is a rapidly escalating
+[happiness](/wiki/happiness/) cost for each new colony. I was able to colonize 21 planets with a KR
+and the first 3 Junk Bldgs. Your results may vary depending on your affinities.
+
+**By the time you have an empire with 25 or so colonies, [happiness](/wiki/happiness/) will become a
+much less important factor.** The lead times for acquiring the necessary
+[happiness](/wiki/happiness/) will simply be too long. After this occurs you will likely transition
+to 'flipping' planets via insurrection to increase your empire size.
+
+## Considerations for the Mature Empire
+
+Once you reach a certain level of development, you will find it more difficult and slower to add
+additional colonies. Listed below are some of the more advanced techniques of boosting empire
+[happiness](/wiki/happiness/) levels.
+
+### Maxing Out [Happiness](/wiki/happiness/) [Buildings](/wiki/buildings/)
+
+At some point in your empire development, you will need to max out your
+[Kalavian Ruins](/wiki/kalavian-ruins/) and all five Junk [Buildings](/wiki/buildings/) to Level 30
+(on one planet, as we have noted before). It's not a bad idea to do this on your Capital Planet, and
+max the [Embassy](/wiki/embassy/) to Level 30 as well.
+
+### [Political Propaganda](/wiki/political-propaganda/)
+
+You may add to your [happiness](/wiki/happiness/) output by using [spies](/wiki/spies/) to execute
+the [Political Propaganda](/wiki/political-propaganda/) mission. On positive
+[happiness](/wiki/happiness/) planets, it can boost production by up to 50% depending on skill and
+numbers of agents assigned this task. The number of [spies](/wiki/spies/) needed to reach this 50%
+cap can be determined by using the
+[Propaganda Cap Calculator](https://docs.google.com/spreadsheet/ccc?key=0Ai0a1riCjq6jdGtBQVJnMkNBM1kzLWZDbFI5VHZCQWc#gid=0).
+Since these agents are in the propaganda office, burning them while they are on duty is a very poor
+idea. Also, consider that [spies](/wiki/spies/) get a defensive mission count of +1 every four
+hours, so you are advancing them more quickly towards eventual retirement.
+
+### [Essentia](/wiki/essentia/) Boost
+
+For 5E you may purchase a temporary 25% [happiness](/wiki/happiness/) boost that lasts 7 days.
+
+\---
+
+**NOTE: You may be able to purchase a level 31 Pyramid plan. They are relatively rare and are
+fetching high prices, if you are able to find someone who wants to sell them.**
+
+---
+
+# Building an Advanced [Happiness](/wiki/happiness/) Planet
+
+Even if you are no longer using [happiness](/wiki/happiness/) to add planets to your empire, you may
+still need [happiness](/wiki/happiness/) to launch [Space Station](/wiki/space-station/) Hulls for
+your alliance.
+
+The old transfer station technique has been eliminated by the new code. The only differences in next
+station cost from player to player in an alliance will depend on their affinity profile. Next
+Station Cost will cap out at 300T.
+
+Depending on your circumstances, it might be advisable to have more than one
+[Happiness](/wiki/happiness/) Farm, so that they can be rotated. One [Happiness](/wiki/happiness/)
+Farm can launch a new hull (which will knock its [happiness](/wiki/happiness/) back down), and then
+the second [Happiness](/wiki/happiness/) Farm can be scheduled for the next launch (allowing the
+first one to regenerate its [happiness](/wiki/happiness/)).
+
+A [Happiness](/wiki/happiness/) Farm consists of the following elements:
+
+- KR(30)
+- All five Junk Bldgs(30)
+- 3 lev 78 [spies](/wiki/spies/) doing [political propaganda](/wiki/political-propaganda/), replaced
+ as they retire
+- [Happiness](/wiki/happiness/) Resource boost (25% for 7 days, 5E), renewed weekly.
+- Political and growth affinity level 7.
+
+Other [buildings](/wiki/buildings/) have only a marginal [influence](/wiki/influence/) on
+[happiness](/wiki/happiness/) output, and can be safely ignored for [happiness](/wiki/happiness/)
+purposes.
+
+~Zarzamora
+
+## Community notes
+
+> **TRSS:** 2016-03-08 edited to remove misinformation and to correct a few typos
diff --git a/content/wiki/building-sequencing.md b/content/wiki/building-sequencing.md
new file mode 100644
index 0000000..6244da8
--- /dev/null
+++ b/content/wiki/building-sequencing.md
@@ -0,0 +1,137 @@
+---
+title: 'Building Sequencing'
+---
+
+# Building Sequencing
+
+Since there are many ways to build up a colony in order to fulfil certain roles, this article serves
+as a four-step guide for players looking to develop their infrastructure.
+
+## PRIORITY ONE
+
+- [Glyph](/wiki/glyph/) [buildings](/wiki/buildings/)(1+6). [Glyph](/wiki/glyph/) Buidings should
+ include [Ravine](/wiki/ravine/), IDR, [Volcano](/wiki/volcano/), Vent, Spring, Food
+ [Glyph](/wiki/glyph/)s appropriate to your orbit location, Crashed Ship, KR
+- Dev Min(5)
+- OM
+
+Your first action will be building up each [Glyph](/wiki/glyph/) Building in sequence. If you have a
+1+6 [Starter Pack](/wiki/starter-pack/), this will get you to level 7 (sufficient for this stage of
+your buildup). Since each building has a 15 second timer, it shouldn't take very long. This will
+give you a solid base of storage and resource production.
+
+**If you don't have a 1+6 [Starter Pack](/wiki/starter-pack/), you need to get one for every new
+colony you start. They are often available from the TM or SST, or you can obtain them from
+experienced players.**
+
+Your second action will be to level the [Development Ministry](/wiki/development-ministry/) to 5.
+This will allow you to queue 6 [buildings](/wiki/buildings/) in your build list.
+
+Your third action will be to level the [Oversight Ministry](/wiki/oversight-ministry/) as high as
+you can, level(30) if possible. The OM increases the speed of building by 3% per level; thus a
+OM(30) will shorten your build times to 10%.
+
+If you have any of the standard resource [buildings](/wiki/buildings/) (non-[glyph](/wiki/glyph/)),
+you should leave them at level 1 or 2; don't [waste](/wiki/waste/) any time or
+[resources](/wiki/resources/) leveling them any higher. Eventually you will need to
+[demolish](/wiki/demolish/) them; they can only be built to level 20 and will hinder your planet
+development. (If they are on your capital planet, they can be built up to 30 with a
+[Stockpile](/wiki/stockpile/).)
+
+NOTE: If you are launching a [colony ship](/wiki/colony-ship/) to a planet outside your habitable
+orbit range, then you will need to add TF Platforms to Priority 1! Over time you should upgrade your
+habitable orbit affinity using the Gene Lab. This will enable you to [demolish](/wiki/demolish/)
+[terraforming platform](/wiki/terraforming-platform/)s, and replace them with more useful
+[buildings](/wiki/buildings/)!
+
+## PRIORITY TWO
+
+- 1 [Waste](/wiki/waste/) Seqestration(10)
+- 1 PCC(30)
+- 1 Spaceport (30), 1 [Shipyard](/wiki/shipyard/) (30), 1 Archmin(30), 1 TM(30), 10 SAW (30)
+- 1 [Space Station Lab](/wiki/space-station-lab/) (SSL) per colony. The SSL requires 4 adjacent
+ empty [plots](/wiki/plots/) arranged in a square.
+- 1 GG Lab(30) per Empire. This is to provide [waste](/wiki/waste/) for your BHGs
+- 1 [Stockpile](/wiki/stockpile/) per Empire. It has to be on your Capital.
+
+A [Waste Sequestration Well](/wiki/waste-sequestration-well/)(10) will allow you to build
+[Scow](/wiki/scow/)s and establish a basic [Waste Chain](/wiki/waste-chain/).
+
+The [Space Station Lab](/wiki/space-station-lab/) becomes important after you join (or create) an
+alliance. If you don't intend to ever be part of an alliance, you won't need it.
+
+You will have to upgrade resource [glyph](/wiki/glyph/) [buildings](/wiki/buildings/) when you start
+running short of [resources](/wiki/resources/).
+
+## PRIORITY THREE
+
+- Full Intel complex(30)
+- 40 or 50 Spaceports
+- 5 total [Shipyard](/wiki/shipyard/)s
+- [Propulsion System Factory](/wiki/propulsion-system-factory/),
+ [Pilot Training Facility](/wiki/pilot-training-facility/), [Munitions Lab](/wiki/munitions-lab/),
+ [Cloaking lab](/wiki/cloaking-lab/).
+- [Observatory](/wiki/observatory/)
+- 2 Dist Centers.
+- Citadel(30)
+- Gauntlet(30)
+- BHG on every habitable planet colony
+
+Intel Complex includes:
+
+- The Three Ministries: Inteligence Ministry, [Espionage Ministry](/wiki/espionage-ministry/), and
+ [Security Ministry](/wiki/security-ministry/)
+- The Four Training Facilities: Intel Training, Mayhem Training, Politics Training, and Theft
+ Training.
+- Mercenanies Guild for trading and selling [spies](/wiki/spies/).
+
+## PRIORITY FOUR
+
+- Dev Min(30)
+- 1 [Entertainment District](/wiki/entertainment-district/) for every zone you occupy.
+- 1 [Library of Jith](/wiki/library-of-jith/)(30) at Capital.
+- 1 [Embassy](/wiki/embassy/)(30) at Capital
+- 1 Temple and 1 Oracle for every zone you occupy.
+- 1 Pantheon per planet, level up as you need new [plots](/wiki/plots/).
+- 5 Junk Buidings. ONE PLANET PER EMPIRE ONLY.
+- 1 LCOT per planet, optional. These require 9 [plots](/wiki/plots/) in a 3X3 adjacent grid.
+ Spaceports are usually demolished to make room for an LCOT.
+
+If you have any [plots](/wiki/plots/) left over after getting this far, experiment with different
+[buildings](/wiki/buildings/) to see what they can do for you.
+
+By the time you reach Priority Four, you should be leveling up any building that's lagging behind
+the others. Your ultimate goal is to level all [buildings](/wiki/buildings/) to 30 (31 for TF and GG
+Platforms). Every available space should be occupied.
+
+Generally, try to avoid placing any of the standard resource [buildings](/wiki/buildings/) on your
+colonies. They can only be built to level 20 (except for your capital) and will eventually limit the
+rank your planet can achieve. Storage [buildings](/wiki/buildings/) are okay since they can be
+leveled up to 30.
+
+## APPROXIMATE TIME FRAMES
+
+PRIORITY ONE can be completed in 1-2 months. PRIORITY TWO can be completed in 4 to 8 months.
+[Halls of Vrbansk](/wiki/halls-of-vrbansk/) may be needed to speed up the process. PRIORITY THREE
+can be completed in 10-12 months. PRIORITY FOUR is a longer-term goal. After 18 to 24 months you
+should begin to expect having some colonies with all [buildings](/wiki/buildings/) fully upgraded.
+
+Keep in mind that everyone has their own pace and style of play, so these time frames have to be
+viewed as suggestions only.
+
+### Accelerated Build Up
+
+You can subsidize all or part of your build queue by using the subsidize option in the
+[Development Ministry](/wiki/development-ministry/). This can be somewhat expensive.
+
+The most cost-effective means of accelerating your empire development, in my opinion, is the Build
+Speed Boost. It is available through the [Essentia](/wiki/essentia/) button at the top left of your
+screen. It costs 5E for a 7 day build speed boost of 25%, empire wide.
+
+~Zarzamora
+
+**Categories:** [Buildings](/wiki/#buildings)
+
+## Community notes
+
+> **TRSS:** 2016-03-08 edited to remove misinformation and to correct a few typos
diff --git a/content/wiki/buildings-guide-rammo.md b/content/wiki/buildings-guide-rammo.md
new file mode 100644
index 0000000..544926f
--- /dev/null
+++ b/content/wiki/buildings-guide-rammo.md
@@ -0,0 +1,20 @@
+---
+title: 'Buildings guide Rammo'
+---
+
+# Buildings guide Rammo
+
+\*this will be filed with data soon\*
+
+a [glyph](/wiki/glyph/) building can be made by combining [glyph](/wiki/glyph/)'s to the level 1
+plan of that building, or can be found with the help of [excavator](/wiki/excavator/)s. (they usaly
+build/level-up in 15 sec.)
+
+| Building name | Glyph? | Positive point | Negative point | My opinion on the building | Halls to upgrade? |
| | | | | |
| Algae Pond | Glyph | gives a lot of food | - | Definitely have to build it if you can, and dont have much food. | Halls |
| | | | | |
| Amalgus Meadow | Glyph | gives a lot of food | - | Definitely have to build it if you can, and dont have much food. | Halls |
| | | | | |
| Archaeology Ministry | No | gives Glyphs, can combine them | Need Uni level:11 | Build it and level it as soon as you can. | No |
| | | | | |
| Beeldeban Nest | Glyph | gives a lot of food | - | Definitely have to build it if you can, and dont have much food. | Halls |
| | | | | |
| Black Hole Generator | Glyph | can be used to change planet types, move planets and increse size of a planet | wont build on GG planets and it can crate a fissure if you use generate. | In my opinion this building should belong to level 30 mebers only. as it has dangerous side effects. | Halls |
| | | | | | |
| Citadel of Knope | Glyph | can slow down attacking ships like snarks and seeker ships | it has a cooldown so it will not aways work in large attacks. | I build it on every planet, but it might be one of those buildings you upgrade late in the game. | Halls |
| | | | | |
| Crashed Ship Site | Glyph | Makes ships better. | - | i build it on every planet that i make ships on, it makes my ships better than the otherwise would have been. | Halls |
| | | | | |
| Denton Brambles | Glyph | gives a lot of food | - | Definitely have to build it if you can, and dont have much food. | Halls |
| | | | | |
| Development Ministry | No | it gives you a queue to put your upgrades in | Need Uni level:1 | You should build this up until your buildtimes will exceed the time you are not online. | No |
| | | | | | |
| Essentia Vein | cant build | it gives you 4e a day | you cant build it, it can be found on Trel planets. | If you have one it is cool. :P like i said, you cant build them. | Halls |
| | | | | | |
| Entertainment District | No | you can play the lottery in here | you dont always win, just like in a real lottery. Need Uni level:4 | Its good to have one in every zone you have planets in | No |
| | | | | | |
| Espionage Ministry | No | it makes spies better | Building it on your planet will remove Isolationist protection. Need Uni level:2 | Build it if you are out of iso and about level 15+ | No |
| | | | | | |
| Gas Giant Settlement Platform | Glyph | It makes the plots on a GG usable | makes waste, you might not want to use/destroy them becouse of the extra waste, downgrade gives less waste that destroying them.Need Uni level:19? (not sure) | Build on Gas Giants, build a low level first, as of the build time and waste. | No |
| | | | | |
| Great Ball of Junk | No | gives happiness | long build times. Need Uni level:23 or a plan | Build it when you can build it on your own (dont spend to much if you want it from a plan) | Halls |
| | | | | | |
| Geo Thermal Vent | Glyph | gives energy | - | Build it if you can, upgrade it if needed | Halls |
| | | | | | |
| Gratch's Gauntlet | Glyph | Slows spies | - | Build it to protect your planet from spies | Halls |
| | | | | |
| Halls of Vrbansk | Glyph | it upgrades glyph-buildings | - | Use them to upgrade glyph-buildings | It is a hall :P |
| | | | | | |
| Intelligence Ministry | No | here you can train new spies | -Need Uni level:2 | Use it to controll spies if you want | No |
| | | | | | |
| Interdimensional Rift | Glyph | It stores all resources including waste | Has no "dump" feature | Build it if you can, and upgrade this above all other storrage buildings if you can. | Halls |
| | | | | | |
| Junk Henge Sculpture | No | gives happiness | long buildtimes. Need Uni level:21 or a plan | build it when you can build it on your own (dont spend to much if you want it from a plan) | Halls |
| | | | | | |
| Kalavian Ruins | Glyph | it gives happines without long buildtimes | - | build it if you can | Halls |
| | | | | | |
| Lapis Forest | Glyph | it gives a lot of food | - | Definitely have to build it if you can, and dont have much food. | Halls |
| | | | | |
| Library of Jith | Glyph | shows Affinity's of other players | has a timer on it (time depends on the level) | Not really needed, max 1 per empire would do. | Halls |
| | | | | |
| Luxury Housing | No | it gives happiness | small amounts of happiness | build it on the planet you will get the most happiness from | No |
| | | | | |
| Malcud Field | Glyph | gives a lot of food | - | Definitely have to build it if you can, and dont have much food. | Halls |
| | | | | |
| Malcud Fungus Farm | No | Produces Malcud as food | Very low production | Build it if needed, but try not to. | No |
| | | | | |
| Massad's Henge | Cant build (yet) | it looks so good it needs to be a building in the game. | Not released, It's non-functional at this time (but it looks cool)
| It does nothing (at this point). but it looks cool. | Halls |
| | | | | |
| Mayhem Training | No | Trains spies in Mayhem | Need Uni level:13 | Depends on it you want to use spies. | No |
| | | | | | |
| Merceneries Guild | No | Used to buy spies from other people; u Can use it to transport spies from one colony to the other | It costs 3e to post a spy, -0.1e for every level, so at level 15 it costs 1.5e. at level 30 it is free. Need Uni level:10 | If you build it to buy spies, a level 1 will do. to sell spies build it to level 30 if you can. | No |
| | | | | | |
| Metal Junk Arches | No | Gives happiniess | Long build times. Need Uni level:25 or a plan | build it when you can build it on your own (dont spend to much if you want it from a plan) | Yes |
| | | | | |
| Mining Ministry | No | allows mining asteroids which give more ore production | Takes time to get a good ore production rate. Need Uni level:12 | Its good if you need ore to build, but it's hard to get the ore's in a perfect balance for Spacestation Ballance | No |
| | | | | |
| Mission Command | No | Used to complete missions | Not all missions have a better output than input. Need Uni level:7 | Build it, if you can in every zone you have planet's in | No |
| | | | | | |
| Munitions Lab | No | Allows warships | Building it on your planet will remove Isolationist protection. Need Uni level:9 | If you are ISO you have no reason to build it. so dont loose ISO to this point. later on it its up to you. | No |
| | | | | |
| Network 19 | No | Gives small happiness and records news feeds in your zone | Not always clear to what is happening. Need Uni level:2 | Build it, if you can in every zone you have planet's in | No |
| | | | | | |
| Oracle of Anid | Glyph | Shows the planets in stars | - | Build it if you can. | Halls |
| | | | | |
| Oversight Ministry | No | Reduces build times by 3% each level | Need Uni level:8 | It may look strange when you build this building to level 25 it gets lower build times. it is a good buillding if you want to grow fast. | No |
| | | | | | |
| Pantheon of Hagness | Glyph | Gives you 1 extra plot for evey level it has | - | Build it if you need more plots on a planet. (before even thinking of using the BHG) | Hall |
| | | | | | |
| Planetary Command Center | No | Its needed | You cant unbuild or re-position this building | Upgrade it if you need to, or if you want to make bigger supply pods | No |
| | | | | | |
| Pyramid Junk Sculpture | No | Gives happiness | Long build times. Need Uni level:29 or a plan | Build it when you can build it on your own (dont spend to much if you want it from a plan) | Hall |
| | | | | | |
| Ravine | Glyph | Stores waste | - | Build it if you need more waste storrage than the Interdimensional Rift can store. | |
| | | | | |
| Shield Against Weapons | No | defencive building, shoots down ships that "attack" you | It shoots down ships that want to mine or excalvate near you. (if the player is not in your alliance) and you can only have 10 on every planet. Need Uni level:8 | Its smart to have some of this building on all planets. | No |
| | | | | | |
| Space Junk Park | No | Gives happiness | Long build times. Need Uni level:27 or a plan | Build it when you can build it on your own (dont spend to much if you want it from a plan) | Hall |
| | | | | | |
| Security Ministry | No | Increases the effectiveness of your counter-spies | gives Negative happiness. Need Uni level:2 and Intelligence Ministry | Build it before you get attacked, it is beter to be prepared. (just make sure you have a good supply on happiness.) | No |
| | | | | | |
| Space Port | No | Stores and sends your ships | Uses a lot of energy. Need Uni level:3 | Build it if you want to store ships. | No |
| | | | | | |
| SubSpace Transporter | No | It can trade goods instant, | But at the cost of 1e to post and 1e to recieve. Need Uni level:10 | Build it, but try to use TM instead :), if you dont use it to sell stuf there is no need to upgrade this building. | No |
| | | | | | |
| Shipyard | No | Building that makes ships | Need Uni level:3 | Build it if you want to make ships | No |
| | | | | | |
| Temple of the Drajilites | Glyph | This building can be used to look at the buildings another planet has | can also be used against you, does not show levels | Build it if you are interested to see what others have build. | Halls |
| | | | | |
| Terraforming Platform | Glyph | Can be used to make plots liveable on a planet you can normaly not live on | gives a lot of waste. Need Uni level:18? (not sure you need it if you have a plan for it) | build a low level first, as of the build time and waste. | No |
| | | | | |
| Trade Ministry | No | lets you trade, also gives you the ablity to use waste and supply chains | Somtimes takes a long time for the trade ship to arrive. Need Uni level:5 | Build this if you want to trade, it is free to trade, but you still have to pay for the trade it self. min. price is 0.1e, max. 100e or if you want to use waste or supply chains | No |
| | | | | | |
| University | No | It lets you level buildings past level 1 | you can build buildings to "the level of your uniersity" +1 | Build this building if you want to build up buildings beyond level 1 | No |
| | | | | |
| Volcano | Glyph | Gives a lot of ore | - | Build this if you want more ore (build it above all other ore buildings) | Halls |
| | | | | |
| Waste Exchanger | No | Converts waste to ore, water or energy | At high levels scowing the ore away and wait for the storrage to fill the resources may be faster. Need Uni level:22 | Build this building if you need the resources, but remember it is not one of the best buildings. | No |
| | | | | | |
| Waste Sequestration Well | No | its needed to make scow's | Need Uni level:3 | Build one of this on a planet more than enough | No |
| | | | | |
+
+## Community notes
+
+> **Protista:** I helped add a few more buildings on your list Rammo. Left opinion alone, but it
+> should save you some work
+
+> **rammo:** tnx a lot Protista.
diff --git a/content/wiki/buildings-list.md b/content/wiki/buildings-list.md
new file mode 100644
index 0000000..84b4db3
--- /dev/null
+++ b/content/wiki/buildings-list.md
@@ -0,0 +1,327 @@
+---
+title: 'Buildings List'
+---
+
+# Buildings List
+
+[UNIVERSITY](/wiki/university/) LEVELS 1 THROUGH 9 (see below for additional levels)
+
+Development Ministry
+
+Having one of these [buildings](/wiki/buildings/) is crucial so that you are not just building one
+building at a time. In the beginning you want to have this upgraded to at least 3 or 4. Each level
+you add to it is another build you can place in a que. So a Level 1 will allow you to que 2
+[buildings](/wiki/buildings/) or upgrades into the build que. A Level 5 of this building would allow
+you to que 6 builds or upgrades in your building que.
+
+[Intelligence Ministry](/wiki/intelligence-ministry/)
+
+This building is your primary place to train and manage [spies](/wiki/spies/) for your empire.
+[Spies](/wiki/spies/) can be both offensive and defensive. Each level you upgrade this building will
+let you train one more additional spy.
+
+I personally believe that no player that is new should be doing a lot of spy missions on others.
+Chances are that they either are going to have a lot more powerful [spies](/wiki/spies/) or you
+would be attacking another new player which would be taking away from the excitement of both players
+if you ask me. I suggest you wait for a while until you know the game better before doing spy
+missions. That being said, you can see the [Spying Guide](/wiki/spying-guide/) by clicking HERE for
+additional information.
+
+[Security Ministry](/wiki/security-ministry/)
+
+This ministry serves to boost the defensiveness of your [spies](/wiki/spies/). It also help detect
+incoming [ships](/wiki/ships/) that may be hostile to your planet.
+
+[Espionage Ministry](/wiki/espionage-ministry/)
+
+This ministry serves to boost the offensive value of your [spies](/wiki/spies/). It eventually also
+allows you to build [spy pod](/wiki/spy-pod/)s and [spy shuttle](/wiki/spy-shuttle/)s.
+
+[Observatory](/wiki/observatory/)
+
+This building allows you tp build [probe](/wiki/probe/)s and [colony ship](/wiki/colony-ship/)s. The
+higher you level the building will allow more [probe](/wiki/probe/)s to be built.
+[Probe](/wiki/probe/)s are important because using [probe](/wiki/probe/)s to send to nearby systems
+will help in your colony expansion.
+
+[Spaceport](/wiki/space-port/)
+
+Spaceports are where you store all the [ships](/wiki/ships/) that you build or buy from other
+players. Without them you cannot have any [ships](/wiki/ships/). Its always good to build several of
+these on every planet that you have. There is an incoming tab on the spaceport to look at
+information about [ships](/wiki/ships/) that are incoming. You can also see information on
+[ships](/wiki/ships/) that you may have sent out that are still travelling to their destinations.
+
+[Entertainment District](/wiki/entertainment-district/)
+
+The [entertainment district](/wiki/entertainment-district/) provides [happiness](/wiki/happiness/)
+for your citizens, but that is not all. Your [entertainment district](/wiki/entertainment-district/)
+also has a Lottery Tab. This lottery tab has links you can click on to vote for this game. Each link
+you vote at enters you into a chance for 10E for FREE every day. You can only enter once every 24
+hours but it is well worth taking just a little time out of your day to get FREE
+[ESSENTIA](/wiki/essentia/)!!! Woot.. How easy is that.
+
+[Ore Refinery](/wiki/ore-refinery/)
+
+The oil refinery increases production of your ores. For each level upgrade it will increase
+production by 5%. Keep in mind that it only affects ores produced on planet. So when you develop a
+[mining ministry](/wiki/mining-ministry/) in the future and start mining asteroids, this building
+will not boost that production.
+
+[Parks](/wiki/park/)
+
+[Park](/wiki/park/)s are pretty much a place of recreation for the people of your empire. According
+to how many food types you have you can throw parties and gain [happiness](/wiki/happiness/). I
+personally do not use this building because there are better [happiness](/wiki/happiness/)
+[buildings](/wiki/buildings/) to replace it with, but again that is just my opinion.
+
+[Embassy](/wiki/embassy/)
+
+An [embassy](/wiki/embassy/) has multiple functions. It is required to join an alliance. For those
+that are in an alliance you can also access the alliance stash. The stash is a place where alliance
+can swap food/ores with each other without having to go through the
+[trade ministry](/wiki/trade-ministry/) or [subspace transporter](/wiki/subspace-transporter/). Each
+level upgrade of the [embassy](/wiki/embassy/) allows you to make another trade with the stash and
+in higher amounts as well.
+
+Some people may wish to setup their own alliance which is completely fine. Just know that if you
+plan to start an alliance that each level you upgrade your [embassy](/wiki/embassy/) allows 2 more
+members to join your alliance.
+
+[Trade Ministry](/wiki/trade-ministry/)
+
+A [trade ministry](/wiki/trade-ministry/) is a must for each and every planet of your empire. It
+allows to to "push" or move [resources](/wiki/resources/), [glyph](/wiki/glyph/)s,
+[ships](/wiki/ships/), and [plans](/wiki/plans/) in between your planets. You can also purchase
+trades from other players or place your own trade on the ministry that others in the same zone you
+are in can trade with you.
+
+[Mission Command](/wiki/mission-command/)
+
+This building is what houses missions that you can complete and get rewards. This is done on a per
+zone bases and missiosn are added by the hour. The higher you upgrade the building the more missions
+that can be stored within the building.
+
+[Oversight Ministry](/wiki/oversight-ministry/)
+
+I personally suggest that this be one of the first [buildings](/wiki/buildings/) you start to
+upgrade alot. Each level that you upgrade this building reduces the built time of
+[buildings](/wiki/buildings/) and their upgrades by 3% per level. So a level 10 upgrade of this
+building will reduce build times of [buildings](/wiki/buildings/) and upgrades by 30%.. how awesome
+is that.
+
+[Shield Against Weopons or SAWs](/wiki/shield-against-weapons/)
+
+SAWs are your first line of defense. They fire at incoming [ships](/wiki/ships/) that should not be
+allowed to come to your planet. The more you have the better. Each planet has a max of 10 that can
+be built. But the best part about them is this. Let's say you have 2-3 planets in one system. Each
+having 5 SAWs on them. Not only would you have 15 SAWs firing on incoming [ships](/wiki/ships/) but
+they would also get bonuses because of the multiples
+
+[Munitions Lab](/wiki/munitions-lab/)
+
+This building will help you build more advanced [ships](/wiki/ships/) as you upgrade it. You also
+increase the combat rating of your newly made [ships](/wiki/ships/) by 5% per level you upgrade this
+building. See WIKI by clicking on [Munitions Lab](/wiki/munitions-lab/) name above for more info on
+ship types that can be developed as you upgrade.\\
+
+[UNIVERSITY](/wiki/university/) LEVELS 10 THROUGH 19
+
+[Capitol](/wiki/capitol/)
+
+When you build a capital on a planet, it will change your home planet to whichever planet you build
+it on. It will also guarantee that no one can take over that planet. Your [capitol](/wiki/capitol/)
+will allow you to upgrade your resource [buildings](/wiki/buildings/) past level 15.
+
+[Stockpile](/wiki/stockpile/)
+
+Your [stockpile](/wiki/stockpile/) will allow you to upgrade your [resources](/wiki/resources/) well
+beyond level 15. It will also allow a small amount of storage as well.
+
+[Mercenaries Guild](/wiki/mercenaries-guild/)
+
+The guild is pretty much a trading post for [spies](/wiki/spies/). The great thing about the merc
+guild is that you can purchase [spies](/wiki/spies/) from others or even yourself. Unlike the
+[Intelligence Ministry](/wiki/intelligence-ministry/), with the guild you can purchase
+[spies](/wiki/spies/) past the limits of the [spies](/wiki/spies/) that can be held in the Intel
+Ministry. So you can create a whole spy army by purchasing through the guild.
+
+[Subspace Transporter](/wiki/subspace-transporter/)
+
+The [Subspace Transporter](/wiki/subspace-transporter/) (SST) will allow you to send and receive
+trades instantly, swap [resources](/wiki/resources/) at a 1:1 ratio, and instantly push
+[resources](/wiki/resources/) to any of your colonies. The hitch is that each function requires a
+small [Essentia](/wiki/essentia/) tax; 1e per trade accepted and posted, 3e per resource swap, and
+2e per resource push.
+
+[Archeology Ministry](/wiki/archaeology-ministry/)
+
+An Archeology Ministry (ArchMin) opens the door to many new technologies and ancient
+[glyph](/wiki/glyph/)s. Using the Archmin you can search for [glyph](/wiki/glyph/)s on your world at
+a cost of 10,000 of a specific ore type. The [glyph](/wiki/glyph/) you find is the same as the ore
+type you use to search from. Your chance of finding a [glyph](/wiki/glyph/) is 1% per level of the
+Archmin. The last function of the Archmin is to combine [glyph](/wiki/glyph/)s; putting the right
+number of [glyph](/wiki/glyph/)s in the right order will award you with a building plan.
+
+[Luxury Housing](/wiki/luxury-housing/)
+
+[Luxury Housing](/wiki/luxury-housing/) is the 1-trick pony of [happiness](/wiki/happiness/)
+producers. It does not do anything other then produce [happiness](/wiki/happiness/), but it does
+that job very well. It produces far more then an
+[Entertainment District](/wiki/entertainment-district/) or [Park](/wiki/park/).
+
+[Mining Ministry](/wiki/mining-ministry/)
+
+A [Mining Ministry](/wiki/mining-ministry/) is a complex building. When it is built, it unlocks
+[Mining Platform](/wiki/mining-platform/)s. [Mining Platform](/wiki/mining-platform/)s can be sent
+to any asteroid that has an available plot. Upgrading the [Mining Ministry](/wiki/mining-ministry/)
+allows for more platforms to be deployed and increases the ore that each of your platforms
+[mine](/wiki/mine/). This will eventually produce much more then a [Mine](/wiki/mine/).
+
+[Intel Training Facility](/wiki/intel-training-facility/)
+
+The [Intel Training Facility](/wiki/intel-training-facility/) allows you to train your
+[spies](/wiki/spies/) in the way of gathering Intelligence. Each time you train them they gain as
+many points in Intel as the level of the facility.
+
+[Propulsion System Factory](/wiki/propulsion-system-factory/)
+
+The Propulsion Factory simply increases the speed of all of your [ships](/wiki/ships/) by 5% per
+level. Only new [ships](/wiki/ships/) built on the planet that the factory is on will receive the
+increase.
+
+[Mayhem Training Facility](/wiki/mayhem-training-facility/)
+
+The [Mayhem Training Facility](/wiki/mayhem-training-facility/) allows you to train your
+[spies](/wiki/spies/) in the way of spreading Mayhem. Each time you train them they gain as many
+points in Mayhem as the level of the facility.
+
+[Pilot Training Facility](/wiki/pilot-training-facility/)
+
+The [Pilot Training Facility](/wiki/pilot-training-facility/) increases speed, combat, and stealth
+of all piloted [ships](/wiki/ships/) newly built on this planet. The list of piloted
+[ships](/wiki/ships/) can be found on the [Pilot Training Facility](/wiki/pilot-training-facility/)
+official wiki page.
+
+[Theft Training Facility](/wiki/theft-training-facility/)
+
+The [Theft Training Facility](/wiki/theft-training-facility/) allows you to train your
+[spies](/wiki/spies/) in the way of Thievery. Each time you train them they gain as many points in
+Theft as the level of the facility.
+
+[Singularity Energy Plant](/wiki/singularity-energy-plant/)
+
+The [Singularity Energy Plant](/wiki/singularity-energy-plant/) is a top-tier energy producer. It
+creates a lot of energy with little [waste](/wiki/waste/) output; the price is in its upgrade cost
+and time.
+
+[Politics Training Facility](/wiki/politics-training-facility/)
+
+The [Politics Training Facility](/wiki/politics-training-facility/) allows you to train your
+[spies](/wiki/spies/) in the way of Political Warfare. Each time you train them they gain as many
+points in Politics as the level of the facility.
+
+[Theme Park](/wiki/theme-park/)
+
+The [Theme Park](/wiki/theme-park/) will produce [happiness](/wiki/happiness/) in amounts based on
+the variety of food available on the planet. The more variety of food you have, the higher
+[happiness](/wiki/happiness/) is produced. [Happiness](/wiki/happiness/) is only produced when the
+[Theme Park](/wiki/theme-park/) is opened.
+
+[Atmospheric Evaporator](/wiki/atmospheric-evaporator/)
+
+The [Atmospheric Evaporator](/wiki/atmospheric-evaporator/) (Evap) is a top-tier water producer. It
+creates a lot of water at the cost of an extremely high Energy upkeep cost. The water produced is
+based on the Water Statistic of your planet.
+
+[Cloaking Lab](/wiki/atmospheric-evaporator/)
+
+A [Cloaking Lab](/wiki/cloaking-lab/) will increase the stealth of all new [ships](/wiki/ships/)
+built on the planet with the lab. Upgrading the Lab will cost you a bit of conductive ore.
+Conductive ores are chalcopyrite, gold, and bauxite.
+
+[Terraforming Lab](/wiki/terraforming-lab/)
+
+The [Terraforming Lab](/wiki/terraforming-lab/) is a building that enables you to inhabit planets
+outside of your Habitable Orbit Range. It enables production of
+[Terraforming Platform](/wiki/terraforming-platform/)s that, when sent to a planet outside of your
+habitable orbits, deploys and lets you build on one plot per level of the Platform (and the level of
+the platform is 1 per level of the Lab). Multiple platforms can be sent to the same planet to free
+up even more [plots](/wiki/plots/).
+
+[Distribution Center](/wiki/distribution-center/)
+
+[Distribution Center](/wiki/distribution-center/)s (Dist Centers) are handy
+[buildings](/wiki/buildings/) that both hold some of each resource type and allow you to keep
+specific [resources](/wiki/resources/); a particular ore type, for example, in storage for later
+use, disallowing it from being used in a construction order. 100,000 [resources](/wiki/resources/)
+can be held for every level of the Dist Center.
+
+[Gas Giant Lab](/wiki/gas-giant-lab/)
+
+The [Gas Giant Lab](/wiki/gas-giant-lab/) works almost identically to the
+[Terraforming Lab](/wiki/terraforming-lab/) with one difference; the Gas Giant Platforms that it
+allows you to produce can only be sent to [Gas Giants](/wiki/gas-giants/). The level of the lab
+determines the level of the Platform produced, and the level of the Platform determines the amount
+of [plots](/wiki/plots/) it lets you build on. Multiple Gas Giant Platforms may be sent to a single
+planet.
+
+[UNIVERSITY](/wiki/university/) LEVELS 20 TO 30
+
+[Genetics Lab](/wiki/genetics-lab/)
+
+The [Genetics Lab](/wiki/genetics-lab/) (Gene Lab) is a building that will allow you destroy
+imprisoned [spies](/wiki/spies/) to further the evolution of your species. It will also allow you to
+rename and/or reset your species. Upgrading the Gene Lab will increase the maximum amounts of
+successful experiments you can perform, as well as increasing the chance of a successful experiment.
+
+[Space Station Lab](/wiki/space-station-lab/)
+
+The [Space Station Lab](/wiki/space-station-lab/) (SS Lab) is constructed from 4
+[plans](/wiki/plans/); SS Lab A through SS Lab D. Each part requires the previous part to build, and
+when it is completed it allows the construction of SS Module [Plans](/wiki/plans/). SS Module
+[Plans](/wiki/plans/) can be used to construct Modules on a completed
+[Space Station](/wiki/space-station/). More information can be found on the official
+[Space Station Lab](/wiki/space-station-lab/) and [Space Station](/wiki/space-station/) wiki pages.
+
+[Junk Henge Sculpture](/wiki/junk-henge-sculpture/)
+
+The [Junk Henge Sculpture](/wiki/junk-henge-sculpture/) will likely be your first foray into Junk
+[Buildings](/wiki/buildings/). Junk [Buildings](/wiki/buildings/) include the
+[Junk Henge Sculpture](/wiki/junk-henge-sculpture/),
+[Great Ball of Junk](/wiki/great-ball-of-junk/), [Metal Junk Arches](/wiki/metal-junk-arches/), and
+[Space Junk Park](/wiki/space-junk-park/). Each of these [buildings](/wiki/buildings/) have one use
+only; to produce insane amounts of [happiness](/wiki/happiness/). They can only be upgraded by using
+[Halls of Vrbansk](/wiki/halls-of-vrbansk/), and eventually will take so long to build that you will
+be forced to Subsidize their build times.
+
+[Waste Exchanger](/wiki/waste-exchanger/)
+
+The [Waste Exchanger](/wiki/waste-exchanger/) is a top tier [waste](/wiki/waste/) consumer. It
+consumes vast amounts of [waste](/wiki/waste/) and produces quite a bit of Water, Energy, and Ore.
+On top of that it also will instantly consume a chunk of [Waste](/wiki/waste/) and, after a hour or
+two, split that [Waste](/wiki/waste/) into [resources](/wiki/resources/).
+
+[Great Ball of Junk](/wiki/great-ball-of-junk/)
+
+The [Great Ball of Junk](/wiki/great-ball-of-junk/) produces more [happiness](/wiki/happiness/) then
+the [Junk Henge Sculpture](/wiki/junk-henge-sculpture/), but works in the same way.
+
+[Metal Junk Arches](/wiki/metal-junk-arches/)
+
+The [Metal Junk Arches](/wiki/metal-junk-arches/) produce more [happiness](/wiki/happiness/) then
+the [Great Ball of Junk](/wiki/great-ball-of-junk/), but work in the same way.
+
+[Space Junk Park](/wiki/space-junk-park/)
+
+The [Space Junk Park](/wiki/space-junk-park/) produces more [happiness](/wiki/happiness/) then the
+[Metal Junk Arches](/wiki/metal-junk-arches/), but works in the same way.
+
+[Pyramid Junk Sculpture](/wiki/pyramid-junk-sculpture/)
+
+The [Pyramid Junk Sculpture](/wiki/pyramid-junk-sculpture/) is the be-all end-all of
+[happiness](/wiki/happiness/) producers and Junk [Buildings](/wiki/buildings/). It produces more
+[happiness](/wiki/happiness/) then anything else in the game, but works in the same way as all other
+Junk [Buildings](/wiki/buildings/).
+
+_PLEASE FEEL FREE TO EDIT AND ADD/REVISE LISTINGS_
diff --git a/content/wiki/buildings.md b/content/wiki/buildings.md
new file mode 100644
index 0000000..29a2d30
--- /dev/null
+++ b/content/wiki/buildings.md
@@ -0,0 +1,36 @@
+---
+title: 'Buildings'
+---
+
+# Buildings
+
+Buildings are how you advance through the technology tree (tech tree) in
+[The Lacuna Expanse](/wiki/the-lacuna-expanse/). Each building serves at least one specific purpose,
+and some buildings serve many purposes.
+
+No building may be upgraded past level 30. However it is possible to get a level 31 Gas Giant
+Platform or [Terraforming Platform](/wiki/terraforming-platform/). Because the [ships](/wiki/ships/)
+turn into [plans](/wiki/plans/) that are 1+ the level of the lab. Meaning that a 1+30 plan is
+possible for these two buildings. You cannot however upgrade these platforms to level 31, you can
+only build them to level 31 using a plan.
+
+A list of buildings with short descriptions can be brought up by selecting the Buildings category
+from the home page of this wiki. The url is:
+
+[/wiki/#buildings](/wiki/#buildings)
+
+Buildings on your planet can be rearranged now via the API. This functionality has not yet been
+added into the webclient itself. However some other tools have been made available for this purpose.
+See [Clients and Utilities](/wiki/clients-and-utilities/) for a list of alternative tools for this
+game.
+
+**Categories:** [Buildings](/wiki/#buildings), [Great Race Ruins](/wiki/#great-race-ruins),
+[Infrastructure Buildings](/wiki/#infrastructure-buildings),
+[Resource Buildings](/wiki/#resource-buildings)
+
+## Community notes
+
+> **ore swappers:**
+> https://github.com/plainblack/Lacuna-Server-Open/tree/master/lib/Lacuna/DB/Result/Building check
+> out building stats straight out of the server source code. (or building names to help with your
+> scripts)
diff --git a/content/wiki/burger-packer.md b/content/wiki/burger-packer.md
new file mode 100644
index 0000000..49d7f59
--- /dev/null
+++ b/content/wiki/burger-packer.md
@@ -0,0 +1,17 @@
+---
+title: 'Burger Packer'
+---
+
+# Burger Packer
+
+
+
+The Burger Packer converts fungus from the [Malcud Fungus Farm](/wiki/malcud-fungus-farm/) and
+produces burgers, at a small loss, to food. The higher the building level the more food is
+converted.
+
+#### Requirements
+
+- [Malcud Fungus Farm](/wiki/malcud-fungus-farm/) Lvl 5
+
+**Categories:** [Food Buildings](/wiki/#food-buildings), [Resources](/wiki/#resources)
diff --git a/content/wiki/capitol.md b/content/wiki/capitol.md
new file mode 100644
index 0000000..480cd50
--- /dev/null
+++ b/content/wiki/capitol.md
@@ -0,0 +1,34 @@
+---
+title: 'Capitol'
+---
+
+# Capitol
+
+
+
+Building a capitol on a planet changes your home planet to the planet where you built the capitol.
+You may only have one Capitol per empire. Your home planet is immune to the
+[spy missions](/wiki/spy-assignments/) [Insurrection](/wiki/incite-insurrection/) and
+[Appropriate Technology](/wiki/appropriate-technology/). In addition, through the use of the
+[Stockpile](/wiki/stockpile/), you can build resource [buildings](/wiki/buildings/) past level 15 on
+your Capitol planet. As an added bonus the capitol produces a small amount of additional
+[Happiness](/wiki/happiness/).
+
+In order to [demolish](/wiki/demolish/) the Capitol, all resource [buildings](/wiki/buildings/) must
+be below level 20 if you have a level 30 [University](/wiki/university/) or 15 if
+[University](/wiki/university/) is below 25 and the [Stockpile](/wiki/stockpile/) must also be
+demolished.
+
+You can rename your empire through the Capitol's Rename Empire tab. The cost is 30E; however, this
+cost is adjusted down 1E per level of your Capitol.
+
+#### Requirements
+
+- [Planetary Command Center](/wiki/planetary-command-center/) Lvl 10
+
+**Categories:** [Happiness Buildings](/wiki/#happiness-buildings),
+[Intelligence Buildings](/wiki/#intelligence-buildings)
+
+## Community notes
+
+> **Lisvenachux Roytulin:** The capital planet is the planet with the building capitol
diff --git a/content/wiki/cargo-ship.md b/content/wiki/cargo-ship.md
new file mode 100644
index 0000000..93be7df
--- /dev/null
+++ b/content/wiki/cargo-ship.md
@@ -0,0 +1,19 @@
+---
+title: 'Cargo Ship'
+---
+
+# Cargo Ship
+
+
+
+Cargo [ships](/wiki/ships/) are used to trade goods. They can also be used to harvest ore from
+[mining platform](/wiki/mining-platform/)s and to transport [spies](/wiki/spies/) to or from remote
+colonies. Also, if you're a good ship maker, your [ships](/wiki/ships/) will often go for high value
+on the open market. You need a Level 10 [Trade Ministry](/wiki/trade-ministry/) to build cargo
+[ships](/wiki/ships/).
+
+#### Requirements
+
+- [Trade Ministry](/wiki/trade-ministry/) Lvl 1 for [Dory](/wiki/dory/) and Lvl 10 for Cargo Ship
+
+**Categories:** [Ships](/wiki/#ships)
diff --git a/content/wiki/central-defense-league.md b/content/wiki/central-defense-league.md
new file mode 100644
index 0000000..2231b2d
--- /dev/null
+++ b/content/wiki/central-defense-league.md
@@ -0,0 +1,31 @@
+---
+title: 'Central Defense League'
+---
+
+# Central Defense League
+
+The Central Defense League (CDL) is an alliance of [The Lacuna Expanse](/wiki/the-lacuna-expanse/).
+It was founded 12/26/2013 by Armadura, who is also its leader. **\[flagged as non-existent
+alliance\]**
+
+- The aims of CDL are purely defensive in nature. Unauthorized offensive acts by alliance members
+ are prohibited. These include ship attacks, spy missions, and the seizing of stars with inhabited
+ planets. [Mission Command](/wiki/mission-command/) misssions must be cleared in advance when they
+ involve the sending of [ships](/wiki/ships/) to other empires (or other potentially aggressive
+ actions).
+- The policy of CDL is to concentrate members' colonies within a defensive perimeter. Thus
+ membership is contingent upon eventual relocation of colonies to CDL controlled space. CDL members
+ are also asked to make use of terraforming or [Genetics Lab](/wiki/genetics-lab/) enhancements so
+ that they may inhabit any orbital slot; this requirement is to facilitate the placement of
+ members' colonies within our designated ring system.
+- A secondary goal of CDL is alliance growth in a planned and controlled manner. Alliance growth
+ will always take a back seat to defensive strength.
+- CDL maintains its own website/forum to inform members of policies and member objectives; we also
+ maintain a library of educational [resources](/wiki/resources/) not available elsewhere. We have
+ an active educational program and will mentor members over rough spots.
+- Recruiting will be opened periodically to fill our membership requirements. New member candidates
+ should have a minimum [University](/wiki/university/) Level 10, and not be in conflict with other
+ [alliances](/wiki/alliances/) or empires. New members should be willing to understand and abide by
+ CDL policy and member objectives.
+- If you have questions about membership, or any other aspect of CDL, please contact Armadura via
+ in-game mail.
diff --git a/content/wiki/changing-your-chat-avatar.md b/content/wiki/changing-your-chat-avatar.md
new file mode 100644
index 0000000..64f9b0a
--- /dev/null
+++ b/content/wiki/changing-your-chat-avatar.md
@@ -0,0 +1,21 @@
+---
+title: 'Changing your Chat Avatar'
+---
+
+# Changing your Chat Avatar
+
+Specifying a custom avatar for [chat](/wiki/chat-features/) rooms requires you to have a
+[Gravatar account](https://en.gravatar.com/) registered with the same e-mail address as for
+[The Lacuna Expanse](/wiki/the-lacuna-expanse/).
+
+Sign-up on en.gravatar.com is for free and lets you add files from your local storage or an URL. It
+is important to choose an image that meets the G rating (concerning audience types). After having
+added an image successfully, it may take some minutes for Gravatar to update.
+
+In order to make sure to see it on [The Lacuna Expanse](/wiki/the-lacuna-expanse/) as well, refresh
+the [chat](/wiki/chat-features/) page and clear your web browser's cache. In case your new image
+does not show up after 15 minutes, make sure that your profile information includes a valid e-mail
+address (menu profile>player), verify your Gravatar settings and possibly re-upload the same file
+again due to technical reasons.
+
+Screenshot of gravatar GUI:
diff --git a/content/wiki/chat-etiquette.md b/content/wiki/chat-etiquette.md
new file mode 100644
index 0000000..ff65e4a
--- /dev/null
+++ b/content/wiki/chat-etiquette.md
@@ -0,0 +1,52 @@
+---
+title: 'Chat Etiquette'
+---
+
+# Chat Etiquette
+
+Author: United Federation
+
+_(This [chat](/wiki/chat-features/) etiquette page is my personal opinion and is not official policy
+of [the Lacuna Expanse](/wiki/the-lacuna-expanse/))_
+
+This is not a hard concept to follow. Due to many issues with players in the past I thought I would
+write a section on [chat](/wiki/chat-features/) etiquette. Certainly for new players looking for
+[alliances](/wiki/alliances/) or just looking to not be attacked relentlessly.. How people perceive
+you and your attitude towards others will define you throughout your gameplay. I have seen some
+players play for a short while and get into an altercation with another player and end up having
+people rise up against them. I have seen some players who plays for months but no great alliance
+would accept them due to their actions in the [chat](/wiki/chat-features/) rooms in the past.
+
+- How you treat other players, certainly on a public [chat](/wiki/chat-features/), will define your
+ character and your empire.
+- Spamming chatrooms with useless garbage also is a good indication on whether you would be a good
+ player or take the game seriously enough that they would want you in their alliance.
+- Using profanity even though it is censored to a degree will not only not make you any friends, it
+ could get you banned from the [chat](/wiki/chat-features/) for days or even booted from the game
+ entirely.
+- Using the "[Chat](/wiki/chat-features/) To All" feature to spam messages or to attack another
+ player verbally can end up getting alot of players both new and old to attack you. No one wants to
+ see someone ramble in a [chat](/wiki/chat-features/) to all message that they are forced to look
+ at. Abuse of this system can also get you banned from [chat](/wiki/chat-features/) for a period of
+ time.
+
+Now there are certain occasions when you may be fed up with another empire either harassing you via
+[chat](/wiki/chat-features/) or sending you nasty mails or even relentlessly attacking you. There
+are other things you can do besides trying to take them on one on one in
+[chat](/wiki/chat-features/) which may get you in trouble as well as then such as:
+
+- If you want to go at it with them in a [chat](/wiki/chat-features/), invite them to a private
+ [chat](/wiki/chat-features/). Keep in mind that you can always copy and paste the data within that
+ [chat](/wiki/chat-features/) to record your conversations with them.
+- Send your arguments about what they are doing to them in a mail. This is a good option as you can
+ have time to reply without having an angry tyrade or escalating things even further.
+- Ask a more powerful player/alliance to get involved to try and quell the situation before it
+ becomes out of control.
+
+In the end, this is just a game; however, the purpose of this game is for entertainment. If you
+cannot enjoy playing your game it can lead to you leaving the game. No one wants that. Thats why
+there will be others that you can always ask to help mediate an altercation or a rivalry that has
+developed. We all want to live, play, and grow within the Expanse. Just following those simple
+common sense approaches above can make a huge difference in the grand scheme of things.
+
+Good luck on your journey! and Welcome to [the Lacuna Expanse](/wiki/the-lacuna-expanse/).
diff --git a/content/wiki/chat-features.md b/content/wiki/chat-features.md
new file mode 100644
index 0000000..a1c2e3f
--- /dev/null
+++ b/content/wiki/chat-features.md
@@ -0,0 +1,18 @@
+---
+title: 'Chat Features'
+---
+
+# Chat Features
+
+Available [chat](/wiki/chat-features/) commands:
+
+- **/planet** posts name, coordinates, zone of currently visited colony in
+ [chat](/wiki/chat-features/)
+- **/wiki** posts URL for wiki page in [chat](/wiki/chat-features/)
+- **/leave** closes currently active [chat](/wiki/chat-features/) window
+- **/whoami** shows name, alliance membership, status (not in [chat](/wiki/chat-features/))
+- **/me** shows your name followed by your message in [chat](/wiki/chat-features/)
+- **/help** shows available [chat](/wiki/chat-features/) commands
+
+Another useful feature is hitting \[CTRL\]+\[ENTER\] to start a new line instead of posting seperate
+lines with \[ENTER\] only.
diff --git a/content/wiki/cheating.md b/content/wiki/cheating.md
new file mode 100644
index 0000000..bc10612
--- /dev/null
+++ b/content/wiki/cheating.md
@@ -0,0 +1,45 @@
+---
+title: 'Cheating'
+---
+
+# Cheating
+
+Quoting JT from chat, 12 Mar 2011:
+
+"If I or any of my staff ever catch anyone using more than one account to benefit an account they
+control, then they deserve any punishment they get."
+
+"I don't care whether you had their approval
+
+Their approval isn't the point'
+
+The point is that you used someone else's account to benefit your own
+
+That's bad
+
+in any game
+
+anywhere"
+
+Wiki editor's note: This discussion came up in the context of using a sitter password to send
+[resources](/wiki/resources/) from one empire to another. It would also apply to having multiple
+empires run by the same person. It is a direct violation of rule #6.
+
+Note #2: The odd style of JT's quot is the result of the interaction between chat copying and wiki
+editing. It is not a stylistic attempt at free verse.
+
+## Community notes
+
+> What if you mage two empires but they never help each other??
+
+> **Tralala French:** Siblings beware! if you have 2 people at the same computer trading in any way,
+> depending on your knowledge of the value of items (or lending with interest type behaviors) one
+> sibling (choice of which one seems arbitrary) may have his entire genuine empire erased. As there
+> is no 2nd server to avoid this kind of issue, I could recommend that the rules at least mention
+> this risk but no one listened. ALSO: of course there is the problem when one sibling at the same
+> computer won't SAY the other sibling his empire name, this may lead to accidental trading, to
+> avoid it I took the unusual step to settle in a very far zone and abandon zone 0,0 (while one of
+> my long-term internet friend and his sibling genuine accounts both got banned for accidental
+> trading between siblings. Which sucks of course). And let's not get me started on how many people
+> seem immune to that kind of banning... my brother got a sorry, but not refund, and now plays
+> solely in the hope of eventually screwing up the game for everyone. )-;
diff --git a/content/wiki/cheese-maker.md b/content/wiki/cheese-maker.md
new file mode 100644
index 0000000..19a4682
--- /dev/null
+++ b/content/wiki/cheese-maker.md
@@ -0,0 +1,16 @@
+---
+title: 'Cheese Maker'
+---
+
+# Cheese Maker
+
+
+
+The Cheese Maker converts milk from the [Dairy Farm](/wiki/dairy-farm/) into cheese at a small loss
+to be used as food. The higher the building level the more food is converted.
+
+#### Requirements
+
+- [Dairy Farm](/wiki/dairy-farm/) Lvl 5
+
+**Categories:** [Food Buildings](/wiki/#food-buildings)
diff --git a/content/wiki/citadel-of-knope.md b/content/wiki/citadel-of-knope.md
new file mode 100644
index 0000000..c28b94d
--- /dev/null
+++ b/content/wiki/citadel-of-knope.md
@@ -0,0 +1,65 @@
+---
+title: 'Citadel of Knope'
+---
+
+# Citadel of Knope
+
+
+
+The Citadel of Knope has historically been very poorly understood. It was commonly thought that it
+would redirect [ships](/wiki/ships/) to itself whenever your defense force was unable to, meaning it
+was the last line of defense.
+
+Until recently, it's operation would be to draw down the ship with tractor beams and capture it,
+thus giving the defender the ship that had just attacked. However in doing so, the building would
+typically be damaged, thus reducing it by one level, or even destroying it totally.
+
+Scientists now belive that they have discovered the true operation of the Citadel and that they may
+be able to operate it far more efficiently, and without damage.
+
+Rather than drawing down the [ships](/wiki/ships/), it actually repels them, causing damage to the
+[ships](/wiki/ships/) engines due to the heterodyne of the repulsor field and the
+[ships](/wiki/ships/) engines. Such [ships](/wiki/ships/) then have to return at one quarter speed
+back to their spaceport to have their engines retuned. This effect has not proven to be successful
+on Piloted [ships](/wiki/ships/) such as the [Sweeper](/wiki/sweeper/) or the
+[Fighter](/wiki/fighter/). It has however proven to be effective in keeping [ships](/wiki/ships/)
+like the [Snark](/wiki/snark/) and Seekers from hitting their targets.
+
+The only effect this has on the Citadel of Knope is that it requires a cool-down, the period
+depending upon the level of the building. A level 30 will cool-down within 30 seconds and then be
+ready to repel another 120 [ships](/wiki/ships/), a level 1 may take up to 15 minutes before it is
+ready again.
+
+We will let you know when scientists are ready to release their findings so that you can safely
+upgrade your Citadel.
+
+The [Saben](/wiki/saben/) are known to keep these on their planets. They can also be found on random
+[Diablotin](/wiki/diablotin/) planets.
+
+The Citadel of Knope can be built in the [Archaeology Ministry](/wiki/archaeology-ministry/) by
+combining beryl, sulfur, monazite, and galena [glyph](/wiki/glyph/)s.
+
+**Categories:** [Great Race Ruins](/wiki/#great-race-ruins)
+
+## Community notes
+
+> **Matthew Musgrove:** Building damage doesn't occur until after the defenses have failed.
+
+> **The Vasari:** I've tested this building and, I don't find it very effective. On PT, 23 Snark
+> III's brought by level 30 Citadel of Knope to 7. As far as I can tell, just a waste of Halls.
+
+> **The Vasari:** My*
+
+> **John Harper:** What would have happened had those 23 snarks penetrated your defenses?
+
+> **rammo:** Basically it stops the attacking ship and it gives you the ship that has defended. It
+> can be very good for new players to have one, but just don't level it up to high as the cost to
+> update them go up as well.
+
+> **Ysthane:** Previous comments no longer apply; well worth having, especially at a high level.
+
+> **frobozz:** The number of ships that the Citadel can repel depends on it's level. A level 1 takes
+> (for example) 15 minutes to cool down after repelling one ship, a level 30 takes 30 seconds.
+> Whatever the level, it will keep repelling ships until it would take it over 1hr cooldown, then it
+> stops. If it were to cooldown another 15 minutes, then a level 1 would repel another ship. It
+> seems the number of ships repeled increases by 4 for each level.
diff --git a/content/wiki/clients-and-utilities.md b/content/wiki/clients-and-utilities.md
new file mode 100644
index 0000000..e244e3e
--- /dev/null
+++ b/content/wiki/clients-and-utilities.md
@@ -0,0 +1,45 @@
+---
+title: 'Clients and Utilities'
+---
+
+# Clients and Utilities
+
+This is a list of the official clients for [the Lacuna Expanse](/wiki/the-lacuna-expanse/).
+
+- [Web Client](/wiki/web-client/)
+- [iPhone Client](/wiki/iphone-client/)
+
+This is a list of the unofficial clients for [the Lacuna Expanse](/wiki/the-lacuna-expanse/).
+
+- [Gratch's Power UI](/wiki/gratch-s-power-ui/)
+
+This is a list of utilities available for [the Lacuna Expanse](/wiki/the-lacuna-expanse/).
+
+- [Mission Editor](/wiki/mission-editor/)
+- [LacunaPHP](/wiki/lacunaphp/)
+- Games-Lacuna-Client (set of Perl utilities)
+- Lemming552 (set of Perl utilities that uses Games-Lacuna-Client)
+- Games-Lacuna-Task (Perl automator)
+- [USGN](/wiki/usgn/) (semi functioning local web-based tool)
+- [Jazz Tools](/wiki/jazz-tools/) (a stand alone windows application. Requires Microsoft .Net 4.
+ Currently this tool only allows the rearranging of [buildings](/wiki/buildings/) on your planets.)
+- Lacuna-Automation (set of Perl utilities, including an [excavator](/wiki/excavator/) maintenance
+ script)
+
+This is a list of web-based utillities:
+
+- Flight Plan Calculator
+- [Alliance Mapper](https://us1.lacunaexpanse.com/starmap/)
+- Lacuna Expanse Pinksheets
+
+This is a list of browser extensions:
+
+- Lacuna Pro (Chrome)
+
+**NOTE:** You should never use your regular password with an unofficial client or utility. Use the
+sitter password which you can set in the [web client](/wiki/web-client/) in the profile settings.
+
+## Community notes
+
+> **Lisvenachux Roytulin:** 6 July 1:59PM GMT Link 'Lacuna Expanse Pinksheets' failure Return: page
+> absent
diff --git a/content/wiki/cloaking-lab.md b/content/wiki/cloaking-lab.md
new file mode 100644
index 0000000..12b1794
--- /dev/null
+++ b/content/wiki/cloaking-lab.md
@@ -0,0 +1,25 @@
+---
+title: 'Cloaking Lab'
+---
+
+# Cloaking Lab
+
+
+
+The Cloaking Lab allows you to increase the stealth rating on your [ships](/wiki/ships/) by 5% per
+level. This is especially handy for transporting [spies](/wiki/spies/). **All**
+[ships](/wiki/ships/) built at the [shipyard](/wiki/shipyard/) on this planet will receive the
+increase. Existing [ships](/wiki/ships/) are not retrofitted, they will need to be scuttled and
+rebuilt. All [ships](/wiki/ships/) effected by this increase will have a slightly increased cost to
+build.
+
+In order to produce cloaked [ships](/wiki/ships/) you will need a good supply of conductive minerals
+such as chalcopyrite, gold, or bauxite.
+
+It allows for the construction of the [Smuggler Ship](/wiki/smuggler-ship/).
+
+#### Requirements
+
+- [University](/wiki/university/) Lvl 17
+
+**Categories:** [Ship Buildings](/wiki/#ship-buildings)
diff --git a/content/wiki/coalition-of-empires.md b/content/wiki/coalition-of-empires.md
new file mode 100644
index 0000000..0c2c8e8
--- /dev/null
+++ b/content/wiki/coalition-of-empires.md
@@ -0,0 +1,70 @@
+---
+title: 'Coalition of Empires'
+---
+
+# Coalition of Empires
+
+_The Flag of the Coalition_
+
+The Coalition of Empires is an Alliance dedicated to the protection of all its members and the
+forming of Inter-Alliance relations.
+
+Members:
+
+- The Organic City
+- SecondSon2
+- Tyber Titans
+- OVIID REMNANT
+- radar3301
+- Riel\_Place
+- Darkstar
+- Wells
+- The Empire
+- cruiser
+- Scorpians Den
+- Imajica
+- The Scourge
+- Bearuth
+- The Melt
+- Flosser
+- Bodicean Empire
+- Sonians
+
+The Coalition is an alliance that while not agressive, will defend itself if necessary. The alliance
+is currently 5th in the expanse (as of December 2014). CoE has a unique history, and has made allies
+and Enemies along the way.
+
+Contact Covenant Empire if you wish to join.
+
+Rules:
+
+It is a Democracy, but The Elected Leader has executive power for some decisions. If a person Beaks
+these rules, they could be banned by rule of discussion and a vote, or reprimanded.
+
+1\. Do not help enemies of the Coalition
+
+2\. Report possible enemies of the Coalition to the whole alliance via email
+
+3\. Do not lie to, cheat, or steal from members of the Coalition
+
+4\. Help out other Coalition members
+
+5\. Put the Coalition before personal gain
+
+6\. Do not help or attack other [alliances](/wiki/alliances/) unless either (1): we have a
+confederacy with them, or (2): you have consulted with the alliance about it
+
+Dear Future Readers,
+
+Writing months after the Coalition is gone, I would like to say that The empire that started
+Coalition of Empires was one I knew well, one Omikron Empire. The principals he stood for found the
+basis for most alliance rules, and the causes he fought for were not always good for him, but they
+were noble and just. He kept the Coalition moving forward for six months, even though repeated
+obstacles stood in his way. At a certain point he had to let go, and when he did the outcome was not
+good, but he again returned to save the Coalition from total corruption at the hands of Chaos and
+Anarchy. The Order stayed for a short time, and then the Coalition faded away into the background,
+and remains only in history.
+
+\-A friend and follower
+
+**Categories:** [Ships](/wiki/#ships)
diff --git a/content/wiki/colonizing-a-gas-giant-planet.md b/content/wiki/colonizing-a-gas-giant-planet.md
new file mode 100644
index 0000000..13d2503
--- /dev/null
+++ b/content/wiki/colonizing-a-gas-giant-planet.md
@@ -0,0 +1,140 @@
+---
+title: 'Colonizing A Gas Giant Planet'
+---
+
+# Colonizing A Gas Giant Planet
+
+Author: United Federation
+
+[Gas Giants](/wiki/gas-giants/) are beneficial since they have alot of extra slots avialable.
+However you should definately learn about how to colonize one before actually attempting it. I
+personally made a few mistakes on the way to getting myself a gas giant. This page is to be
+informative so you don't make the same mistakes I did. Before I begin into what I suggest for GG
+colonization. I would like to point you to the various WIKI [resources](/wiki/resources/) that you
+should read before attempting to colonize a Gas Giant.
+
+- Gas Giant WIKI
+- [Gas Giants](/wiki/gas-giants/)
+- Gas Giant Settlment [Ships](/wiki/ships/)
+- [Gas Giant Settlement Ship](/wiki/gas-giant-settlement-ship/)
+- Gas Giant Settlment Platforms
+- [Gas Giant Settlement Platform](/wiki/gas-giant-settlement-platform/)
+- [Gas Giant Lab](/wiki/gas-giant-lab/)s
+- [Gas Giant Lab](/wiki/gas-giant-lab/)
+
+When making a Gas Giant colony its important that you get things right. Before you send anything to
+a Gas Giant. Make sure that you have a [Gas Giant Lab](/wiki/gas-giant-lab/). I suggest having it
+atleast at level 3 or 4. Then send a Gas Giant Platform Ship to your Gas Giant before or at the same
+time as the [colony ship](/wiki/colony-ship/). In that way you will have a Gas Giant Platform Plan
+on your planet after the colony is made. Then you can click on a plot and build the plan. I
+personally suggest having a level 3 or 4 Gas Giant Platform so you can build a few
+[buildings](/wiki/buildings/).
+
+Please also note that if a Gas Giant planet is outside of your species orbits that you will also
+require a [Terraforming Platform](/wiki/terraforming-platform/) that you send via a
+[Terraforming Platform Ship](/wiki/terraforming-platform-ship/). Please review the following WIKI's
+if you are thinking about colonizing a Gas Giant Planet outside of the orbits of your species:
+_(Special Thanks to Sierians of Avalon for contributing to this section)_
+
+- [Terraforming Lab](/wiki/terraforming-lab/)
+- [Terraforming Lab](/wiki/terraforming-lab/)
+- Terraform Platforms
+- [Terraforming Platform](/wiki/terraforming-platform/)
+
+- Terraform Platform Ship
+- [Terraforming Platform Ship](/wiki/terraforming-platform-ship/)
+
+At this point you need to get [glyph](/wiki/glyph/) building [plans](/wiki/plans/) to your colony.
+There are a couple of ways in which you can do this:
+
+- If you have [Essentia](/wiki/essentia/) and would like to transport your [Glyph](/wiki/glyph/)
+ [Plans](/wiki/plans/) to your new GG quickly, build an SST or
+ [subspace transporter](/wiki/subspace-transporter/). Then you can goto your planet that has all
+ the [glyph](/wiki/glyph/) [plans](/wiki/plans/) you want to send to your new GG and click the push
+ tab, select all your [plans](/wiki/plans/) that you wanna send and get it there immediately by
+ paying 2E to transport it.
+- If you do not have [Essentia](/wiki/essentia/) and would like to transport your
+ [plans](/wiki/plans/) to your new colony, then build a TM or
+ [Trade Ministry](/wiki/trade-ministry/). Then you can go to your planet that has all the
+ [plans](/wiki/plans/) you would want to send to your new colony and click on its
+ [Trade Ministry](/wiki/trade-ministry/). Select all your [plans](/wiki/plans/) that you wanna send
+ and I suggest sending it via a [Smuggler ship](/wiki/smuggler-ship/) as it is the fastest ship
+ available to get your [plans](/wiki/plans/) there.
+
+Personally I make sure that I have all of the following [plans](/wiki/plans/) available before even
+thinking about making a new Gas Giant Colony.
+
+- Food [Glyph](/wiki/glyph/) Building [Plans](/wiki/plans/) : [Algae Pond](/wiki/algae-pond/),
+ [Amalgus Meadow](/wiki/amalgus-meadow/), [Beeldeban Nest](/wiki/beeldeban-nest/),
+ [Denton Brambles](/wiki/denton-brambles/), [Lapis Forest](/wiki/lapis-forest2/),
+ [Malcud Field](/wiki/malcud-field/)
+- Ore [Glyph](/wiki/glyph/) Building [Plans](/wiki/plans/) : [Volcano](/wiki/volcano/)
+- Water [Glyph](/wiki/glyph/) Building [Plans](/wiki/plans/) :
+ [Natural Spring](/wiki/natural-spring/)
+- Energy [Glyph](/wiki/glyph/) Building [Plans](/wiki/plans/) :
+ [Geo Thermal Vent](/wiki/geo-thermal-vent/)
+- [Waste](/wiki/waste/) Storage [Glyph](/wiki/glyph/) Plan : [Ravine](/wiki/ravine/)
+- Resource Storage [Glyph](/wiki/glyph/) Plan : Interdimentional Rift
+- [Happiness](/wiki/happiness/) Building [Glyph](/wiki/glyph/) Plan :
+ [Kalavian Ruins](/wiki/kalavian-ruins/) atleast or one of the other [happiness](/wiki/happiness/)
+ [glyph](/wiki/glyph/) [plans](/wiki/plans/))
+- (If you can arrange these to have 1+4 attributes on the end so you get alot of production)
+- [Gas Giant Settlement Platform](/wiki/gas-giant-settlement-platform/)s : I suggest sending alot of
+ these however. Only send 2-3 level 3s at first. That way their build time is reasonable. You can
+ send more [Gas Giant Settlement Platform](/wiki/gas-giant-settlement-platform/)s that are higher
+ levels after you get your basic infrastructure in place. The reason you don't wanna send higher
+ level ones at first is when you go to build [plans](/wiki/plans/) it will select the highest level
+ GG platforms that you have in inventory to build first.
+- If you also have extra [plans](/wiki/plans/) for regular [buildings](/wiki/buildings/) that are
+ 1+4 or higher its also nice to go ahead and add it in there to. Who would like to build a plan
+ from scratch when you can build it and havei t up to level 5 or 6 already.
+
+Now that your [plans](/wiki/plans/) for starting your GG colony are now in place. Its time to start
+building something else besides the SST or TM that you have already built.
+
+1. Build a [Ravine](/wiki/ravine/). It will store the [waste](/wiki/waste/) so your negative
+ [happiness](/wiki/happiness/) does not start to jump big time.
+2. Build a [Development Ministry](/wiki/development-ministry/) and upgrade it to atleast level 2.
+ That way you can build 2-3 [plans](/wiki/plans/) in a que to start off. This will keep you from
+ waiting for each and every build.
+3. Build Food [Glyph](/wiki/glyph/) [Plans](/wiki/plans/). It is preferrable if you can build 4
+ types of the food [glyph](/wiki/glyph/) [plans](/wiki/plans/). If you cannot go ahead and build
+ regular food [buildings](/wiki/buildings/), just make sure that you can get 4 food types. (As
+ long as you have available [plots](/wiki/plots/)).
+4. Build a [Kalavian Ruins](/wiki/kalavian-ruins/) (and/or other [Happiness](/wiki/happiness/)
+ [buildings](/wiki/buildings/))
+5. Build the rest of your [glyph](/wiki/glyph/) resource [plans](/wiki/plans/).
+6. Special Note: DO NOT BUILD ATMOSPHERIC EVAPORATORS ON GGs. Sorry for the caps but I am serious.
+ It will allow you to build them but it will make negative production instead. The reason
+ being... [Gas Giants](/wiki/gas-giants/) don't have an atmosphere.
+
+Now that the core of your [glyph](/wiki/glyph/) [buildings](/wiki/buildings/) are built you will
+want to continue building your Gas Giant Platforms. Use the remainder of your GG Platform
+[Plans](/wiki/plans/) that you sent. I only send 2 in the beginning and set 2 level 3 GG Platforms.
+That gives you 6 [plots](/wiki/plots/) minus the 1 you start off with and the SST or TM you have
+already built should leave you 4 minus whatever food [buildings](/wiki/buildings/) you may have
+built.
+
+At this point you should go ahead and send more GG Platform [Plans](/wiki/plans/) to your new GG so
+you can increase plot size. Keep in mind that all those [plans](/wiki/plans/) have
+[waste](/wiki/waste/) production which can get high. If you can get a
+[Waste Exchanger](/wiki/waste-exchanger/) Plan or two to send to your planet to manage your
+[waste](/wiki/waste/), it makes it alot easier. Install more GG Platforms and upgrade as necessary.
+As you get more advanced in your playing. You can install a high level GG platform like 1+17 and
+then delete some of the other lower GG platforms. Keep in mind that a 1+17 Platform or Level 18
+produces 180K/hr [waste](/wiki/waste/) production so make sure you are ready for that before you
+attempt to replace them with higher level GG platforms.
+
+Now just colonize your planet and enjoy!!
+
+**TIP FOR AFTER YOU HAVE MORE THAN ONE GAS GIANT PLANET**
+
+**_Provided by Icydee_**
+
+Once you have colonized your first GG or two, and your GG Lab is on a GG, you can send the GG
+Platforms to yourself (is zero ship time) and create [plans](/wiki/plans/) which are quicker to ship
+to a new colony than to send GG Platform [Ships](/wiki/ships/) (which are slow)
+
+_Please note that this is my personal view on making a Gas Giant planet and some people feel they
+may have a better way. It is only intended as a guideline and what my personal opinion is for
+successfully colonizing a Gas Giant Colony._
diff --git a/content/wiki/colony-ship.md b/content/wiki/colony-ship.md
new file mode 100644
index 0000000..57bb91e
--- /dev/null
+++ b/content/wiki/colony-ship.md
@@ -0,0 +1,55 @@
+---
+title: 'Colony Ship'
+---
+
+# Colony Ship
+
+
+
+Colony [ships](/wiki/ships/) are used to colonize a new planet. They turn into a
+[Planetary Command Center](/wiki/planetary-command-center/) upon landing, and they carry all the
+necessary people and supplies to start a colony. When you send a colony ship the necessary
+[happiness](/wiki/happiness/) is subtracted from the planet.
+
+You can find the necessary [happiness](/wiki/happiness/) required for your next colony in your
+[planetary command center](/wiki/planetary-command-center/). Your first colony (excluding your home
+planet) requires 100k [happiness](/wiki/happiness/).
+
+When a colony ship is sent to a planet which requires a
+[terraforming platform](/wiki/terraforming-platform/) and/or
+[gas giant settlement platform](/wiki/gas-giant-settlement-platform/), it creates a
+[planetary command center](/wiki/planetary-command-center/) (PCC) and the planet starts at -1
+available [plots](/wiki/plots/).
+
+Note: If two players send [ships](/wiki/ships/) to the same planet, the first player will colonize
+and the second ship will have to turn around and head home. You do not lose the ship or associated
+[happiness](/wiki/happiness/).
+
+When you send a Colony Ship (or [Space Station Hull](/wiki/space-station-hull/)) the current Next
+Colony Cost amount of [happiness](/wiki/happiness/) is deducted from the sending colony and the Next
+Colony Cost is multiplied by ( 2.75 - 0.01 x Growth Affinity ). If the Colony Ship (or
+[Space Station Hull](/wiki/space-station-hull/)) is killed (usually by a SAW in the same system as
+the target planet or a [Fighter](/wiki/fighter/) in orbit around the target planet) then you will
+not get the [happiness](/wiki/happiness/) cost back, but your Next Colony Cost will be divided by
+the multiplier (putting it back where it was before you sent the ship).
+
+Note: When selecting a location for a new colony you should consider checking the
+[Population by zone](/wiki/population-by-zone/) page.
+
+#### Requirements
+
+- [Observatory](/wiki/observatory/) Lvl 5
+
+**Categories:** [Ships](/wiki/#ships)
+
+## Community notes
+
+> **tsgeisel:** If a colony ship is shot down, you lose the associated happiness.
+
+> **icydee:** and if it is not shot down it appears that your happiness is restored (presumably when
+> the colony ship reaches it's home port).
+
+> **kiamo:** If you station some fighters around a colony, and then send in a colony ship. Can your
+> own fighters shoot down your colony ship?
+
+> **vegeta:** no
diff --git a/content/wiki/corn-meal-grinder.md b/content/wiki/corn-meal-grinder.md
new file mode 100644
index 0000000..d4464a8
--- /dev/null
+++ b/content/wiki/corn-meal-grinder.md
@@ -0,0 +1,16 @@
+---
+title: 'Corn Meal Grinder'
+---
+
+# Corn Meal Grinder
+
+
+
+The Corn Meal Grinder converts corn from the [Corn Plantation](/wiki/corn-plantation/) into corn
+meal at a small loss to be used as food. The higher the building level the more food is converted.
+
+#### Requirements
+
+- [Corn Plantation](/wiki/corn-plantation/) Lvl 5
+
+**Categories:** [Food Buildings](/wiki/#food-buildings)
diff --git a/content/wiki/corn-plantation.md b/content/wiki/corn-plantation.md
new file mode 100644
index 0000000..a42f2ab
--- /dev/null
+++ b/content/wiki/corn-plantation.md
@@ -0,0 +1,21 @@
+---
+title: 'Corn Plantation'
+---
+
+# Corn Plantation
+
+
+
+The Corn Plantation produces corn to be used as food by your empire. The corn plantation can only be
+used in orbits 2 and 3. The higher the level of the plantation the more food is produced.
+
+All plants need a source of phosphorus to photosynthesize their food. Therefore you need a good
+source of gypsum, sulfur, or monazite for plants to thrive.
+
+#### Requirements
+
+- [Planetary Command Center](/wiki/planetary-command-center/) Lvl 1
+- Planet in orbit 2 or 3
+- Source of phosphorus (gypsum, sulfur, monazite)
+
+**Categories:** [Food Buildings](/wiki/#food-buildings)
diff --git a/content/wiki/counter-espionage.md b/content/wiki/counter-espionage.md
new file mode 100644
index 0000000..da58536
--- /dev/null
+++ b/content/wiki/counter-espionage.md
@@ -0,0 +1,26 @@
+---
+title: 'Counter Espionage'
+---
+
+# Counter Espionage
+
+When you give your [spies](/wiki/spies/) the assignment to Counter Espionage, what you're doing is
+telling them to foil [plots](/wiki/plots/) far and wide. If possible, not only will the plot be
+foiled, but the opposing [spies](/wiki/spies/) will be captured and imprisoned. It's also possible
+that they might be killed in the process, but spying is a dangerous game.
+
+Whichever planet your [spies](/wiki/spies/) are on when you assign them to Counter Espionage will be
+the one that holds those prisoners. Once they are imprisoned you can view the list of prisoners at
+the [Security Ministry](/wiki/security-ministry/).
+
+If you have prisoners then you should probably put at least one spy on gathering intelligence, so
+that they can interrogate the prisoners and learn important details about your enemies.
+
+It should be noted that if you have a spy on someone's planet, and you put your spy on Counter
+Espionage, you're going to help them defend their planet, perhaps even against your own
+[spies](/wiki/spies/) if you also have [spies](/wiki/spies/) on the planet conducting other
+operations.
+
+This assignment may only be run on your own or allied planets.
+
+**Categories:** [Spies](/wiki/#spies)
diff --git a/content/wiki/crashed-ship-site.md b/content/wiki/crashed-ship-site.md
new file mode 100644
index 0000000..a801394
--- /dev/null
+++ b/content/wiki/crashed-ship-site.md
@@ -0,0 +1,35 @@
+---
+title: 'Crashed Ship Site'
+---
+
+# Crashed Ship Site
+
+
+
+The Crashed Ship Site allows you to add 5% to each of the [stats](/wiki/stats/) / bonuses of each of
+your newly built [ships](/wiki/ships/) per level of the Crashed Ship Site. And it does this without
+any additional cost to your [ships](/wiki/ships/), by allowing you to harvest alien technology from
+the crashed ship.
+
+[Stats](/wiki/stats/) increased are: Speed, Hold Size, Stealth, and Combat
+
+The Bonus is added (not multiplied) to all other bonuses and the sum of all bonuses is applied. For
+example: a level 3 crashed ship site (providing 15% to all ship related bonuses) combined with level
+5 [shipyard](/wiki/shipyard/) (provides 5% increase to ship speed) would result in a 20% increase to
+ship speed.
+
+You can build a Crashed Ship Site by merging monazite, trona, gold, and bauxite
+[glyph](/wiki/glyph/)s in the [Archaeology Ministry](/wiki/archaeology-ministry/).
+
+**Categories:** [Great Race Ruins](/wiki/#great-race-ruins), [Ship Buildings](/wiki/#ship-buildings)
+
+## Community notes
+
+> **zaxon:** Doesn't provide bonus to ship build speed. I don't know if that's a bug or just
+> inaccurate info, though.
+
+> **Winton-Akagane:** It does speed up the flying speed of ships. It does not make ship yards build
+> ships faster, just makes the ships it does build fly faster.
+
+> **Tralala French:** Upgrades via halls. (don't take this info for granted, there are a few
+> glyph-started buildings that don't and without information people think Tyleon does too!)
diff --git a/content/wiki/crater.md b/content/wiki/crater.md
new file mode 100644
index 0000000..3c37ee1
--- /dev/null
+++ b/content/wiki/crater.md
@@ -0,0 +1,23 @@
+---
+title: 'Crater'
+---
+
+# Crater
+
+
+
+The remnants of an object or an attack impacting the planet. Be glad you weren't here when that
+happened. It also stores a tiny amount of [waste](/wiki/waste/).
+
+You'll get a free plan of this when your third friend invite gets accepted.
+
+Compare with [dent](/wiki/dent/) as well.
+
+The crater can be constructed in the [Archaeology Ministry](/wiki/archaeology-ministry/) using a
+rutile [glyph](/wiki/glyph/).
+
+**Categories:** [Decorations](/wiki/#decorations), [Waste Buildings](/wiki/#waste-buildings)
+
+## Community notes
+
+> **at1234:** you can also make it by thuding yourself
diff --git a/content/wiki/culinary-institute.md b/content/wiki/culinary-institute.md
new file mode 100644
index 0000000..f989368
--- /dev/null
+++ b/content/wiki/culinary-institute.md
@@ -0,0 +1,12 @@
+---
+title: 'Culinary Institute'
+---
+
+# Culinary Institute
+
+
+
+Food is a great way to spread culture, and the more you spread your culture, the more influence you
+gain. Eventually your influence will turn into jurisdiction and control.
+
+**Categories:** [Space Station Modules](/wiki/#space-station-modules)
diff --git a/content/wiki/cult-of-the-fissure.md b/content/wiki/cult-of-the-fissure.md
new file mode 100644
index 0000000..722ea80
--- /dev/null
+++ b/content/wiki/cult-of-the-fissure.md
@@ -0,0 +1,28 @@
+---
+title: 'Cult of the FIssure'
+---
+
+# Cult of the FIssure
+
+Little is known of them so far, but a few items have been seen
+
+1. There's a time buffer after a planet becomes unhappy before the cult starts spawning on a
+ planet.
+2. The more unhappy, the more cultists show up.
+3. The longer a planet has been unhappy, the worse off.
+4. Planets that have neg happy production are worse off than planets with positive happy
+ production.
+5. They have horrible affinities. All ones except for orbit which is only 3.
+6. After getting positive [happiness](/wiki/happiness/), you'll still need to get rid of cultists
+ on your planet.
+7. They will most likely run missions even after the planet is in positive
+ [happiness](/wiki/happiness/).
+8. Their [capitol](/wiki/capitol/) planet jumps [zones](/wiki/zones/) periodically.
+
+## Community notes
+
+> **frobozz:** A recent incident confirms that Cultists can infiltrate even in the Neutral Zone.
+> However, after creating fissures, cultists in the NZ appear to commit suicide.
+
+> **Lisvenachux Roytulin:** THIS IS A HUGE MISTAKE! The colonies in Neutral Zone must NOT be
+> attacked, though I don't have one there. The admins should change this immediately.
diff --git a/content/wiki/dairy-farm.md b/content/wiki/dairy-farm.md
new file mode 100644
index 0000000..4c90206
--- /dev/null
+++ b/content/wiki/dairy-farm.md
@@ -0,0 +1,27 @@
+---
+title: 'Dairy Farm'
+---
+
+# Dairy Farm
+
+
+
+The Dairy Farm allows you to produce food via dairy cattle. It can only be used in orbit 3 (it's
+goldilox zone). The higher the level of farm the more food it produces.
+
+Cows require certain minerals in their diet in order to produce lots of high quality milk. Therefore
+in order to have a dairy farm you're going to need a good supply of trona. The supply of Trona is
+only required to build or upgrade the building a steady supply of Trona however is not required for
+the actual production of Milk.
+
+The Dairy Farm produces more food per hour than any other food producing building, however it also
+generates large amounts of trash.
+
+#### Requirements
+
+- [Planetary Command Center](/wiki/planetary-command-center/) Lvl 1
+- Planet in orbit 3
+- Source of trona
+- [Corn Plantation](/wiki/corn-plantation/) Lvl 5
+
+**Categories:** [Food Buildings](/wiki/#food-buildings)
diff --git a/content/wiki/delambert.md b/content/wiki/delambert.md
new file mode 100644
index 0000000..19d93b0
--- /dev/null
+++ b/content/wiki/delambert.md
@@ -0,0 +1,152 @@
+---
+title: 'DeLambert'
+---
+
+# DeLambert
+
+_DeLambert is one of the non-player empires which features Dillon Forges on their colonies. Empire
+ID -9._
+
+DeLambert is a peaceful trading empire that uses the [Trade Ministry](/wiki/trade-ministry/) to sell
+[glyph](/wiki/glyph/)s. Their colonized bodies are mostly highly developed colonies on
+[gas giants](/wiki/gas-giants/) with lots of [Space Port](/wiki/space-port/)s but a lack of SAW
+[buildings](/wiki/buildings/):
+
+- 4 [Shipyard](/wiki/shipyard/)s
+- 4 SAW
+- 40\* Spaceports
+- [Munitions lab](/wiki/munitions-lab/),
+- Propulsion Lab
+- [Pilot Training Facility](/wiki/pilot-training-facility/)
+- Spy [Buildings](/wiki/buildings/)
+- [Crashed Ship Site](/wiki/crashed-ship-site/)
+- [Interdimensional Rift](/wiki/interdimensional-rift/)
+- Other Resource [glyph](/wiki/glyph/) [buildings](/wiki/buildings/)
+- Junk Pyramid
+- Dillon Forge
+
+\*_Note the exact number of spaceports does vary from one colony to another likely based on the size
+of the GG. One recently viewed colony had 70 spaceports._
+
+See the [alliance map](https://us1.lacunaexpanse.com/starmap/) for locations of their colonies.
+Capital is located in zone \[insert coordinates here\] and is called \[insert name here\]. Their
+Capital planet has even stronger defenses than those listed above.
+
+Intelligence reports say that the Delambert name their planet based on the level of the Forge \[e.g.
+DeLambert-**30**\-55866\].
+
+---
+
+_**DeLamberti History: Author - Earth Republic**_
+
+---
+
+_The following information was gathered from many sources, including relics found on many planets in
+the Expanse, interviews with entities found in distant [zones](/wiki/zones/), and a mysterious ship
+found drifting through the Schuiddow star system._
+
+The DeLamberti arose on a Gas Giant on the far side of the galaxy, near the Sagittarius Dwarf
+galaxy’s entry point into the Milky Way. They had a very peaceful history, where they lived simple
+lives as energy-gatherers.
+
+Eventually, they learned how to move fast enough to break above the dense-swirling clouds of their
+world for short periods of time. There they saw the wonders of the universe and all of its splendor,
+and realized they had to find a way to see these wonders close up.
+
+After several more millennia, a cargo vessel piloted by a species of peaceful traders flew near the
+Gas Giant and realized it had many valuable minerals floating in its atmosphere. They sent down a
+harvester vessel, but immediately lost contact with it. Their last transmission was horrified
+screams that “They’re everywhere!”.
+
+Several minutes later, the ship came back out of the atmosphere, trailing debris as it approached.
+The traders allowed it to dock again, but when they went to meet the crew, they found they had been
+possessed by the DeLamberti, or the _Chur’tai_ as they were then known.
+
+The _Chur’tai_ possessed what remained of the crew, and proceeded to carry millions of the energy
+beings to the trader’s home planet, taking control of all those with power and
+[influence](/wiki/influence/). Using their new minions, they built massive battleships, onto which a
+few slaves and tens of millions of _Chur’tai_ were loaded, to find and conquer more civilizations.
+The _Chur’tai_ Empire was born.
+
+Eventually, the Empire came across [the Great Race](/wiki/the-great-race/), who was then an
+interstellar power not far from Earth. The _Chur’tai_ tried to enslave
+[the Great Race](/wiki/the-great-race/), but they were foiled by
+[the Great Race](/wiki/the-great-race/) developing a shield system that could hold the energy beings
+off for just long enough to shoot them with antimatter rays.
+
+In a short but brutal war, the _Chur’tai_ destroyed [the Great Race](/wiki/the-great-race/)’s
+homeworld and many colonies by increasing the local star’s solar flare intensity by 50,000%,
+destroying almost everything within about 200 million kilometers of the star.
+
+[The Great Race](/wiki/the-great-race/) survived by sending a colony fleet to the Expanse, which
+they would make their new home. When they arrived, they began spreading out, colonizing hundreds of
+worlds within a century.
+
+The _Chur’tai_ became nothing but a whisper in the ears (or similar appendage) of
+[the Great Race](/wiki/the-great-race/). The parents told their children cautionary tales of a
+species that had once terrorized their world, before they came to the Expanse. They lived in
+perpetual fear that the Chur’tai would find their new home.
+
+For eons, the Expanse lived in peace; [the Great Race](/wiki/the-great-race/) colonized many worlds,
+prospered, and grew more and more powerful. Then, one day, contact was lost with a distant Great
+Race colony, located in what is now the -5|0 zone. A fleet of combat [ships](/wiki/ships/) was sent
+to determine what had happened. That fleet was never heard from again.
+
+Soon after, [the Great Race](/wiki/the-great-race/)’s worst fears were confirmed: the _Chur’tai_ had
+returned, and they were even more powerful than before. Colony after colony was lost, until more
+than half of the Expanse was under the _Chur’tai__’s_ control. The Chur’tai used their sophisticated
+technology to greatly increase the space available on a Gas Giant, making each of their worlds more
+powerful than an equivalent Great Race planet.
+
+Within a decade, [the Great Race](/wiki/the-great-race/) was reduced to a handful of planets in the
+very core of the Expanse. A final battle between the massive _Chur’tai_ fleet and the much-reduced
+Great Race fleet took place at a star called Vor Aslee Chua, in the very center of the Expanse.
+[The Great Race](/wiki/the-great-race/)’s adopted home planet orbited this star.
+
+The battle was short and furious, but the result was never in doubt.
+[The Great Race](/wiki/the-great-race/) had lost the war. Just before their fleet was completely
+destroyed, they deployed a superweapon that was similar to a [BFG](/wiki/bfg/), but infinitely more
+powerful.
+
+The super-[BFG](/wiki/bfg/) destroyed the entire Vor Aslee Chua star and everything in its system,
+annihilating [the Great Race](/wiki/the-great-race/)’s homeworld and the vast majority of the
+_Chur’tai_ fleet. The resulting shockwave flew through the center of the Expanse, destroying all
+that remained of [the Great Race](/wiki/the-great-race/)’s once-mighty empire, and sweeping away
+most of the _Chur’tai__’s_ advanced planets. The resulting dark age lasted millennia, before the
+_Chur’tai_ were reawakened by the arrival of the Human/Lacunan [colony ship](/wiki/colony-ship/).
+
+After its arrival, the _Chur’tai_ renamed themselves the Delamberti, and began to make use of
+advanced technology once more, utilizing the remnants of [the Great Race](/wiki/the-great-race/)’s
+[buildings](/wiki/buildings/) to supplement those [buildings](/wiki/buildings/) that were copied
+from the Lacunan’s [plans](/wiki/plans/).
+
+The blasted, radioactive surfaces of some worlds, particularly p21’s, have always been attributed to
+natural causes such as a massive volcanic eruption. In fact, these worlds, whose surfaces were swept
+down to the radioactive bedrock during the Storm, are the remnants of Great Race worlds attacked by
+the DeLambert during the Great War, the surfaces of which were turned to radioactive slag.
+
+The DeLambert continued to grow, becoming more and more powerful. Even today, they are nowhere near
+their previous power, but they still number among the most powerful races in the Expanse. They,
+along with the Trel, are the only species to have rediscovered the ancient method of getting more
+than 25 planets without waiting prohibitively long periods of time.
+
+And thus began the modern age of the Delamberti.
+
+---
+
+Species information gathered by the use of a [Library of Jith](/wiki/library-of-jith/):
+
+- Species name: DeLamberti
+- Species Description: A strong species who prefer high G. worlds.
+- Habitable Orbits: 1 to 7
+- Manufacturing: 2
+- Deception: 7
+- Research: 2
+- Management: 7
+- Farming: 1
+- Mining: 1
+- Science: 7
+- Environmental: 2
+- Political: 1
+- Trade: 7
+- Growth: 1
diff --git a/content/wiki/delamberti.md b/content/wiki/delamberti.md
new file mode 100644
index 0000000..56aaa23
--- /dev/null
+++ b/content/wiki/delamberti.md
@@ -0,0 +1,53 @@
+---
+title: 'DeLamberti'
+---
+
+# DeLamberti
+
+According to the DeLambert they're a very peacful trading race. They claim to be from
+[Gas Giants](/wiki/gas-giants/) and trade on the "Primitive" SST. Primarily they trade several
+[glyph](/wiki/glyph/)s at a time for 15-20 [Essentia](/wiki/essentia/). Some
+[Trade Ministry](/wiki/trade-ministry/) deals have gone to a 93.4 [Essentia](/wiki/essentia/) deal
+for several [glyph](/wiki/glyph/)s. The Del have also been buying small trades off of the SST.
+
+Not much is known about them but some players have sent [ship](/wiki/ship/)s to them. Most Notabaly
+is a player attempt of 480 [Sweeper](/wiki/sweeper/)s and 20 [Scanner](/wiki/scanner/) force sent
+against they're home planet. All of them were totally knocked out.
+
+A colony seems to have the following [buildings](/wiki/buildings/)
+
+- 4 [Shipyard](/wiki/shipyard/)s
+- 4 SAWs
+- \*40 Spaceports
+- [Munitions lab](/wiki/munitions-lab/),
+- Propulsion Lab
+- [Pilot Training Facility](/wiki/pilot-training-facility/)
+- Spy [Buildings](/wiki/buildings/)
+- [Crashed Ship Site](/wiki/crashed-ship-site/)
+- [Interdimensional Rift](/wiki/interdimensional-rift/)
+- Other Resource [glyph](/wiki/glyph/) [buildings](/wiki/buildings/)
+- Junk Pyramid
+- Dillon Forge
+
+\*_Note the exact number of spaceports does vary from one colony to another likely based on the size
+of the GG. One recently viewed colony had 60 spaceports._
+
+Based off of this the Del may very well be the hardest [AI](/wiki/ai/) to beat. Exact requirements
+to beat them are yet unknown. However they likely posses the ability to rebuild within a very short
+amount of time like the [Saben](/wiki/saben/) and could have [happiness](/wiki/happiness/)
+production that exceeds the levels of the [Trel](/wiki/trel/).
+
+Their Capital planet has even stronger defenses than those listed above.
+
+## Community notes
+
+> **Tralala French:** Seen it now. They sell packs of glyphs at approx 4E/glyph, and so far nothing
+> else. Sometimes no trade appears in the SST because someone bought them all.
+
+> **Terran Empire:** Interesting
+
+> **Tralala French:** On dec 16, 2011, they gave 20 glyphs for replying to an Email from them. It
+> was a once-per-lifetime offer. Also I never got a single one after replying.
+
+> **Lisvenachux Roytulin:** But I've gotten it...maybe if you did not reply in time? They did not
+> mention how long the offer will last.
diff --git a/content/wiki/demolish.md b/content/wiki/demolish.md
new file mode 100644
index 0000000..01fffdc
--- /dev/null
+++ b/content/wiki/demolish.md
@@ -0,0 +1,16 @@
+---
+title: 'Demolish'
+---
+
+# Demolish
+
+Whatever you paid in ore to get the building built will come out as [waste](/wiki/waste/) when you
+demolish the building.
+
+However, there is one other thing about demolishing [buildings](/wiki/buildings/) that will affect
+[happiness](/wiki/happiness/), that is food. You get [happiness](/wiki/happiness/) every time you
+build something just by the nature of spending food. So when you build a building, the food cost is
+converted into [happiness](/wiki/happiness/) (provided you have 4 types of food). To ensure that
+nobody is able to exploit this by building and demolishing [buildings](/wiki/buildings/), the food
+spent to construct the building will be subtracted from your [happiness](/wiki/happiness/) when you
+demolish it.
diff --git a/content/wiki/denizens-of-lacuna.md b/content/wiki/denizens-of-lacuna.md
new file mode 100644
index 0000000..5e5b93c
--- /dev/null
+++ b/content/wiki/denizens-of-lacuna.md
@@ -0,0 +1,7 @@
+---
+title: 'Denizens of Lacuna'
+---
+
+# Denizens of Lacuna
+
+OK so this is our wiki page. will figure out what to put here later.
diff --git a/content/wiki/dent.md b/content/wiki/dent.md
new file mode 100644
index 0000000..e01432c
--- /dev/null
+++ b/content/wiki/dent.md
@@ -0,0 +1,22 @@
+---
+title: 'Dent'
+---
+
+# Dent
+
+
+
+A dent is similar to a [Crater](/wiki/crater/), but it exists upon impact of a
+[space station](/wiki/space-station/). It cannot be constructed. Dents are typically created after a
+[Supply pod](/wiki/supply-pod/) expires on the station. [Supply pod](/wiki/supply-pod/)s are
+typically used to give emergency extra storage to a [Space Station](/wiki/space-station/).
+
+[Cross reference: Crater](/wiki/crater/)
+
+_This page has not been finished: Images missing_.
+
+**Categories:** [Decorations](/wiki/#decorations)
+
+## Community notes
+
+> **doggy dog:** yay i just commented
diff --git a/content/wiki/denton-brambles.md b/content/wiki/denton-brambles.md
new file mode 100644
index 0000000..5820389
--- /dev/null
+++ b/content/wiki/denton-brambles.md
@@ -0,0 +1,15 @@
+---
+title: 'Denton Brambles'
+---
+
+# Denton Brambles
+
+
+
+A thorny patch of brambles, the roots of which happen to be the delicious Denton roots. Like the
+[Denton Root Patch](/wiki/denton-root-patch/), these Denton roots will only grow in orbit 5 and 6.
+
+You can build a patch of Denton Brambles at the [Archaeology Ministry](archaeology-ministry) by
+combining a rutile [glyph](/wiki/glyph/) with a goethite [glyph](/wiki/glyph/).
+
+**Categories:** [Natural Resources](/wiki/#natural-resources)
diff --git a/content/wiki/denton-root-chip-frier.md b/content/wiki/denton-root-chip-frier.md
new file mode 100644
index 0000000..749137d
--- /dev/null
+++ b/content/wiki/denton-root-chip-frier.md
@@ -0,0 +1,17 @@
+---
+title: 'Denton Root Chip Frier'
+---
+
+# Denton Root Chip Frier
+
+
+
+The Denton Root Chip Frier converts roots from the [Denton Root Patch](/wiki/denton-root-patch/) and
+turns it into root chips as food for your empire at a minimal loss. The higher the level of the Chip
+Frier the more food it converts.
+
+#### Requirements
+
+- [Denton Root Patch](/wiki/denton-root-patch/) Lvl 5
+
+**Categories:** [Food Buildings](/wiki/#food-buildings)
diff --git a/content/wiki/denton-root-patch.md b/content/wiki/denton-root-patch.md
new file mode 100644
index 0000000..e2f6701
--- /dev/null
+++ b/content/wiki/denton-root-patch.md
@@ -0,0 +1,21 @@
+---
+title: 'Denton Root Patch'
+---
+
+# Denton Root Patch
+
+
+
+The Denton Root Patch produces roots to be used as food by your empire. The roots only grow in orbit
+5 and 6 (its goldilox zone). The higher the level of the patch the more food it produces.
+
+All plants need a source of phosphorus to photosynthesize their food. Therefore you need a good
+source of gypsum, sulfur, or monazite for plants to thrive.
+
+#### Requirements
+
+- Denton Root Plantation Lvl 5
+- Planet in orbit 5 or 6
+- Source of phosphorus (gypsum, sulfur, monazite)
+
+**Categories:** [Food Buildings](/wiki/#food-buildings)
diff --git a/content/wiki/deployed-bleeder.md b/content/wiki/deployed-bleeder.md
new file mode 100644
index 0000000..9069195
--- /dev/null
+++ b/content/wiki/deployed-bleeder.md
@@ -0,0 +1,56 @@
+---
+title: 'Deployed Bleeder'
+---
+
+# Deployed Bleeder
+
+
+
+_"Converts planet's [resources](/wiki/resources/) directly into [waste](/wiki/waste/)." in-game
+description_
+
+Deployed [bleeder](/wiki/bleeder/) is a building that is created after the successful arrival of a
+[bleeder](/wiki/bleeder/) ship at an inhabited planet. Deployed [bleeder](/wiki/bleeder/)s consume
+[resources](/wiki/resources/), deduct [happiness](/wiki/happiness/) and produce
+[waste](/wiki/waste/) (which deducts [happiness](/wiki/happiness/) if [waste](/wiki/waste/) storage
+is filled).
+
+Deployed [bleeder](/wiki/bleeder/)s insert themselves at the front of the target planet's build
+queue. It starts upgrading itself level-by-level, again interupting anything else in the build
+queue. Also, [Bleeder](/wiki/bleeder/)s are the only building that can upgrade simultaneously. So
+dropping multiple [Bleeder](/wiki/bleeder/)s on a target planet can be a very good idea. Deployed
+[Bleeder](/wiki/bleeder/)s do cost a plot space. If sufficient numbers of [Bleeder](/wiki/bleeder/)s
+are deployed on a planet a colony could gain a negative plot count. _Negative plot counts now do
+cause a colonies positive [happiness](/wiki/happiness/) production to switch to negative production
+if the plot count drops too low._
+
+Since [Bleeder](/wiki/bleeder/)s insert themselves into the build queue it is also possible to use
+[Essentia](/wiki/essentia/) to rush their completion. [Spies](/wiki/spies/) cannot steal levels off
+of a [Bleeder](/wiki/bleeder/) so using them on a planet that you intend to hit with the
+[Appropriate Technology](/wiki/appropriate-technology/) mission will not end up with your
+[spies](/wiki/spies/) stealing levels off of deployed [Bleeder](/wiki/bleeder/)s.
+
+All you have to do to get rid of a [bleeder](/wiki/bleeder/) is to [demolish](/wiki/demolish/) it.
+However, you have to notice it is on your planet first. And that is why it is such an insidious
+weapon. Also [Bleeder](/wiki/bleeder/)s cannot be automatically destroyed by
+[scripts](/wiki/scripts/) as destroying them requires answering a captcha first.
+
+Multiple [Bleeder](/wiki/bleeder/)s are able to upgrade themselves simultaneously.
+
+Deployed [bleeder](/wiki/bleeder/)s cannot level up beyond level 30. If a [bleeder](/wiki/bleeder/)
+gets to level 30, they wil spawn a new level 1 deployed [bleeder](/wiki/bleeder/) if there is a free
+space. If there is not a free space, they will [downgrade](/wiki/downgrade/) a different building by
+one level. (destroying it if it's a level 1) The level 30 [bleeder](/wiki/bleeder/) will then drop
+to level 29 and start a new upgrade process.
+
+Additional Notes:
+
+- [Bleeder](/wiki/bleeder/)s are not very effective against AI empires as they remove them fairly
+ quickly.
+- [Bleeder](/wiki/bleeder/)s upgrading themselves send out a message to
+ [Network 19 Affiliate](/wiki/network-19-affiliate/) after every fifth level (see wiki article for
+ their meaning).
+
+## Community notes
+
+> **TRSS:** 2015-11-07 created article
diff --git a/content/wiki/detonator.md b/content/wiki/detonator.md
new file mode 100644
index 0000000..82cd7a9
--- /dev/null
+++ b/content/wiki/detonator.md
@@ -0,0 +1,39 @@
+---
+title: 'Detonator'
+---
+
+# Detonator
+
+
+
+Detonator it set off an electro magnetic pulse (EMP), which destroys all deployed
+[ships](/wiki/ships/) in on the affected body. It can be built at the [Shipyard](/wiki/shipyard/)
+after you build a [Munitions Lab](/wiki/munitions-lab/). Inhabitted planets have so much
+eletro-magnetic energy pulsing through the atmosphere already that any detonations would just
+disipate into the amosphere causing no detectable disturbances. It is used to destroy:
+
+- [Probe](/wiki/probe/)s around a star
+- [Mining platform](/wiki/mining-platform/)s and [Excavator](/wiki/excavator/)s on an Asteroid
+- [Excavator](/wiki/excavator/)s on uninhabited planets
+
+#### Requirements
+
+- [Munitions Lab](/wiki/munitions-lab/) Lvl 1
+
+_Playing Tip:_ Detonating the [Probe](/wiki/probe/)s around a star is considered an annoying act by
+many players but not one offensive enough to typically result in retaliation. However destroying
+[Mining Platform](/wiki/mining-platform/)s is regarded as a direct assault to many players and has a
+high chance of being retaliated against.
+
+Some empires do like to occasionally detonate all the [probe](/wiki/probe/)s on stars near their
+planets and then watch to see what empires replace the lost [probe](/wiki/probe/)s. That way they
+can tell who has [probe](/wiki/probe/)s in the area. This loss of visibility is only a mild
+protection at best though as [ships](/wiki/ships/) can still be sent to attack a planet that is not
+visible with a [probe](/wiki/probe/).
+
+**Categories:** [Ships](/wiki/#ships)
+
+## Community notes
+
+> **Garloo:** Detonators sent at a star won't get shot down; but sent against a body (like an
+> asteroid with mining platforms) they will (assuming defenses are present: SAWS or fighters).
diff --git a/content/wiki/development-ministry.md b/content/wiki/development-ministry.md
new file mode 100644
index 0000000..e247f9f
--- /dev/null
+++ b/content/wiki/development-ministry.md
@@ -0,0 +1,52 @@
+---
+title: 'Development Ministry'
+---
+
+# Development Ministry
+
+
+
+The Development Ministry oversees the construction of [buildings](/wiki/buildings/) on your planet.
+You can monitor your build queue and subsidize the construction of [buildings](/wiki/buildings/)
+through the use of [Essentia](/wiki/essentia/) to build them faster. The higher the level of the
+building the more [buildings](/wiki/buildings/) you can have in your queue. The number of projects
+that can be placed in the queue is the level of the ministry plus 1.
+
+**NOTE:** The build queue is a queue, which means that the [buildings](/wiki/buildings/) in the
+queue build in series (one after the other), not in parallel (at the same time). Therefore if you
+have one building already in the queue which takes 5:00 to build, and you add another building which
+takes 1:30 to build, then the second building will be completed in 6:30.
+
+5:00 + 1:30 = 6:30
+
+**Playing Tip:**
+
+Upgrading the Development Ministry beyond level 4 might not be worth the expense, depending on your
+play style. Each upgrade puts a drain on your hourly resource income. At level 4 you can have 5
+[buildings](/wiki/buildings/) in your queue already. There are no other
+[buildings](/wiki/buildings/) in game that are dependent on having a Development Ministry.
+
+#### Requirements
+
+- [University](/wiki/university/) Lvl 1
+
+**Categories:** [Construction Buildings](/wiki/#construction-buildings)
+
+## Community notes
+
+> the queue is unaffected by the Oversight Ministry
+
+> **fecund:** Cost to subsidize build queue, according to the page on Essentia: subsidy = (sum of
+> building upgrade levels) / 3 - Cost is rounded down. Example- it costs 5 Essentia to upgrade 15,
+> 16 , or 17 levels. 18-20 levels costs 6 Essentia. - Entire queue gets subsidized, you don't get to
+> pick & choose a particular building upgrade to subsidize.
+
+> **Tralala French:** This ministry is extremely important if you are producing tons of ressources
+> (or shipping in tons) and can't be in front of the game all day. It's also quite useful when your
+> storage is about to go away (supply pod expires) to use up ressources before they're overflowing
+> and lost.
+
+> **ore swappers:** I leveled mine to 4, then to 10 after putting down 1+4 or 1+6 glyph buildings,
+> and never looked back since i hate losing construction times at night and even when i have level
+> 13 buildings alot, sometimes i need to make some level 3 buildings quick such as more spaceports
+> then it's a godsend.
diff --git a/content/wiki/diablotin.md b/content/wiki/diablotin.md
new file mode 100644
index 0000000..420cfa1
--- /dev/null
+++ b/content/wiki/diablotin.md
@@ -0,0 +1,54 @@
+---
+title: 'Diablotin'
+---
+
+# Diablotin
+
+Description: La plaisanterie est sur toi. (Translation: The joke is on you.)
+
+New non-player race; Jandor Trading describes them as "gremlins" which corresponds with the
+translation of their name.
+
+Current information suggests they use [thud](/wiki/thud/)s and [placebo](/wiki/placebo/)s when
+attacking, their colony defense appears limited to [drone](/wiki/drone/)s and
+[SAW](/wiki/shield-against-weapons/)s.
+
+Diablotin worlds do not appear to have a concentration of Great Race Ruins like the
+[Saben](/wiki/saben/), but do appear to have very high resource output. Many of their planets have a
+single [glyph](/wiki/glyph/) building of some sort on them. Sometimes at a high level. Level 18
+Crash Ship Site and Level 24 & 26 Geo Vents have been found, but much lower level
+[buildings](/wiki/buildings/) as well.
+
+The Diablotin have displayed an awareness of attacks and do remove [Bleeder](/wiki/bleeder/)s from
+their colonies.
+
+It seems that the Diablotin send two [probe](/wiki/probe/)s, one hour apart, to each star. I have
+gotten reports of several (4+) [probe](/wiki/probe/)s to some stars (Dan).
+
+Level 11 Starport will normally ID incoming [Thud](/wiki/thud/)s and list their home planet.
+[Placebo](/wiki/placebo/)s are harder to spot especially if the Diab is sending higher level
+[Placebo](/wiki/placebo/)s.
+
+Known colonies (all planet 7) including ones destroyed as of June 19, 2011.
+
+Designations:
+
+- Active: The body is currently a Diablotin inhabitation and is actively in operation
+- Crippled: All [buildings](/wiki/buildings/) damaged to 0% (Most likely a large-scale attack)
+- Captured: Being a former Diablotin inhabitation, it is now under control from another nation
+- Error '\_' : The status is unclear, does not suit the designations and cannot be accurately
+ translated. The original phrase is quoted afterwards in \_.
+- Overthrown: Diablotins have been driven out, yet no nations are in control of the body
+- Raided: All [buildings](/wiki/buildings/) have been damaged to 0% and brought down to level 1\*,
+ while defending [spies](/wiki/spies/) have been smuggled away
+
+\*Bringing down a building's level can be done by [spies](/wiki/spies/) assigned 'Appropriate
+Technology'
+
+List
+
+| Body Name | x | y | Status |
| Aeckl Hootche 7 | 999 | 1151 | Overthrown |
| Aeh Vlowsoo Llae 7 | 1457 | 1083 | Active |
| Aemb Hiolyi 7 | -1161 | -730 | Active |
| Aess Fliesnee 7 | 535 | -1191 | Active |
| Aldhibah 7 | -1363 | -1487 | Captured |
| Andl Striss 7 | 1425 | -815 | Active |
| App Iapliond Eesn 7 | -1371 | 1169 | Active |
| At Ploupeu Flou 7 | 1313 | 951 | Active |
| Bae Uslooxy Lia 7 | 992 | 365 | Active |
| Bliaspheanee 7 | 985 | 688 | Active |
| Blu Iashiox Utch 7 | 1373 | -602 | Active |
| Clangiamp 7 | 1337 | 436 | Active |
| Cloo Xyoesio Stri 7 | 1275 | -1416 | Active |
| Clow Phiothea Queu 7 | 933 | -996 | Active |
| Doax 7 | -269 | 1413 | Active |
| Ean Goocklae 7 | -801 | 570 | Raided |
| Eelyiek 7 | 1060 | -710 | Active |
| Eess Loallo 7 | 46 | 206 | Captured |
| Ekow 7 | -345 | -446 | Overthrown |
| Epia 7 | 450 | 695 | Active |
| Etch Grexai Oof 7 | 1217 | 1396 | Captured |
| Fae Eabaixy 7 | -1116 | -1421 | Active |
| Flablagh 7 | 526 | 906 | Active |
| Flaendae 7 | 715 | -1379 | Overthrown |
| Geu Cheazza Ooly 7 | -297 | -714 | Overthrown |
| Ghixyowth 7 | 632 | -985 | Active |
| Ghoe Vluntu Itr 7 | -652 | 1049 | Active |
| Gla Eaquaez Astr 7 | 1321 | 654 | Active |
| Guxyow 7 | -883 | -1226 | Active |
| Hiesseppeu 7 | -732 | -915 | Active |
| Hu Endeutt Ioth 7 | 655 | 1379 | Active |
| Iach Oondleash 7 | -987 | -914 | Active |
| Iachene 7 | -637 | 529 | Raided |
| Iafoahlaerv 7 | 1149 | 748 | Active |
| Iap Coepho Wow 7 | 1030 | -881 | Active |
| Iarnealio 7 | -1206 | 251 | Active |
| Iasl Outroow Schia 7 | 488 | 1191 | Active |
| Iath Eegleuj 7 | 572 | 366 | Captured |
| Iav Gepeu 7 | -1461 | 571 | Captured |
| Iaxy Oxyurn Lae 7 | -395 | -120 | Captured |
| Iazz Knouyoo 7 | -276 | 920 | Active |
| Ib Igowv Tchia 7 | -1470 | -927 | Active |
| Ig Ochab East 7 | -1332 | 985 | Active |
| Iol Eeccoov Aeckl 7 | 1425 | 1266 | Active |
| Ioplousheu 7 | 78 | -1187 | Active |
| Iorneutroch 7 | 1029 | -39 | Active |
| Iozz Xeawui 7 | 1359 | -1130 | Active |
| Ir Sasphoa Iqu 7 | 1188 | 276 | Active |
| Isph Vaw 7 | -920 | -1290 | Active |
| Itt Thaentoe Wow 7 | -52 | 1050 | Active |
| Ittiozeu 7 | 1471 | -155 | Active |
| Iy Eaghoww Xyi 7 | 983 | -1150 | Active |
| Iyae 7 | -1191 | -1119 | Active |
| Jeu Osou 7 | 615 | 1105 | Active |
| Kilai 7 | 1020 | -397 | Active |
| Kiom 7 | -1137 | 964 | Active |
| Kli Tiaveu Gloo 7 | 204 | -410 | Overthrown |
| Knai Suillui Fa 7 | 295 | -1070 | Active |
| Knaimpu 7 | -194 | 425 | Crippled |
| Knee Ihlou 7 | 444 | -729 | Active |
| Kneern 7 | 1014 | -1371 | Raided |
| Knia Blaiddow Bio 7 | -1302 | -266 | Active |
| Know Sligrea 7 | 18 | -1357 | Active |
| Lai Aerutch He 7 | -840 | 1303 | Active |
| Lloa Oaquuid Lyeu 7 | -1110 | 1406 | Active |
| Lyistraehl 7 | 413 | -870 | Active |
| Mo Staittia 7 | -1312 | -1199 | Overthrown |
| Oadd Jusphia Stroe 7 | -1190 | 1081 | Active |
| Oandl Lyaeglow Ed 7 | -943 | -585 | Active |
| Oariandiepp 7 | -342 | 1016 | Active |
| Oarn Yooslu Flio 7 | -477 | 593 | Active |
| Oavengie 7 | 363 | 253 | Error 'Taken' |
| Ochienaeckl 7 | 819 | 1341 | Active |
| Ofl Vlujae Plie 7 | -712 | 141 | Error 'Stripped' |
| Ogl Phaento 7 | 473 | -342 | Captured |
| Olle 7 | -786 | 419 | Overthrown |
| Oofou 7 | -770 | 1080 | Active |
| Oondl Utrowx Uk 7 | 437 | -1326 | Active |
| Oostr Rheuxo 7 | -155 | 808 | Active |
| Orneefroehl 7 | 811 | -1267 | Active |
| Orv Vloesne Xyea 7 | -732 | -1187 | Active |
| Oscheendoo 7 | -359 | -957 | Overthrown |
| Othurnaesl 7 | -763 | -54 | Overthrown |
| Ougaegruv 7 | 1463 | -450 | Active |
| Ougg Fiosph 7 | -614 | 795 | Active |
| Ougroe 7 | 789 | 830 | Active |
| Ouh Xyowsch 7 | -1347 | 1253 | Active |
| Oup Undaitt 7 | -1115 | -761 | Active |
| Ourveumb 7 | -1484 | 406 | Active |
| Ousnieddoey 7 | 623 | -300 | Active |
| Oxyoar 7 | 2 | -867 | Active |
| Pio Schoebo Ahl 7 | 887 | 1133 | Active |
| Pu Oundug Ooph 7 | -254 | 404 | Overthrown |
| Queattiarv 7 | -545 | -1259 | Active |
| Rhi Iowuisl Oz 7 | -598 | 365 | Crippled |
| Schi Lliaqua Ce 7 | -1027 | 589 | Overthrown |
| Schui Oflowl 7 | 152 | 683 | Crippled |
| Se Idahl Kli 7 | -772 | -281 | Captured |
| Showrvoubeu 7 | 504 | -512 | Captured |
| Sie Essem 7 | -560 | 1440 | Active |
| Slaend 7 | 406 | 806 | Overthrown |
| Slund 7 | -216 | 1339 | Active |
| Sti Eakowgg 7 | 804 | -650 | Overthrown |
| Strioscheen 7 | 1088 | 908 | Active |
| Strotheu 7 | 639 | -142 | Captured |
| Stui Knieccee 7 | -404 | -1267 | Active |
| Tchai Oobaest 7 | 1180 | -1029 | Active |
| Triandof 7 | 714 | 660 | Active |
| Uk Eadoll 7 | -187 | -622 | Overthrown |
| Ukowndeuj 7 | -1250 | -392 | Active |
| Unt Quolyow Prea 7 | -329 | -1194 | Active |
| Diablotin Roadkill #4 | -742 | -339 | Overthrown |
| Ustr Uweess Xyo 7 | -1417 | -619 | Active |
| Utt Easseaph 7 | -757 | 910 | Active |
| Vandl 7 | 758 | 21 | Active |
| Vle Nowsow Eendl 7 | 968 | -262 | Active |
| Vloe Arnistr Eatch 7 | 363 | 44 | Error 'Taken' |
| Weu Greasteu Llia 7 | -1176 | -220 | Active |
| Xee Iobaent 7 | -695 | -661 | Active |
| Xu Kairnoa 7 | -1341 | 218 | Active |
| Ze Ustrowfr Pli 7 | 369 | 1338 | Active |
+
+Last update time: 22 April 2012 , 11:55 AM GMT
+
+Reason / Modification done: Status Errors Spotting
diff --git a/content/wiki/distribution-center.md b/content/wiki/distribution-center.md
new file mode 100644
index 0000000..e9b2093
--- /dev/null
+++ b/content/wiki/distribution-center.md
@@ -0,0 +1,59 @@
+---
+title: 'Distribution Center'
+---
+
+# Distribution Center
+
+
+
+The Distribution Center is a tier 2 storage building with greater density than the regular storage
+[buildings](/wiki/buildings/). You can store all 4 basic resource types in a single distribution
+center. You may only have 2 distribution centers per planet.
+
+The distribution center also has the ability to reserve specific types of
+[resources](/wiki/resources/) for a small amount of time. For each level of the distribution center
+you may reserve 100,000 [resources](/wiki/resources/) for 2 hours. After the timer expires the
+[resources](/wiki/resources/) are dumped back into normal storage. However, as this building is
+built up it can store massive amounts of specific [resources](/wiki/resources/), making it much
+easier to save up for a specific build type. You can also release the [resources](/wiki/resources/)
+back into storage at any time, making them available for your build.
+
+Requires [University](/wiki/university/) Level 19
+
+Playing Note: The basic concept of this building was a very sound one. However due to the relatively
+high maintenance costs and the moderately high build times this building tends to see moderate to
+low usage amongst the higher ranking empires. Also in general these building also do not provide
+enough planetary storage by themselves and you will still need a set of the basic 4 storage
+[buildings](/wiki/buildings/) to continue to upgrade these. The
+[Interdimensional Rift](/wiki/interdimensional-rift/) may also be used, but if you are going to use
+that building at high levels there is almost no point at all in using this building.
+
+**Categories:** [Resource Buildings](/wiki/#resource-buildings)
+
+## Community notes
+
+> **Dave Dobson:** I've tried setting aside resources in reserve, but I can't use them to build
+> anything. This seems totally pointless. I thought that by using the reserve I might be able to go
+> beyond my temporary storage limit to build something just out of reach, but that doesn't work. Is
+> the only point to refill my storage after I build something? Why would that matter?
+
+> **Drengor:** The point of the reserve would be to hold something needed (gold, halite, uraninite)
+> for later, and not use it when queueing something right now. IE. If you want to upgrade your waste
+> storage, but NOT use up your gold doing it, reserve gold, upgrade, then unreserve gold, or let the
+> timer expire.
+
+> **fecund:** The Distribution Center gives you more storage per unit of resources consumed & waste
+> produced than any of the regular storage buildings. It also costs less to upgrade per unit
+> storage, and less time to upgrade then 4 storage buildings. The playing note is misleading when it
+> claims the distribution center has "high maintenance costs and the moderately high build times"-
+> the maintenance costs are lower per unit stored than any level 1 storage buildings, and even on my
+> planet with a level 12 interdimensional rift, I still need the Distribution Center!
+
+> **Tralala French:** Distribution center maintenance costs were tweaked at some point. Currently
+> there is no doubt they're more plot-efficient than the 4 basic storage buildings, but it's still a
+> great pain that they don't have a 'dump' tab so we could obsolete entirely the basic 4 storage
+> buildings by having one of those. And oh, why does it give me the option to reserve WASTE if it
+> can't do that??
+
+> **jcheung1:** it seems that each dist center will hold 75% of 4 regular resource storages... more
+> efficient/plot...
diff --git a/content/wiki/dory.md b/content/wiki/dory.md
new file mode 100644
index 0000000..2795656
--- /dev/null
+++ b/content/wiki/dory.md
@@ -0,0 +1,27 @@
+---
+title: 'Dory'
+---
+
+# Dory
+
+
+
+A Dory is a small fast version of a [Cargo Ship](/wiki/cargo-ship/). It can be built at the
+[Shipyard](/wiki/shipyard/) after you build a [Trade Ministry](/wiki/trade-ministry/).
+
+You can use a Dory to push goods between your colonies, haul ore and water back from asteroids being
+mined by your [Mining Platform](/wiki/mining-platform/)s, or to trade with other players.
+
+Shipping goods between colonies is called 'Pushing'. You can initiate a push by going to the the
+[Trade Ministry](/wiki/trade-ministry/) and clicking on the 'Push' tab.
+
+#### Requirements
+
+- [Trade Ministry](/wiki/trade-ministry/) Lvl 1
+
+**Categories:** [Ships](/wiki/#ships)
+
+## Community notes
+
+> **Protista:** If your spaceports can't support berth 10, this is a good alternative to the
+> smuggler.
diff --git a/content/wiki/downgrade.md b/content/wiki/downgrade.md
new file mode 100644
index 0000000..9968c22
--- /dev/null
+++ b/content/wiki/downgrade.md
@@ -0,0 +1,11 @@
+---
+title: 'Downgrade'
+---
+
+# Downgrade
+
+Buidlings can be downgraded as well as upgraded. Downgrading reduces the amount of
+[resources](/wiki/resources/) the building requires. Ore used to upgrade becomes
+[waste](/wiki/waste/) on the downgrade. It does not return the [resources](/wiki/resources/)
+otherwise. There is also a cost in [happiness](/wiki/happiness/) equal to the amount of food the
+upgrade cost.
diff --git a/content/wiki/drone.md b/content/wiki/drone.md
new file mode 100644
index 0000000..862634c
--- /dev/null
+++ b/content/wiki/drone.md
@@ -0,0 +1,42 @@
+---
+title: 'Drone'
+---
+
+# Drone
+
+
+
+A Drone is a robotic missile that defends your planet from enemy attacks. You can build Drones at
+the [Shipyard](/wiki/shipyard/) after building a [Security Ministry](/wiki/security-ministry/).
+
+Drones will sit in your SpacePort until they detect an incoming attack, then they will launch and
+destroy the attacker. They will stop virtually all [ship](/wiki/ship/) based attacks, whether they
+be Bombers (or Seekers), [Scow](/wiki/scow/)s filled with [waste](/wiki/waste/), or
+[Scanner](/wiki/scanner/)s attempting to snap a photo of your planet surface.
+
+Drones last for one use. Therefore you should keep several around, perhaps even a lot more than
+several, and replenish them when they are spent. You wil need to keep your SpacePort level high
+enough to house each drone as well.
+
+See also [ship to ship combat](/wiki/ship-to-ship-combat/).
+
+#### Requirements
+
+- [Security Ministry](/wiki/security-ministry/) Lvl 1
+
+Playing Note: This [ship](/wiki/ship/) is particularly loved for defense because even with
+relatively low level [shipyard](/wiki/shipyard/)s this [ship](/wiki/ship/) can be built both cheaply
+and quickly. This makes this a staple [ship](/wiki/ship/) when having to rush build a defense
+against an incoming attack. A Spaceport full of Drones also provides a much greater defense for a
+single planet than a SAW.
+
+**Categories:** [Ships](/wiki/#ships)
+
+## Community notes
+
+> **Blacksilver:** This says "They will stop virtually all ship based attacks", but it doesn't say
+> which ones won't be stopped. <pedantic>This isn't really a good use of "virtually", since
+> everything in this game is technically "virtual", unless you're building spaceships, leaving
+> Earth, and not sharing. :D</pedantic>
+
+> **RainbowFire:** I agree.
diff --git a/content/wiki/email-retention-policy.md b/content/wiki/email-retention-policy.md
new file mode 100644
index 0000000..45e45c8
--- /dev/null
+++ b/content/wiki/email-retention-policy.md
@@ -0,0 +1,25 @@
+---
+title: 'Email Retention Policy'
+---
+
+# Email Retention Policy
+
+Game email is not stored forever on the game server, not even email put into the Archive folder.
+This describes the retention policy for different types of email.
+
+- Email tidying is carried out every day according to the following:-
+
+- Email sent to AI players is deleted after one day
+- [Parliament](/wiki/parliament/) email is deleted after three days (by which time any vote will
+ have passed)
+- Any email that is in the Trash folder is deleted immediately.
+- Any read email that is **not** archived is deleted after seven days.
+- Any email in the Archive folder is deleted after 30 days.
+
+So, if there is any email messages you want to keep for posterity, then you should cut-and-paste
+them into another application or text file.
+
+## Community notes
+
+> **frobozz:** To delete a lot of mail: click select all .... click next page # .... click select
+> all .... repeat until end, then click trash
diff --git a/content/wiki/embassy.md b/content/wiki/embassy.md
new file mode 100644
index 0000000..2ac2e35
--- /dev/null
+++ b/content/wiki/embassy.md
@@ -0,0 +1,70 @@
+---
+title: 'Embassy'
+---
+
+# Embassy
+
+
+
+The Embassy allows the formation of [alliances](/wiki/alliances/). It is also a prerequisite to
+building the [Space Station](/wiki/space-station/). Each level of the Alliance Leader's
+highest-level Embassy allows 2 more members to join the alliance. Alliance members need only have a
+level 1 embassy to participate.
+
+**Stash:** The stash can hold a total of 500k [resources](/wiki/resources/) for the entire alliance.
+Any member with an embassy may donate as much and as often as they like up to this total limit on
+the stash size. In addition, each level of a member's embassy allows 1 stash exchange per day, and
+10,000 more [resources](/wiki/resources/) per exchange. This exchange limit is planet-specific for
+each embassy, so having a high level embassy on every colony allows for free and instant exchanging
+of [resources](/wiki/resources/). For instance having a level 10 embassy on every planet allows for
+the possible exchange of up to 1 million [resources](/wiki/resources/) between any two planets in
+your empire at no cost and no travel time. (Example: Planet 1 does a 100k exchange of
+[resources](/wiki/resources/) that Planet 2 would like for [resources](/wiki/resources/) already in
+the stash. Planet 2 then does an exchange for the 100k of [resources](/wiki/resources/) added by
+Planet 1 putting back in [resources](/wiki/resources/) helpful to Planet 1. Repeat 9 more times.)
+
+**Warning:** Dissolution of an alliance will abandon (and destroy) all
+[space station](/wiki/space-station/)s (since the alliance is a prerequisite of the SS).
+
+#### Requirements
+
+- [University](/wiki/university/) Lvl 5
+
+**Alliance Benefits**
+
+Once you're a member of an alliance you get a couple cool things. First, you can email all your
+allies by typing @ally into the "To" field in the in-game email system. Second, you can passively
+use all the [probe](/wiki/probe/) data of your allies. This means you will see the bodies in a star
+system an ally has probed if you happen upon it on the star map, but there is no direct way to get a
+list of your allies' probed stars.
+
+**Embassy****/Alliance** **Relocation**
+
+You may find yourself in a situation where you built an embassy on your original home world and
+formed an alliance there. Later on, you may want to relocate your embassy to a colony to utilize the
+embassy's plot on your home world.
+
+Relocation of the embassy for alliance members isn't bad at all. As long as you have an embassy,
+you're not prevented from demolishing any extras.
+
+If you are an Alliance Leader, you can't [demolish](/wiki/demolish/) or
+[downgrade](/wiki/downgrade/) an embassy, even if you have others.
+
+It should be noted that you will be unable to [demolish](/wiki/demolish/) any embassy on any of your
+planets so long as you're in an alliance. So, the correct relocation process should involve:
+dissolution of the current alliance, demolition of the embassy to remove, reformation of the
+alliance at the new embassy. Reforming the alliance on the new planet before demolishing the embassy
+on the old one will prevent the demolition of the old embassy.
+
+**Categories:** [Intelligence Buildings](/wiki/#intelligence-buildings),
+[Ship Buildings](/wiki/#ship-buildings)
+
+## Community notes
+
+> **The Vasari:** Will the levels of all embassys be added together for the limit of alliance
+> members?
+
+> **Shinar:** Is there a level at which you can rename your alliance as leader?
+
+> **ore swappers:** What happens if a leader loses his only embassy (who is obviously not in the
+> leader's capitol, maybe the capitol was moved)?
diff --git a/content/wiki/empire-server.md b/content/wiki/empire-server.md
new file mode 100644
index 0000000..c3e5cb7
--- /dev/null
+++ b/content/wiki/empire-server.md
@@ -0,0 +1,8 @@
+---
+title: 'Empire Server'
+---
+
+# Empire Server
+
+Empire [Servers](/wiki/servers/) are long term [servers](/wiki/servers/) geared more toward empire
+building and role-playing than combat, though combat is still a part of it.
diff --git a/content/wiki/energy-reserve.md b/content/wiki/energy-reserve.md
new file mode 100644
index 0000000..59a899e
--- /dev/null
+++ b/content/wiki/energy-reserve.md
@@ -0,0 +1,17 @@
+---
+title: 'Energy Reserve'
+---
+
+# Energy Reserve
+
+
+
+The Energy Reserve stores your energy with a minimal amount of loss. Increasing the level of the
+building raises the amount of energy stored. Base storage is 1000 + 4% per science affinity point.
+
+#### Requirements
+
+- [University](/wiki/university/) Lvl 1
+
+**Categories:** [Storage Buildings](/wiki/#storage-buildings),
+[Energy Buildings](/wiki/#energy-buildings), [Resources](/wiki/#resources)
diff --git a/content/wiki/entertainment-district.md b/content/wiki/entertainment-district.md
new file mode 100644
index 0000000..908e4b6
--- /dev/null
+++ b/content/wiki/entertainment-district.md
@@ -0,0 +1,45 @@
+---
+title: 'Entertainment District'
+---
+
+# Entertainment District
+
+
+
+The Entertainment District increases your empire's [happiness](/wiki/happiness/) by providing a
+place for your citizens to unwind through activities such as casinos, restaurants, clubs and other
+amusements. The higher the building level the more [happiness](/wiki/happiness/) is produced. Be
+careful, it can also produce a lot of [waste](/wiki/waste/), which could negate some of the
+[happiness](/wiki/happiness/) it produces.
+
+The Entertainment District has a Lottery that allows you a chance to win some
+[Essentia](/wiki/essentia/) by clicking on links to game rating sites. Then when the page comes up,
+vote or rate [the Lacuna Expanse](/wiki/the-lacuna-expanse/). Each time you click on a link you'll
+be issued a lottery ticket (virtual, you don't actually get a ticket) giving a chance to win that
+day's lottery for the zone. You can click on each link again for another chance 24 hours later.
+
+Every day, each zone has a winner who gets 10 [essentia](/wiki/essentia/)! If you happen to have 5
+entertainment districts, and they are all in different [zones](/wiki/zones/), you could then vote on
+one or more links per zone, thus giving yourself 5 [zones](/wiki/zones/) to win in. Or, you could
+vote on all the links in one zone, giving you maximum chances to win in that one zone.
+
+The Entertainment District can also be used to quack ducks. Quacks are shared across all
+[zones](/wiki/zones/).
+
+#### Requirements
+
+- [University](/wiki/university/) Lvl 4
+
+**Categories:** [Happiness Buildings](/wiki/#happiness-buildings)
+
+## Community notes
+
+> **Lisvenachux Roytulin:** What is the use of the 'quack' button?
+
+> **RainbowFire:** No point, I think. FUN!!!
+
+> **The Atlantian Empire:** Its just to see how many times somone will push it before realizing it
+> dosent do anything.
+
+> **Kitsune:** basically.. if you have 10 RPCs left that day.. quack the ducks a few times because
+> that's all ya can do.
diff --git a/content/wiki/espionage-ministry.md b/content/wiki/espionage-ministry.md
new file mode 100644
index 0000000..90c9ffc
--- /dev/null
+++ b/content/wiki/espionage-ministry.md
@@ -0,0 +1,30 @@
+---
+title: 'Espionage Ministry'
+---
+
+# Espionage Ministry
+
+
+
+The Espionage Ministry allows the construction of [spy pod](/wiki/spy-pod/)s, or, at level 15,
+[spy shuttle](/wiki/spy-shuttle/)s, at the [shipyard](/wiki/shipyard/). It also allows better
+offensive training of your [spies](/wiki/spies/). The higher the building level, the more effective
+your [spies](/wiki/spies/) will be applying their trade.
+
+**Warning:** Building an Espionage Ministry on your home planet will eliminate
+[Isolationist](/wiki/isolationist/) Protection.
+
+#### Requirements
+
+- [Intelligence Ministry](/wiki/intelligence-ministry/) Lvl 1
+
+**Categories:** [Intelligence Buildings](/wiki/#intelligence-buildings),
+[Ship Buildings](/wiki/#ship-buildings), [Spies](/wiki/#spies)
+
+## Community notes
+
+> **Gilligan Zaftig:** Do the buildings become invisble after a certain level?
+
+> **Gilligan Zaftig:** Upgrading Building also does not improve spies off world.
+
+> **Donut:** So invisible that I keep forgetting to upgrade them...
diff --git a/content/wiki/essentia-vein.md b/content/wiki/essentia-vein.md
new file mode 100644
index 0000000..8f2489f
--- /dev/null
+++ b/content/wiki/essentia-vein.md
@@ -0,0 +1,41 @@
+---
+title: 'Essentia Vein'
+---
+
+# Essentia Vein
+
+
+
+Produces trace amounts of [Essentia](/wiki/essentia/) (4 per day). There is no way to build an
+[Essentia](/wiki/essentia/) Vein, it must be found.
+
+Most [Essentia](/wiki/essentia/) Veins are on a timer. When the timer expires, the Vein explodes and
+produce a crates. However, [Essentia](/wiki/essentia/) Veins can be upgraded using
+[Halls of Vrbansk](/wiki/halls-of-vrbansk/). When they get upgraded the timer gets reset to 60 days,
+allowing the vein to continue producing [essentia](/wiki/essentia/) for an extended period.
+Upgrading multiple times in a row doesn't help, because the timer doesn't get extended, it gets
+reset. So you typically want to wait until the [essentia](/wiki/essentia/) vein is mostly exhausted
+before you upgrade it.
+
+Eveins on colonies controlled by the [Trel](/wiki/trel/) automatically reset their timers every day
+without upgrading. Once the [Trel](/wiki/trel/) lose control of the colony however that is no longer
+the case.
+
+If the colony containing an evein is abandoned the timer on the evein will still continue to count
+down and the evein will self-destruct. Eveins without timers however will not do this and will
+remain until the next player colonizes the planet or the planet is destroyed.
+
+Those [Essentia](/wiki/essentia/) Veins that are not on a timer do not expire and will remain on a
+planet until demolished. It is unknown if upgrading an [Essentia](/wiki/essentia/) Vein without a
+timer will convert it to one with a timer. If you do happen to possess one it's probably better not
+to try and find out.
+
+[Essentia](/wiki/essentia/) from the [Essentia](/wiki/essentia/) Veins is delivered about 7 hours
+after server reset.
+
+[Essentia](/wiki/essentia/) Veins are immune from [spies](/wiki/spies/) running "Appropriate Tech"
+missions, extraction from [Excavator](/wiki/excavator/)s.
+
+[Essentia](/wiki/essentia/) Veins can not be downgraded.
+
+**Categories:** [Natural Resources](/wiki/#natural-resources)
diff --git a/content/wiki/essentia.md b/content/wiki/essentia.md
new file mode 100644
index 0000000..4cafe6d
--- /dev/null
+++ b/content/wiki/essentia.md
@@ -0,0 +1,68 @@
+---
+title: 'Essentia'
+---
+
+# Essentia
+
+
+
+Essentia is the most valuable resource in the Expanse. Empires should stop at nothing to acquire
+this resource. It can be used to subsidize the construction of [buildings](/wiki/buildings/), thus
+reducing the time it takes to construct them. It can also be used to instantly transport
+[resources](/wiki/resources/) by way of the [Subspace Transporter](/wiki/subspace-transporter/). It
+rarely exists naturally, and even then in only small concentrations.
+
+Uses For Essentia
+
+- Boosts that increase production/storage by 25% for 7 days for 5 essentia
+- Boosts construction speed by reducing time needed 25% for 7 days for 5 essentia.
+- Complete building construction queue instantly in the
+ [Development Ministry](/wiki/development-ministry/) at a cost of (sum of building upgrade levels)
+ / 3 essentia (currently all or nothing).
+- Complete ship building queue instantly in the [Shipyard](/wiki/shipyard/) at a cost of one
+ essentia per ship (currently all or nothing).
+- Complete a party instantly in the [Park](/wiki/park/)
+- Complete an [Archaeology Ministry](/wiki/archaeology-ministry/) search instantly at a cost of 2
+ essentia.
+- Complete spy training instantly in the [Intelligence Ministry](/wiki/intelligence-ministry/)
+- Trade 1:1 [resources](/wiki/resources/) with Lacuna Expanse Corp in the
+ [Subspace Transporter](/wiki/subspace-transporter/) at a cost of 3 essentia per transaction.
+- Trade with other players instantly across infinite distance in the
+ [Subspace Transporter](/wiki/subspace-transporter/) at a cost of 1 essentia per transaction.
+- Push [resources](/wiki/resources/) between your colonies instantly in the
+ [Subspace Transporter](/wiki/subspace-transporter/) at a cost of 2 essentia per transaction.
+- Trade with other players in the [Trade Ministry](/wiki/trade-ministry/).
+- Complete [Waste Recycling Center](/wiki/waste-recycling-center/) jobs instantly at a cost of 2
+ essentia per job.
+- Rename your empire in the [Capitol](/wiki/capitol/) for 0-29 essentia.
+- Restat your species for 100 essentia.
+- Increase the [stats](/wiki/stats/) of your species through the
+ [Genetics Lab](/wiki/genetics-lab/).
+- Put [spies](/wiki/spies/) up for sale in the [Mercenaries guild](/wiki/mercenaries-guild/) for
+ 0-2.9 essentia
+- Rush completion of [plans](/wiki/plans/) in the [Space Station Lab](/wiki/space-station-lab/) for
+ 2 essentia
+- Rush the cooldown on [the Dillon Forge](/wiki/the-dillon-forge/) for 2 essentia
+- Vacation, after 20 days of not logging in you will lose 1 essentia every day after until you run
+ out at which point your account will be deleted
+
+Sources Of Essentia
+
+- Purchasing it in-game.
+- [Essentia Vein](/wiki/essentia-vein/).
+- Trade with other players.
+- Complete missions.
+- Lottery through the [Entertainment District](/wiki/entertainment-district/).
+- Contests.
+- Invite friends. Every [university](/wiki/university/) level past 5 gets you 5 essentia.
+- Write missions.
+- Become a mission curator.
+
+## Community notes
+
+> **Tralala French:** You can also increase construction speed by 25% but that won't affect stuff
+> already in the queue. So it's strategic to have nearly empty construction queues when you start
+> the boost, and high level development ministry to fill it with the long to make stuff just before
+> the boost ends. Or better yet don't let this boost end if you can afford the ressources and the
+> essentia!! Also: all boosts last a week and buying it again before it ends gives you a one week
+> extension.
diff --git a/content/wiki/excavator.md b/content/wiki/excavator.md
new file mode 100644
index 0000000..38a4041
--- /dev/null
+++ b/content/wiki/excavator.md
@@ -0,0 +1,89 @@
+---
+title: 'Excavator'
+---
+
+# Excavator
+
+
+
+The Excavator can be built at the [Shipyard](/wiki/shipyard/) once your
+[Archaeology Ministry](/wiki/archaeology-ministry/) reaches level 11. Excavators can be sent to
+bodies around the Expanse looking for rare artifacts. You can find [glyph](/wiki/glyph/)s and
+building [plans](/wiki/plans/), and maybe more. Sometimes you even find rare building
+[plans](/wiki/plans/).
+
+Excavators are sent to uninhabited planets and asteroids, but not [Gas Giants](/wiki/gas-giants/)
+where they will set up an excavator site. You can check on the relative chances via the excavator
+tab in the [archaeology ministry](/wiki/archaeology-ministry/). This is also where you would abandon
+an excavator.
+
+You will notice that you will have the planet your arch ministry on is listed there as well.
+Archaeology Ministries work on [Gas Giants](/wiki/gas-giants/) fine, you'll just have fewer mineral
+choices.
+
+#### Requirements
+
+- [Archaeology Ministry](/wiki/archaeology-ministry/) Lvl 11
+- Archeology Minisitry level effects the relative chances of finding items.
+
+**Notes**
+
+- Excavators once setup can only be destroyed or abandoned.
+- An empire can only have 1 excavator on a body. However, there is no limit to the number of empires
+ that may be present on a body.
+- If a planet is colonized, all excavators present are destroyed.
+- [Glyph](/wiki/glyph/) [buildings](/wiki/buildings/) left behind on abandoned planets are
+ considered artifacts. These artifacts can be extracted by an excavator though the
+ [glyph](/wiki/glyph/) building as a result of this will either lose levels or be destroyed. The
+ returned plan will usually be less than the level of the building to begin with. Also excavators
+ on artifact [plans](/wiki/plans/) run greater risks of being destroyed.
+- A ministry can control up to Level - 10 excavators. (So a level 30
+ [Archaeology Ministry](/wiki/archaeology-ministry/) could have 20 excavators attached to it.).
+- [Glyph](/wiki/glyph/)s returned are based on ore content of the excavated body.
+- [Detonator](/wiki/detonator/)s will wipe out all excavators on targetted bodies.
+- Defenses will shoot down excavators. (and [detonator](/wiki/detonator/)s aimed at bodies)
+- Excavators can only be sent to Asteroids or unihabited habitables
+- Excavators can not be sent to [Gas Giants](/wiki/gas-giants/), or inhabited planets
+- Excavators can be restricted to alliance members only by a [Parliament](/wiki/parliament/) level
+ 20 in systems controled by a [Space Station](/wiki/space-station/)
+
+**The following Rates of return are only an estimate not an exact figure.**
+
+X will need to be determined by interested players, though the rates on the basic returns are given
+by the [archaeology ministry](/wiki/archaeology-ministry/) itself.
+
+- X% Will return nothing
+- X% Small amount of some rescource based on level of Arch Ministry.
+- X% Random [Glyph](/wiki/glyph/)
+- X% Random [Glyph](/wiki/glyph/) building plan of level 1 to level 1 + X.
+- X% Artifact if there is a [glyph](/wiki/glyph/) structure on the excavated body.
+- X% Destruction Always a chance, but on Artifact bodies the chance is increased.
+
+**Playing Tip:**
+
+- Excavators are key to the growth and expansion of many top empires. The ability to build halls
+ from [glyph](/wiki/glyph/)s is very important.
+- Eventually, you'll have plenty of [plans](/wiki/plans/) and will ignore the resource amounts.
+- If you find yourself being overwhelmed with messages regarding excavator finds you can turn off
+ various excavator discoveries. One common strategy is to disable all notices except for excavator
+ destruction. That way you know when an excavator needs to be replaced.
+- When deploying excavators to asteroids watch for asteroids with less that 10k of ore. Less ore
+ produced means less chances of finding a [glyph](/wiki/glyph/). Rainbow roids while tempting for
+ excavators only produce about 7k ore.
+
+**Scripts**: Expect some to be written, but as of yet none are known of. One idea for a script that
+has come up repeatedly is one that could replace excavators as they die.
+
+_Scripting Note: Those who are using the script glyphinator should plan on discontinuing its use
+before the launch of the new system for dealing with excavators. The script is not compatible with
+the new excavator errors and will crash whenever dealing with inhabitted planets, and possibly
+[Gas Giants](/wiki/gas-giants/). The dig features though of the script do still work. A modified
+version of the script called digmanager has been posted to the forums._
+
+**Categories:** [Ships](/wiki/#ships)
+
+## Community notes
+
+> **Jazzeroki:** No distance no longer factors into the return rate. The chances of getting a glyph
+> though does increase with larger amounts of ore on the body. Some asteroids due to the lower total
+> concentrations of ore will have lower chances of returning a glyph than habitables will.
diff --git a/content/wiki/expansionist-strategy-guide.md b/content/wiki/expansionist-strategy-guide.md
new file mode 100644
index 0000000..ffa8285
--- /dev/null
+++ b/content/wiki/expansionist-strategy-guide.md
@@ -0,0 +1,223 @@
+---
+title: 'Expansionist Strategy Guide'
+---
+
+# Expansionist Strategy Guide
+
+To be an expansionist means you want to grow your empire to be as large as possible as quickly as
+possible. Expansion has both it’s advantages and pitfalls. You will be able to do more faster, but
+at the same time you open yourself up for attack sooner than you might be able to handle.
+
+**Recommened settings for [Species Affinities](/wiki/species-affinities/)**:
+
+**Species
+
+**To start an expansionist empire, you will need to create your own race in order to maximize your
+growth potential. The following is an example of how you might create species capable of rapid
+growth.
+
+_Habitable Orbits: 3-3_ Some may argue that you need to inhabit several orbits to be a successful
+expansionist empire when in fact, what is most important is that you are able to initially have as
+many food types on your home planet as possible. Choosing to colonize only orbit 3 ensures you will
+have a planet that has the possibility for 7 primary food types and will save you points in other
+necessary areas. The downside here is that Orbit 3 will never provide you with a large planet (55 is
+as high as it will go), so later in the game you may wind up abandoning your earliest planets in
+favor of planets with more available [plots](/wiki/plots/), but at that point you should already be
+large enough that it won’t matter. Use of Terraforming and the [Genetics Lab](/wiki/genetics-lab/)
+will allow you to eventually colonize other orbits as well.
One note. You will need 500 trona to
+build a [Dairy Farm](/wiki/dairy-farm/) as well. This is nice to have but not as necessary.
+
+You can also decide to instead start on an orbit other than 3. While this will give you less food
+type options, orbits 2-5 each provide a sufficient variety of basic foods to satisfy your colony.
+Also orbits other than 3 have a greater chance of giving you a starter colony with more
+[plots](/wiki/plots/). In the later stages of the game [buildings](/wiki/buildings/) such as the
+[Pantheon of Hagness](/wiki/pantheon-of-hagness/) or the
+[Black Hole Generator](/wiki/black-hole-generator/) can be used to get more [plots](/wiki/plots/) on
+your [habitable planets](/wiki/habitable-planets/).
+
+_Manufacturing: 3_ This one won’t matter too much as an expansionist but you also don't want to
+cripple yourself when you reach the point in the game where production from second level food
+sources and [waste](/wiki/waste/) processing [buildings](/wiki/buildings/) becomes important. I
+wouldn’t recommend going below 2 in this stat.
+
+_Deception: 5_ As an expansionist, you will be forced to deal with those who will want to hinder
+your growth. You don’t need to maximize deception, but I would not suggest a deception lower than 5
+to start with. Use of the [Genetics Lab](/wiki/genetics-lab/) later in the game will be necessary to
+raise this stat to a 7
+
+_Research: 3_ Higher levels of research may be helpful later in the game, but early on you may
+decide the points are better spent elsewhere. Reasearch does reduce the cost of upgrading your
+[buildings](/wiki/buildings/).
+
+_Management: 3_ While some may argue that higher levels of management will help you build faster and
+thus expand faster, expansion is more about keeping your citizens happy than it is about how quickly
+you can build. If you are an [essentia](/wiki/essentia/) user, you may consider even lower levels of
+research. If you are not, you may consider raising it a bit higher.
+
+_Farming: 3_ With 7 food types and the ability to create [dairy farm](/wiki/dairy-farm/)s (hopefully
+your planet has enough trona for these), Farming is an area that you could stand to lose a point.
+Don’t take this too low however or you will find yourself always needing more food early in the
+game.
+
+_Mining: 3_ Ore shouldn’t be much of an issue once you are able to use
+[mining platform](/wiki/mining-platform/)s. You can definitely afford to lose one point here.
+
+_Science: 3_ Energy will be in vast supply once you are able to build
+[Singularity Energy plant](/wiki/singularity-energy-plant/)s. Knocking off a point here isn’t going
+to hurt you as an expansionist.
+
+_Environmental: 5_ [Waste](/wiki/waste/) is going to be something that helps you grow initially and
+then something that gets difficult to manage later in the game. You definitely do not want to skimp
+in this category or it could stunt your growth.
+
+_Political: 7_ This is your bread and butter. In order to expand you need to gain as much
+[happiness](/wiki/happiness/) from your citizens as possible. Not only will this affinity increase
+the amount of [happiness](/wiki/happiness/) gained by all of the [buildings](/wiki/buildings/) which
+produce [happiness](/wiki/happiness/), but it will decrease the amount of
+[happiness](/wiki/happiness/) needed to colonize additional planets.
+
+_Trade: 2_ In order to raise the affinities needed to expand quickly, you need to take a hit
+somewhere. This is an affinity that you can afford to take that hit. While lower levels of trade may
+hinder your ability to move [resources](/wiki/resources/) around efficiently. Your
+[cargo ship](/wiki/cargo-ship/)s will be smaller, but it is possible to purchase them for
+[essentia](/wiki/essentia/). Also, you can make up for this with higher levels of your
+[trade ministry](/wiki/trade-ministry/).
+
+_Growth: 7_ A growth of 7 allows you to start your first and each subsequent planet with a level 7
+[planetary command center](/wiki/planetary-command-center/). While it’s true that you can easily
+build these up later in the game, they will either cost you [essentia](/wiki/essentia/) or time to
+do so. You will start each planet with more [resources](/wiki/resources/) per hour as well as
+storage making the job of getting infrastructure in place that much easier. If you are a heavy
+[essentia](/wiki/essentia/) user, you may consider lower levels of this but I would not recommend
+starting below a 5
+
+**[Essentia](/wiki/essentia/)**
+
+It is not impossible to have an expansionist empire without the use of [essentia](/wiki/essentia/),
+but it is certainly more difficult. Expect to need a minimum of 100 [essentia](/wiki/essentia/) to
+start with in order to afford a few weeks of boosts, and you will need to keep your
+[happiness](/wiki/happiness/) boosted throughout if you plan to compete with other expansionists.
+The [Essentia](/wiki/essentia/) rushing of certain key [buildings](/wiki/buildings/) can also
+greatly increase your rapid progression such as the [University](/wiki/university/), Planetary
+Control Center, and the [Oversight Ministry](/wiki/oversight-ministry/).
+
+**Infrastructure**
+
+**Colony 1**
+
+Your first colony will be the most difficult to get started as you will not be able to properly gain
+[happiness](/wiki/happiness/) until your [university](/wiki/university/) is at level 3 and you can
+build [waste](/wiki/waste/) sequestration [buildings](/wiki/buildings/) and recycling center
+facilities. Start out by following the tutorial until you are asked to build a
+[Space Port](/wiki/space-port/). By then you should have a level 3 [University](/wiki/university/).
+Don’t take your [University](/wiki/university/) higher than this just yet. Wait until you have the
+[resources](/wiki/resources/) in place to support the next level before upgrading.
+
+_[Waste](/wiki/waste/)_ As soon as possible, built 2 [waste](/wiki/waste/) sequestration
+[buildings](/wiki/buildings/) and 2 recycling centers. These will allow you to store and use the
+[waste](/wiki/waste/) you produce to grow faster. As soon as you are able, start recycling your
+[waste](/wiki/waste/) and make sure you never again overflow. Try to maintain 0 or negative
+[waste](/wiki/waste/) per hour by building or replacing resource [buildings](/wiki/buildings/) with
+centers that turn [waste](/wiki/waste/) into [resources](/wiki/resources/).
+
+_[Resources](/wiki/resources/)_ Food: In order to gain [happiness](/wiki/happiness/), it is vital to
+get at least 4 different food types. Most orbit 3 planets will allow you to build 6 different food
+types initially. Build one of each of these as quickly as possible and keep them as close to max as
+you can. Once you have a level 5 [corn plantation](/wiki/corn-plantation/), build a
+[dairy farm](/wiki/dairy-farm/) as well. Once you are building more than 4 food types, each time you
+spend food to build something, you will gain [happiness](/wiki/happiness/).
+
+Water: Water is one of the most difficult [resources](/wiki/resources/) to produce. Build 5-6
+[water purification plant](/wiki/water-purification-plant/)s and keep them as close to max as
+possible. If your planet produces enough minerals to allow Water Reclamation Plants, replace a few
+of your [water purification plant](/wiki/water-purification-plant/)s once you have a level 7
+[university](/wiki/university/). If fact once you can build Water Reclamation Plants it would be
+best to replace all of your [Water Purification Plant](/wiki/water-purification-plant/)s. The Water
+Reclamation plants are the most effective at reducing the trash produced by your planet as well as
+they produce much more water than the [Water Purification Plant](/wiki/water-purification-plant/)s.
+This trash management factor will also be very important when your plant starts to hit the level 15
+rescource building limit.
+
+[Mine](/wiki/mine/)s: [Mine](/wiki/mine/)s produce a bit more than water and food so you don’t need
+as many of these. Start with 4-5 [mine](/wiki/mine/)s and replace them with
+[mining platform](/wiki/mining-platform/)s later in the game.
+
+Energy: [Geo energy plant](/wiki/geo-energy-plant/)s produce enough for your first planet. Build 3-4
+of them and replace them later with either Fusion Reactors, or if you can hold out,
+[Singularity Energy Plant](/wiki/singularity-energy-plant/)s.
+
+Storage: It is important to have enough storage to quickly get to your second planet. Build 2 of
+each storage facility and keep them maxed.
+
+_Other Infrastructure_ [University](/wiki/university/): Make sure you can support your next level of
+[university](/wiki/university/) before upgrading. The [University](/wiki/university/) sucks away
+more [resources](/wiki/resources/) than any other building so rule of thumb is to only upgrade once
+all of your storage is maxed and your resource [buildings](/wiki/buildings/) are maxed or close to
+maxed
+
+[Development Ministry](/wiki/development-ministry/): You’ll need this building in order to increase
+your queue. Build one and get it to 6 or 7. Any higher is a [waste](/wiki/waste/).
+
+Network 19: Great source of cheap [happiness](/wiki/happiness/). Build it and keep it maxed.
+
+[Entertainment District](/wiki/entertainment-district/): Expensive but a great source of
+[happiness](/wiki/happiness/). Build and keep it as high as you can afford to keep it without
+sacrificing too many [resources](/wiki/resources/).
+
+[Park](/wiki/park/): Once you are able to store 40-50k food, build a [park](/wiki/park/), start
+throwing parties every 12 hours, and max out the building. You want to be sure you have at least 500
+units of 6 or 7 food types to maximize the amount of [happiness](/wiki/happiness/) you get from your
+party. Once you have all of the necessary infrastructure in place on your home planet, fill any
+remaining squares with level 1 [park](/wiki/park/)s. You will tear these down once you move your
+capital to a planet with more [plots](/wiki/plots/).
+
+[Intelligence Ministry](/wiki/intelligence-ministry/): Build level 1 for the Tutorial. Don’t upgrade
+unless there is a need.
+
+[Security Ministry](/wiki/security-ministry/): Once you’ve colonized your first planet, it’s
+important to build this building and keep it maxed. As an expansionist you will likely have to deal
+with enemy [spies](/wiki/spies/). The higher your [security ministry](/wiki/security-ministry/) the
+better the chance you have to detect [spies](/wiki/spies/) on your planet.
+
+[Space Port](/wiki/space-port/): Build Level 1 and complete the tutorial when you hit around 70,000
+[happiness](/wiki/happiness/). You will need this in order to start exploring other systems to find
+your next planet. Once you have colonized your first planet, take the
+[space port](/wiki/space-port/) to around 10.
+
+[Shipyard](/wiki/shipyard/): Build to level 3 or 4 initially so you can queue a few
+[ships](/wiki/ships/) at a time. Build [probe](/wiki/probe/)s and start exploring around 80,000
+[happiness](/wiki/happiness/).
+
+[Observatory](/wiki/observatory/): You will need this to build [probe](/wiki/probe/)s. Build to 5 or
+6 in order to be able to [probe](/wiki/probe/) the stars in your general area.
+
+[Trade Ministry](/wiki/trade-ministry/): Build and level to 4 or 5 so you can start shipping
+[resources](/wiki/resources/) to your new planets.
+
+**Colony 2-?**
+
+Since you probably already have a level 10-11 [University](/wiki/university/) by now, build a
+[waste](/wiki/waste/) sequestration building, followed by an
+[entertainment district](/wiki/entertainment-district/), followed by 4 food
+[buildings](/wiki/buildings/) before building anything else. You want to make sure you are positive
+[happiness](/wiki/happiness/) and are able to store and use [waste](/wiki/waste/).
+
+After that, build your infrastructure much in the same way you did on your first colony, pushing
+[resources](/wiki/resources/) as often as you can to keep production moving. Once your second colony
+reaches the point it can sustain itself, begin pushing [resources](/wiki/resources/) back to your
+first colony to help increase the amount of [happiness](/wiki/happiness/) it produces. By your 3rd
+colony you should be thinking about moving your capital to a planet with 60 or more
+[plots](/wiki/plots/) to allow maximum growth potential. With this in mind, make sure you don’t go
+too far past level 15 of any building on your current home planet.
+
+Employing this strategy should get you to your 2nd planet within a week or two with your third
+planet not far behind. Once you hit your stride you should be able to found a new empire every 4 or
+5 weeks with perhaps a small hiccup when you move your capital. When you are a decent size, start
+looking for a good alliance to help protect you from those who will try to slow you down. You will
+also want to start exploring uncolonized planets for rare [plans](/wiki/plans/) and
+[glyph](/wiki/glyph/)s and participating in server missions as soon as possible.
+
+[The Lacuna Expanse](/wiki/the-lacuna-expanse/) is a great game and the expansionist is a lot of fun
+to play. May your empire grow and be prosperous!
+
+**Categories:** [Strategy Guides](/wiki/#strategy-guides)
diff --git a/content/wiki/faq.md b/content/wiki/faq.md
new file mode 100644
index 0000000..ff7bc55
--- /dev/null
+++ b/content/wiki/faq.md
@@ -0,0 +1,38 @@
+---
+title: 'FAQ'
+---
+
+# FAQ
+
+This page will try to answer some of the most common questions about
+[The Lacuna Expanse](/wiki/the-lacuna-expanse/).
+
+**What is [the Lacuna Expanse](/wiki/the-lacuna-expanse/)?**
+
+It is a massively multiplayer video game. Each player takes control of an empire and tries to build
+the largest empire, while working with or against the other players in the Expanse.
+
+**How can I play it?**
+
+You use a client to connect to it. The easiest way is to use the [web client](/wiki/web-client/).
+
+**How much does it cost?**
+
+The game is free to play forever. However, you can spend money in the game to make certain things
+easier or faster.
+
+**How do I get started?**
+
+Check out our [getting started](/wiki/getting-started/) guide.
+
+**Where can I get help?**
+
+See our [help page](https://lacunaexpanse.com/help/).
+
+**Is there a technology tree map?**
+
+Yup, check out the tech tree page.
+
+**Is there a more [technical FAQ](/wiki/technical-faq/)?**
+
+Yes. Visit the [technical FAQ](/wiki/technical-faq/).
diff --git a/content/wiki/fighter.md b/content/wiki/fighter.md
new file mode 100644
index 0000000..7902a86
--- /dev/null
+++ b/content/wiki/fighter.md
@@ -0,0 +1,44 @@
+---
+title: 'Fighter'
+---
+
+# Fighter
+
+
+
+A Fighter is a defensive [ship](/wiki/ship/) that can be used to knock out incoming attacks. It
+works very much like a [Drone](/wiki/drone/), in that it sits in your SpacePort until it detects an
+incoming attack, and then it launches and destroys the attacker. However, it's better than a
+[Drone](/wiki/drone/) in that it usually is not destroyed in the battle. See
+[ship to ship combat](/wiki/ship-to-ship-combat/) for details.
+
+You can build a Fighter after you've built a
+[Pilot Training Facility](/wiki/pilot-training-facility/).
+
+After being used in combat a fighter goes into "reset". If the fighter is defending the body where
+its controlling spaceport is located, the reset time is based on traveling 2 map units (flying into
+space and back). If the fighter is defending a remote body as reinforcements away from its
+controlling spaceport then it is sent home as its reset action.
+
+#### Requirements
+
+- [Pilot Training Facility](/wiki/pilot-training-facility/) Lvl 1
+
+**Categories:** [Ships](/wiki/#ships)
+
+## Community notes
+
+> **Derrks:** As of today (3/5/11), I'm told fighters do NOT survive combats even if they win. But
+> Fighters have the ability to fly to other planets or asteroids under their own power. When they
+> fly under their own power, they still take up a spot at the Starports they came from, NOT where
+> they are defending.
+
+> **gratch:** Fighters survive if they have any combat remaining after the attack they defend
+> against. They will then go into reset before being able to defend against more attacks.
+
+> **David Menasce:** When they run out of combat, they are destroyed
+
+> **Semimajorium:** But when they do not run out of combat, do they eventually get the lost combat
+> back?
+
+> **Semimajorium:** Sorry, eventually JT and co. will add this!
diff --git a/content/wiki/fission-energy-plant.md b/content/wiki/fission-energy-plant.md
new file mode 100644
index 0000000..9875fda
--- /dev/null
+++ b/content/wiki/fission-energy-plant.md
@@ -0,0 +1,21 @@
+---
+title: 'Fission Energy Plant'
+---
+
+# Fission Energy Plant
+
+
+
+The Fission Energy Plant produces energy by splitting atoms. This way of producing energy is very
+efficient on an [waste](/wiki/waste/) per energy produced ratio. The higher the building level the
+more energy is produced.
+
+Splitting the atoms non-energenic particles doesn't produce much power, so you'll need radioactive
+ore to power your fission plant, such as uraninite or monazite.
+
+#### Requirements
+
+- [University](/wiki/university/) Lvl 6
+- Source of radioactive ore (uraninite, monazite)
+
+**Categories:** [Energy Buildings](/wiki/#energy-buildings), [Resources](/wiki/#resources)
diff --git a/content/wiki/fissure-sealer.md b/content/wiki/fissure-sealer.md
new file mode 100644
index 0000000..b554c33
--- /dev/null
+++ b/content/wiki/fissure-sealer.md
@@ -0,0 +1,31 @@
+---
+title: 'Fissure-Sealer'
+---
+
+# Fissure-Sealer
+
+
+
+A [Fissure](/wiki/fissure/) Sealer is a ship used to seal [fissure](/wiki/fissure/)s on uninhabited
+planets.
+
+When sent they will take ore from the sending planet to help with sealing the
+[fissure](/wiki/fissure/)s.
+
+The more ore, the more chance that the [fissure](/wiki/fissure/) will be sealed. However the ore
+used is a fraction of what is used when a inhabited planet is sealing a [fissure](/wiki/fissure/).
+While it carries a quantity of ore with it, it also uses the kinetic impact to help with collapsing
+the [fissure](/wiki/fissure/).
+
+Still it will take multiple [ships](/wiki/ships/) to completely seal.
+
+Requirements: [Observatory](/wiki/observatory/) level 15
+
+## Community notes
+
+> **Ysthane:** It looks just like a Telefunken U47.
+
+> **Sickidge:** ... or a chrome plated pig.
+
+> **Richard Van Dijk:** How do you find one of those fissures? Do you have to check EVERY planet?
+> That'd get tedious very fast!
diff --git a/content/wiki/fissure.md b/content/wiki/fissure.md
new file mode 100644
index 0000000..244b84d
--- /dev/null
+++ b/content/wiki/fissure.md
@@ -0,0 +1,79 @@
+---
+title: 'Fissure'
+---
+
+# Fissure
+
+
+
+A Fissure is the result of experimenting with science beyond your ability.
+
+If you try to use a [Black Hole Generator](/wiki/black-hole-generator/) there is a very real chance
+that it may explode leaving behind a vast Fissure on your planet at the same level as the original
+[Black Hole Generator](/wiki/black-hole-generator/).
+
+A Fissure contains antimatter, and thus cannot be demolished by normal means. The only known way is
+to pile up tonnes of ore, push them into the Fissure, then the antimatter can be neutralised. Out of
+the combinition of protons, neutron and electrons between them, two of them are known in the
+Expanse:-
+
+- **p+ + p\- ~> 2Y (E)** means one positive-charged proton _(normal matter)_ combined with one
+ negative-charged proton _(antimatter)_ and turn into two photons _(non-charged elementary
+ particle, a kind of particle beyond atomic level)_, known as **bi-proton photolisation**.
+- **e+ + e\- ~> ve (E)** means one positive-charged electron _(antimatter)_ combined with one
+ negative-charged electron _(normal matter)_ and turn into an electron neutrino _(also a
+ non-charged elementary particle)_, known as **electron neutralisation**.
+
+Note that these are real antimatter properties tested.
+
+Upon any neutralising it will require a usually huge amount of ore, proportional to your Fissure
+level, and then the Fissure will [downgrade](/wiki/downgrade/). A fissure can only be downgraded,
+one level at a time, until level one when it can finally be demolished completely.
+
+Early reports from empires that have been affected by the Cosmic String show that as the energy
+ribbon passes all [Black Hole Generator](/wiki/black-hole-generator/)s are converted into a Fissure
+of the same level.
+
+Careful experiments indicate that at a certain level and circumstances a Fissure may attract
+surronding antimatter floating in space, thus become more unstable and possibly spawn 'daughter'
+Fissures. After the passing of the Cosmic String [the Lacuna Expanse](/wiki/the-lacuna-expanse/)
+Corp updated all universities with the knowledge of how to create Fissure Containment Systems. This
+ensures that all new Fissures are contained as soon as they are formed. It is imperative that you
+closely monitor Fissures and if the Containment Equipment falls below 100% you should repair it
+immediately.
+
+During the last galactic census, there were no reports of any colony having more than one
+[Black Hole Generator](/wiki/black-hole-generator/). This is good news since, although the science
+is rather tricky, it is thought that having two Fissures on a single planet is a **bad thing** and
+having three is **awful**.
+
+Lv 30 to Lv 29 15.1B ore
+
+Lv 29 to Lv 28 8.6B ore
+
+Lv 28 to Lv 27 4.9B ore
+
+Lv27 to Lv 26 2.8B ore
+
+Lv 26 to Lv 25 1.6B ore
+
+## Community notes
+
+> **HaseoSkeith8:** Other than being an eyesore does it do anything? Does it hold waste or anything?
+
+> **Lisvenachux Roytulin:** Well and, how 'vast' is the fissure? 1x1? 2x2? 3x3?
+
+> **Biz Blasinski:** @0088 - My level 30 fissure wants 15081244483 ore to downgrade one level. Also,
+> it's 1x1.
+
+> **Lisvenachux Roytulin:** Then, it's effects:- Eats up ridiculous amount of ore to remove;
+> Occupies a place; Duplicates if not removed, and thus more ore and place wastage; Needs a
+> Containment Sys. that consumes considerable amount of four resources. That's all yet, not so bad,
+> and even I demolished my BHG once I received the message 'Ribbon of Energy' .
+
+> **Lisvenachux Roytulin:** The formulae I added might be too difficult for most of you but they are
+> all true. So I guess having you know something more isn't so bad.
+
+> **dastardly1:** Damage from a fissure: 1) 10 closest inhabited planets are hit 2) Damage to each
+> building is random, based on distance 3) 100% is max at 0 range, 50% at 50 units, and 1% at 100
+> units and further
diff --git a/content/wiki/fleet-actions.md b/content/wiki/fleet-actions.md
new file mode 100644
index 0000000..6ded457
--- /dev/null
+++ b/content/wiki/fleet-actions.md
@@ -0,0 +1,86 @@
+---
+title: 'Fleet Actions'
+---
+
+# Fleet Actions
+
+Since there are now hundreds of thousands of [ships](/wiki/ships/) in TLE, and some planets have
+thousands of [ships](/wiki/ships/), the current system is in-efficient in dealing with all of them
+and the user interface is slower as a consequence.
+
+Work is now in hand to address this problem, this page is to capture the changes being made so that
+you are aware of the changes and also so you have a chance to add suggestions yourself.
+
+**So, what are we doing?**
+
+The basic idea is that instead of a colony having (say) 100 identical [sweeper](/wiki/sweeper/)s, it
+now has a single fleet which represents those 100 [ships](/wiki/ships/). Everywhere that the current
+system shows [ships](/wiki/ships/), it will instead show fleets. For example, when you **view** your
+[ships](/wiki/ships/) in the [Space Port](/wiki/space-port/), instead of seeing pages and pages of
+[ships](/wiki/ships/), you will instead see a couple of pages of fleets.
+
+**What is a fleet?**
+
+A fleet is a collection of [ships](/wiki/ships/), all of which have the same characteristics, the
+same home port, the same task and the same name.
+
+So, for example, all your [sweeper](/wiki/sweeper/)s on a colony, which have the same speed,
+stealth, combat, hull\_size, [berth](/wiki/berth/), task and name will automatically be grouped into
+a fleet. It will appear everywhere that a ship currently is displayed but it will now show a
+quantity (the number of [ships](/wiki/ships/))
+
+**How do you manage fleets?**
+
+In general, everywhere that you can select a ship (e.g. sending a ship to a colony) you will now
+select a fleet, and a quantity. So for example, when you push [resources](/wiki/resources/) to
+another colony, you can specify 1 billion of the resource and then select enough
+[ships](/wiki/ships/) from a single fleet to transport that resource.
+
+You don't need to select all [ships](/wiki/ships/) from a fleet, if you select less
+[ships](/wiki/ships/) than are in a fleet, then it automatically splits the fleets, forming two, one
+fleet stays at home, the other is sent out to the other colony.
+
+When the fleet returns from pushing the [resources](/wiki/resources/), it will automatically be
+merged with the part of the fleet that stayed at home.
+
+The benefit of fleets is that you have less 'things' to manage so you should help the system to
+merge [ships](/wiki/ships/) into a small number of fleets. The main way you can do this giving all
+[ships](/wiki/ships/) with the same characteristics the same name. If you **really** want to have
+several fleets of [ships](/wiki/ships/) then just give them different names.
+
+**What are the main consequences of the changes?**
+
+- Almost every API call involving [ships](/wiki/ships/) will changes.
+- Any external scripts using the API will need to be changed
+- The User Interface will be updated to support all the API changes and released at the same time
+- The iPhone application will be broken until it is updated
+
+**What other changes will happen?**
+
+- Fleet attributes that are affected by the level of the [Shipyard](/wiki/shipyard/) where the ship
+ is constructed (such as hold size) will instead now be based on the highest level
+ [Shipyard](/wiki/shipyard/) on the colony. However the speed that the fleet is built will still be
+ determined by the level of the [Shipyard](/wiki/shipyard/) where the fleet is built.
+- [Space Port](/wiki/space-port/)s will share ship intelligence with all allies.
+
+- The **Incoming** tab on your [Space Port](/wiki/space-port/) will now show full details of any
+ allied incoming [ships](/wiki/ships/), even if they would otherwise be stealthed.
+- The **Incoming** tab on a body from the star map will show both your own empires incoming
+ [ships](/wiki/ships/) and those of all your allies.
+- If you click on an allies planet from the star map the **Incoming** tab will show all foreign
+ incoming [ships](/wiki/ships/) (subject to the level of the allies
+ [Space Port](/wiki/space-port/))
+
+- When sending a fleet (for example to attack an enemy) you will no longer specify the speed, you
+ will instead set the arrival time. This can be up to 28 days in the future so long as the fleet is
+ fast enough to get there in time. This will allow you to co-ordinate allied attacks far better.
+- It will be possible to abort fleets and force them to return home (unless they are involved in a
+ trade)
+
+**Categories:** [Ships](/wiki/#ships)
+
+## Community notes
+
+> **The Vasari:** Sounds awesome, can't wait for this to be implemented!
+
+> **Captain Siscold:** A pretty idea and very useful! Cheers all around! -Earth Republic
diff --git a/content/wiki/floa-kaepo-ost-5.md b/content/wiki/floa-kaepo-ost-5.md
new file mode 100644
index 0000000..f9c740b
--- /dev/null
+++ b/content/wiki/floa-kaepo-ost-5.md
@@ -0,0 +1,92 @@
+---
+title: 'Floa Kaepo Ost 5'
+---
+
+# Floa Kaepo Ost 5
+
+# Floa Kaepo Ost 5
+
+## WARNING: Active [Saben](/wiki/saben/) Threat
+
+For other [Saben](/wiki/saben/) threats please see [The Black Watch](/wiki/the-black-watch/).
+
+### Star Location: (326,250)
+
+### Planetary Geography
+
+Planet Size:33
+
+Water: 9018
+
+Ore
+
+- Anthracite: 1
+- Bauxite: 250
+- Beryl: 1
+- Chalcopyrite: 100
+- Chromite: 300
+- Fluorite: 1
+- Galena: 400
+- Goethite: 4500
+- Gold: 1
+- Gypsum: 500
+- Halite: 500
+- Kerogen: 1
+- Magnetite: 2000
+- Methane: 500
+- Monazite: 1
+- Rutile: 200
+- Sulfur: 270
+- Trona: 330
+- Uraninite: 250
+- Zircon: 1
+
+### Planetary Construction
+
+[Observatory](/wiki/observatory/) 1 Net19 1 [Ravine](/wiki/ravine/) 1 Oraclian 1 Mutions Lab 5
+Temple of Drajalites 1 Jinith Library 1 [Intelligence Ministry](/wiki/intelligence-ministry/) 9+
+[Shipyard](/wiki/shipyard/) 2 Spaceport 9+ [Shipyard](/wiki/shipyard/) 2 Spaceport 9+
+[Security Ministry](/wiki/security-ministry/) 9+
+[Entertainment District](/wiki/entertainment-district/) 12 (as of last spy report) Command Center 1
+[Trade Ministry](/wiki/trade-ministry/) 9+ Crashed Ship 1
+[Espionage Ministry](/wiki/espionage-ministry/) 9+ [Volcano](/wiki/volcano/) 1 Spring 1 Thermal Vent
+1 [Algae Pond](/wiki/algae-pond/) 1 [Citadel of Knope](/wiki/citadel-of-knope/) 1
+[Waste](/wiki/waste/) 9+ [Interdimensional Rift](/wiki/interdimensional-rift/) 1 Maclud Field 1
+[Syrup Bottler](/wiki/syrup-bottler/) 9+
+
+### Network 19 Reports
+
+11/04 10:14:46 AM: A source inside Sābēn Demesne admitted that they are underprepared for the
+threats they face.
+
+11/04 08:41:14 AM: In an extravagant ceremony, Sābēn Demesne unveiled its newly augmentented
+[Space Port](/wiki/space-port/).
+
+11/04 08:41:13 AM: Today the governor of Floa Kaepo Ost 5 announced that a wild
+[malcud field](/wiki/malcud-field/) would be set aside as a nature preserve.
+
+11/04 08:41:13 AM: An ancient [interdimensional rift](/wiki/interdimensional-rift/) was opened on
+Floa Kaepo Ost 5 today. Onlookers stood speechless.
+
+11/04 08:41:13 AM: In an extravagant ceremony, Sābēn Demesne unveiled its newly augmentented
+[Space Port](/wiki/space-port/).
+
+11/04 08:41:13 AM: In an extravagant ceremony, Sābēn Demesne unveiled its newly augmentented
+[Entertainment District](/wiki/entertainment-district/).
+
+11/04 08:41:13 AM: Research students say that the [Citadel of Knope](/wiki/citadel-of-knope/), which
+remained dormant for years on Floa Kaepo Ost 5, sprang to life.
+
+11/04 08:41:13 AM: In a quiet ceremony, Sābēn Demesne unveiled its newly augmentented
+[Citadel of Knope](/wiki/citadel-of-knope/).
+
+11/04 08:41:13 AM: Sābēn Demesne founded a new colony on Floa Kaepo Ost 5.
+
+## Community notes
+
+> **BenSS:** Apparent spy level is 13 from the infiltrators on my planet.
+
+> **BenSS:** Current Upgrade: Entertainment District 12 11 11 2010 22:07:13 +0000
+
+> **BenSS:** More spy intel: Resource Per Hour Stored Food 34386 694062 Water 48456 694062 Energy
+> 42148 694062 Ore 51366 694062 Waste 6899 985252 Happiness 3867 81404
diff --git a/content/wiki/food-building-production.md b/content/wiki/food-building-production.md
new file mode 100644
index 0000000..907e58c
--- /dev/null
+++ b/content/wiki/food-building-production.md
@@ -0,0 +1,25 @@
+---
+title: 'Food Building Production'
+---
+
+# Food Building Production
+
+A comparative view of the production rates of various food sources. Like most
+[resources](/wiki/resources/), each level increases production by a factor of 1.55. In addition,
+Farming affinity will impact the rates -- this table shows affinity 5, with each level above or
+below changing it by 4%.
+
+The requirements for each building are shown in detail on the
+\[\[[Food Buildings Requirements](/wiki/food-buildings-requirements/)\]\] page.
+
+
+
+| Food Building | Orbits | L1 | L9 | L15 | Other notes |
| Dairy Farm | 3 | 87 | 2905 | 40284 | Trona, high water, energy, and waste use |
| Lapis Orchard | 2 | 61 | 2036 | 28245 | |
| Apple Orchard | 3 | 59 | 1973 | 27351 | high water for upgrade |
| Beeldeban Herder | 5,6 | 51 | 1699 | 23562 | high water and waste use |
| Corn Plantation | 2,3 | 38 | 1273 | 17648 | |
| Wheat Farm | 2,3,4 | 38 | 1273 | 17648 | high waste use |
| Denton Root Patch | 5,6 | 34 | 1132 | 15708 | high energy for upgrade |
| Amalgus Bean Plantation | 4 | 33 | 1101 | 15061 | |
| Potato Patch | 3,4 | 33 | 1086 | 15061 | |
| Algae Cropper | 1-8 | 31 | 1040 | 14415 | produces 43% of food rate in energy |
| Malcud Fungus Farm | 1-8 | 27 | 900 | 12474 | Slight negative waste use |
| Apple Cider Bottler | 3 | 12 | 400 | 5546 | |
| Bread Bakery | 2,3,4 | 12 | 400 | 5546 | |
| Beeldeban Protein Shake Factory | 5,6 | 12 | 400 | 5546 | |
| Malcud Burger Packer | 1-8 | 12 | 400 | 5546 | |
| Cheese Maker | 3 | 12 | 400 | 5546 | |
| Corn Meal Grinder | 2,3 | 12 | 400 | 5546 | |
| Denton Root Chip Frier | 5,6 | 12 | 400 | 5546 | |
| Potato Pancake Factory | 3,4 | 12 | 400 | 5546 | |
| Lapis Pie Bakery | 2 | 12 | 400 | 5546 | |
| Soup Cannery | 4 | 12 | 400 | 5546 | |
| Syrup Bottler | 1-8 | 12 | 400 | 5546 | |
+
+**Categories:** [Buildings](/wiki/#buildings), [Food Buildings](/wiki/#food-buildings)
+
+## Community notes
+
+> **Bryce Baril:** "Farming affinity will impact the rates" -- this is now only true for the primary
+> foods, secondary foods (Apple Cider Bottler and below) are now Manufacturing instead as of server
+> 2.44
diff --git a/content/wiki/food-buildings-requirements.md b/content/wiki/food-buildings-requirements.md
new file mode 100644
index 0000000..7e28ab6
--- /dev/null
+++ b/content/wiki/food-buildings-requirements.md
@@ -0,0 +1,16 @@
+---
+title: 'Food Buildings Requirements'
+---
+
+# Food Buildings Requirements
+
+Here's a summarized view of the availability of food [buildings](/wiki/buildings/) by orbit, ores,
+and other prereqs. [Glyph](/wiki/glyph/) [buildings](/wiki/buildings/) are in (parentheses).
+
+
+
+
+
+\* P = Phosphorus, provided by any of Gypsum, Sulfur or Monazite
+
+**Categories:** [Buildings](/wiki/#buildings), [Food Buildings](/wiki/#food-buildings)
diff --git a/content/wiki/food-reserve.md b/content/wiki/food-reserve.md
new file mode 100644
index 0000000..1a1ff77
--- /dev/null
+++ b/content/wiki/food-reserve.md
@@ -0,0 +1,18 @@
+---
+title: 'Food Reserve'
+---
+
+# Food Reserve
+
+
+
+The Food Reserve stores your food with a minimal amount of spoilage. It also gives you a report of
+the types of food you have stored. Increasing the level of this building increases the amount of
+food that can be stored. Base storage is 1000 + 4% per farming affinity point.
+
+#### Requirements
+
+- [University](/wiki/university/) Lvl 1
+
+**Categories:** [Storage Buildings](/wiki/#storage-buildings),
+[Food Buildings](/wiki/#food-buildings)
diff --git a/content/wiki/formulas-for-the-curious.md b/content/wiki/formulas-for-the-curious.md
new file mode 100644
index 0000000..1fb2890
--- /dev/null
+++ b/content/wiki/formulas-for-the-curious.md
@@ -0,0 +1,124 @@
+---
+title: 'Formulas for the Curious'
+---
+
+# Formulas for the Curious
+
+XX"="">">Various randomish forumulas that have been derived from data in the game.
+
+Note: These are Player derived, and might change.
+
+Storage
+
+The increase in storage modifier with the boost is 1.55 per level.
+
+Ship Calculations have quite a few variables:
+
+- Base
+- CL eq [Cloaking Lab](/wiki/cloaking-lab/) Level
+- CSS eq [Crashed Ship Site](/wiki/crashed-ship-site/) Level
+- DA eq Deception Affinity
+- MA eq Management Affinity
+- ML eq [Munitions Lab](/wiki/munitions-lab/) Level
+- PL eq Propulsion Lab Level
+- PT eq Pilot Training Level
+- SA eq Science Affinity
+- SY eq Ship Yard Level
+- TA eq Trade Affinity
+- TM eq [Trade Ministry](/wiki/trade-ministry/) Level
+
+Calculations:
+
+Speed = Base \* (1 + (CSS\*5 + SY + PL\*5 + PT\*3 + SA\*3)/100) \[Exclude Pilot for robotic
+[ships](/wiki/ships/)\]
+
+Hold Size = Base \* TA \* TM \* (1 + (CSS \* 5 + SY)/100) \[If TM is zero, use 0.1 as TM\]
+
+Combat = Base \* (1 + (CSS\*5 + SY + ML\*5 + PT\*3 + DA\*3 + SA\*3)/100) \[Exclude Pilot for robotic
+[ships](/wiki/ships/))
+
+Stealth = Base \* (1 + (CSS\*5 + SY + CL\*5 + PT\*3 + DA\*3)/100)
+
+Build Times as of June 4. Server release: 3.0805
+
+For [Shipyard](/wiki/shipyard/) Levels 1-21:
+
+Build Time = Base - (Base/21 \* (MA + 1)) - (SY \* Base/35) \[Minimum Time is 15 seconds\]
+
+For [Shipyard](/wiki/shipyard/) 22:
+
+Built Time = Base - (Base/21 \* (MA + 1)) - (21 \* Base/35) - ???
+
+For [Shipyard](/wiki/shipyard/)s 23-30:
+
+Built Time = Base - (Base/21 \* (MA + 1)) - (21 \* Base/35) - ??? - ((SY-22) \* Base/1050)
+
+Still working out the ??? value.
+
+For a table of Base and Max Ship Values, see [Ship Attributes](/wiki/ship-attributes/).
+
+Building Upgrade Times:
+
+Base time \* (1 - (Management Affinity \* 5)/100) \* ( 1 -
+([Oversight Ministry](/wiki/oversight-ministry/) Level \* 3)/100)
+
+~~Still working on base times. Unlike Production & Cost, the time does not seem to follow a
+forumula, but more of a table. Minimum build time is 15 seconds. Multiplier rounded to two places~~.
+
+ | 10.26 | 3.26 | 2.25 | 1.86 | 1.66 | 1.53 | 1.45 | 1.38 | 1.34 | 1.30 | 1.27 | 1.25 | 1.23 | 1.21 | 1.19 | 1.18 | 1.17 | 1.16 | 1.15 | 1.14 | 1.14 | 1.13 | 1.12 | 1.12 | 1.11 | 1.11 | 1.11 | 1.10 | 1.10 | 1.09 |
+
+While the table does show the progression, JT has confirmed it's a formula, not a table.
+
+Building upkeep, production and storage: Go up 1.55 times each level
+
+Building upgrade cost: Go up 1.55 times each level
+
+Building Cost: Base \* (1 - Reseach Affinity \* 5/100)
+
+Note that repair cost does not use Research Affinity. So repairing a building at 0% would cost it's
+level's cost, but without the research discount.
+
+Trade Affinity: SST can transmit 12500 \* SST Level \* Trade Affinitiy
+
+Enviromental Affinity: [Waste Exchanger](/wiki/waste-exchanger/) can recycle 17500 \* Level \* Env
+Affinity
+
+[Subspace Transporter](/wiki/subspace-transporter/) can transmit 12500 \* SST Level \* Trade
+Affinitiy.
+
+This can also be used to convert any one resource into another. (including [waste](/wiki/waste/))
+
+[Atmospheric Evaporator](/wiki/atmospheric-evaporator/)s produce water based on the Water Score of a
+planet. However, not strictly in proportion. A Planet at 6200 will produce 60% the amount of a
+10,000 planet. It's in proportion to WS - 500. (10,000 - 500)/(6200 - 500) = 60%
+
+Growth affinity decreases the base colonization cost by 2.4% per level. This is based on a survey of
+costs for the 9th colony:
+
+| 115945511 | 1 |
| 113015635 | 2 |
| 110149449 | 3 |
| 107345000 | 4 |
+
+XX
+
+Star CSV file for each server.
+
+http://gameservername.lacunaexpanse.com.s3.amazonaws.com/stars.csv
+
+Star to Orbiting Bodies locator:
+
+- Orbit 1: X+1, Y+2
+- Orbit 2: X+2, Y+1
+- Orbit 3: X+2, Y-1
+- Orbit 4: X+1, Y-2
+- Orbit 5: X-1, Y-2
+- Orbit 6: X-2, Y-1
+- Orbit 7: X-2, Y+1
+- Orbit 8: X-1, Y+2
+
+[Waste](/wiki/waste/) Generation Forumula (usefull for BHG, etc.)
+
+Build Terra Plat or GG Plat ship, send to planet, and aquire then send Plant to target planet. Build
+Plat then destroy releasing [waste](/wiki/waste/). Make sure you have storage!
+
+Formula:
+
+800 is the Terraform Platform Base 1500 is the GG Platform Base \*1.75 per level after that...
diff --git a/content/wiki/four-trel.md b/content/wiki/four-trel.md
new file mode 100644
index 0000000..04a6455
--- /dev/null
+++ b/content/wiki/four-trel.md
@@ -0,0 +1,50 @@
+---
+title: 'Four Trel'
+---
+
+# Four Trel
+
+Four [Trel](/wiki/trel/) is a tournament goal. In this type of tournament, the goal is for an
+alliance to capture and control all four Trelvestian colonies in the specified zone.
+
+According to JT the 4 colonies are supposed to be held for a period of 24 hours.
+
+According to Mr. Muskrat the colonies are supposed to be held until server reset.
+
+There are no rule changes in the tournament zone.
+
+The winning alliance will be lauded via a server announcement. Also, each member of the winning
+alliance will be awarded the 'Four [Trel](/wiki/trel/)' medal.
+
+Other prizes may also be awarded such as entry in the hall of fame, etc.
+
+_Note: The 4 [Trel](/wiki/trel/) Tournament is currently a broken feature of this game. The first 4
+[Trel](/wiki/trel/) Tournament was completed by The Road alliance in early August 2011. However due
+to a bug in the server code the winning condition would not trigger and the tournament only keeps
+sending out a notice regard the last of the 4 [Trel](/wiki/trel/) colonies that was captured._
+
+When one of the [Trel](/wiki/trel/) colonies has been captured a notice from
+[The Lacuna Expanse](/wiki/the-lacuna-expanse/) Corp. will be sent out saying the following:
+
+"Name of Player" now controls the Trelvestian planet named "Current Name of the Colony".
+
+A new message will be sent out after each colony has been captured. The message may be repeatedly
+sent.
+
+Playing Tip: Tournament [Trel](/wiki/trel/) colonies are mildly weaker than the standard
+[Trel](/wiki/trel/) colonies because the [happiness](/wiki/happiness/) of the colony is capped at
+100 Million instead of 1 Billion.
+
+[Trel](/wiki/trel/) colonies have [spies](/wiki/spies/) with 2075 Defense, Resource Producing
+[glyph](/wiki/glyph/) [buildings](/wiki/buildings/) from level 15 to 18, a level 25
+[Security Ministry](/wiki/security-ministry/), and Junk [buildings](/wiki/buildings/) capable or
+producing about 2 Million [happiness](/wiki/happiness/) per hour.
+
+The primary weakness of their colonies is they have no
+[Interdimensional Rift](/wiki/interdimensional-rift/) and not enough storage to be able to repair
+the level 25 [buildings](/wiki/buildings/). Heavy use of [snark](/wiki/snark/)s can cripple the
+colony indefinatly.
+
+## Community notes
+
+> **Matthew Musgrove:** This round it is confined to Zone 2|2.
diff --git a/content/wiki/freighter.md b/content/wiki/freighter.md
new file mode 100644
index 0000000..71c9ce1
--- /dev/null
+++ b/content/wiki/freighter.md
@@ -0,0 +1,19 @@
+---
+title: 'Freighter'
+---
+
+# Freighter
+
+
+
+Freighters are a huge variant of a [Cargo Ship](/wiki/cargo-ship/). They can carry double the cargo
+of a standard [cargo ship](/wiki/cargo-ship/), which means you can do more with less.
+
+Freighters can be used to push [resources](/wiki/resources/) between your own colonies, trade with
+other players, or haul ore and water back from asteroids that you're mining.
+
+#### Requirements
+
+- [Trade Ministry](/wiki/trade-ministry/) Lvl 20
+
+**Categories:** [Ships](/wiki/#ships)
diff --git a/content/wiki/fusion-energy-plant.md b/content/wiki/fusion-energy-plant.md
new file mode 100644
index 0000000..b9ea30a
--- /dev/null
+++ b/content/wiki/fusion-energy-plant.md
@@ -0,0 +1,26 @@
+---
+title: 'Fusion Energy Plant'
+---
+
+# Fusion Energy Plant
+
+
+
+The Fusion Energy Plant produces energy by fusing atoms together. This type of energy is even more
+efficient than the [Fission Energy Plant](/wiki/fission-energy-plant/) on a [waste](/wiki/waste/)
+per energy produced ratio. Requires a high level [University](/wiki/university/) to construct. The
+higher the building level the more energy is produced.
+
+Unfortunately the fusion plant produces enormous amounts of heat as well which requires coolants
+such as molten lead or salt. Therefore you'll need a good supply of galena or halite to build one.
+
+Required Galena or Halite (varies by species):
+
+| Level | Power | Galena/Halite |
| 1 | 152 | 16 |
| 2 | 236 | 28 |
| 3 | 366 | 49 |
| 4 | 567 | 86 |
| 5 | 880 | 150 |
| 6 | 1364 | |
| 7 | 2114 | 460 |
| 8 | 3277 | 804 |
| 9 | 5079 | |
| 10 | 7872 | 2463 |
| 11 | 12202 | 4310 |
12 | | |
| 13 | 32891 | 32193 |
| 14 | 50981 | |
+
+#### Requirements
+
+- [University](/wiki/university/) Lvl 9
+- Source of coolants (molten, lead, salt)
+
+**Categories:** [Energy Buildings](/wiki/#energy-buildings), [Resources](/wiki/#resources)
diff --git a/content/wiki/galleon.md b/content/wiki/galleon.md
new file mode 100644
index 0000000..67c3004
--- /dev/null
+++ b/content/wiki/galleon.md
@@ -0,0 +1,13 @@
+---
+title: 'Galleon'
+---
+
+# Galleon
+
+
+
+The Galleon is a mid-range transport ship somewhere between a [cargo ship](/wiki/cargo-ship/) and a
+[freighter](/wiki/freighter/). However, it is exceptionally fast for its size. You can build the
+galleon after [Trade Ministry](/wiki/trade-ministry/) level 15.
+
+**Categories:** [Ships](/wiki/#ships)
diff --git a/content/wiki/game-administrators-or-admins.md b/content/wiki/game-administrators-or-admins.md
new file mode 100644
index 0000000..8f92ba9
--- /dev/null
+++ b/content/wiki/game-administrators-or-admins.md
@@ -0,0 +1,65 @@
+---
+title: 'Game Administrators or Admins'
+---
+
+# Game Administrators or Admins
+
+There are currently 4 active game administrators of [The Lacuna Expanse](/wiki/the-lacuna-expanse/).
+
+**Please note:** Game Admins, please edit and give yourself your own description :)
+
+**Players:** When contacting a game admin via mail, please send all mail to their admin names below
+and not to their player accounts. Sometimes there is large amounts of mail in player accounts and
+mail can be easily lost. Sending mail to admin accounts makes it much easier to be responded to.
+There are certain areas that some admins are more specialized at than others.
+
+Game administrators are to enforce Game Rules and Terms of Service Policies to the best of their
+abilities. Game administrators; however, will also be one of the first to help out with a problem or
+issue within the game if requested.
+
+_ACTIVE ADMINISTRATORS_
+
+**Admin account: icd**
+
+Empire: icydee
+
+_Head Administrator_
+
+- Chat administration
+- Errors and bugs invesgitation
+- Software construction and programming
+
+**Admin account: Sweden**
+
+Empire: Norway
+
+_Programming Administrator_
+
+- Chat administration
+- Errors and bugs invesgitation
+- Software construction
+
+**Admin account: TheKi**
+
+Empire: Jazz
+
+_Player-side Administractor_
+
+- Chat administration
+- Multi-accounting investigation (Report suspected Multi-accounters here)
+- Players assistance and publication
+- _Terms of Service_ enforcement
+- Wiki modification (Suggest additions/Corrections)
+
+**Admin account: United**
+
+Empire: United Federation (abbr. UF)
+
+_Player-side Administrator_
+
+UF has a player help site with information about TLE, which can be found [here](lacuna-uf.webs.com).
+
+- Advertising
+- Contest administration
+- Multi-accounting investigation (Report suspected Multi-accounters Here)
+- New players assistance
diff --git a/content/wiki/gameplay-overview.md b/content/wiki/gameplay-overview.md
new file mode 100644
index 0000000..9dd7fa1
--- /dev/null
+++ b/content/wiki/gameplay-overview.md
@@ -0,0 +1,166 @@
+---
+title: 'Gameplay Overview'
+---
+
+# Gameplay Overview
+
+Welcome to [The Lacuna Expanse](/wiki/the-lacuna-expanse/)!
+
+In this universe you play the role of an all-seeing emperor who controls colonies of
+planet-inhabiting citizens within star systems. The citizens belong to a certain species which you
+can customize before founding your empire. Your basic task is to manage the needs of your colonies
+and their citizens what is held in check by diplomatic, informational, military, and economic
+[resources](/wiki/resources/). In the beginning, constructing [buildings](/wiki/buildings/) and
+upgrading them is your main activity. Later, trading and logistics become one of the requirements
+for a flourishing empire. You have control over [buildings](/wiki/buildings/), vehicles and agents
+for purposes of growing your empire by construction and technological advancement to explore,
+expand, exploit and exterminate what involves trading with other players and possibly fighting each
+other.
+
+Due to its nonlinear nature and open world space, it allows you to follow any play style you like
+what makes it an excellent sandbox game. TLE features a real-time strategy gameplay that runs purely
+online on a dedicated server to host large numbers of players simultaneously in a persistent
+environment. Everybody can interact with anybody, hundreds of players at once! The only limitation
+is space which keeps people apart and makes travelling an important part of the game.
+
+---
+
+YOUR ROLE
+
+As initially hinted, you rule an empire which can consist of multiple colonies on single planets
+across the Expanse. You want to care about your citizens by developing an infrastructure to feed
+them and to make them happy. The four basic needs to be covered are food, ore, water and energy. The
+way you deal with them affects [happiness](/wiki/happiness/) of your colonies which is one of the
+factors to decide how successful your operations are in critical moments. A byproduct of
+construction and other actions is [waste](/wiki/waste/) which affects [happiness](/wiki/happiness/)
+negatively and hence needs to be kept an eye on. Unhappy colonies are prone to insurrections which
+change their ownership. Caring about the flow of [resources](/wiki/resources/) will be a constant
+concern what is taken care of by constructing [buildings](/wiki/buildings/) and upgrading them;
+later aided by specialized vehicles.
+
+To compensate for lacks or excess of goods, you are free to trade with other empires what generates
+income of precious [Essentia](/wiki/essentia/) (premium currency) depending on the demanded price.
+Among other uses [Essentia](/wiki/essentia/) can be spent to speed up time-consuming processes.
+
+As you start off with one colony after founding a new empire, it is your choice if you want colonize
+more celestial bodies which requires a lot of careful preparation. Otherwise you can keep your
+initial colony and stay _[isolationist](/wiki/isolationist/)_ for protection from attacks.
+
+---
+
+YOUR MEANS OF REIGN
+
+As emperor of your colonies, you can produce entities and assign tasks. This applies to the three
+entity types
+
+- **[Buildings](/wiki/buildings/)** are static objects that affect the colony they stand on or your
+ entire empire depending on their type. [Buildings](/wiki/buildings/) can fulfil constructive,
+ defensive, explorative, or supportive but never offensive roles. Constructing
+ [buildings](/wiki/buildings/) is done by consumption of [resources](/wiki/resources/) unless you
+ use a _plan_ (see types of goods). Upgrading [buildings](/wiki/buildings/) to max level 30 (for
+ some types 31) improves their function and unlocks other entities through the
+ [tech tree](/wiki/tech-tree-graphical/).
+- **[Ships](/wiki/ships/)** are movable objects that can be sent to certain types of bodies (see
+ following chapter). They are constructed by consumption of [resources](/wiki/resources/) in Ship
+ Yards and get stored in [Space Port](/wiki/space-port/)s where they wait until they get triggered
+ to defend or you send them to a target for offensive, supportive, or explorative purposes.
+- **Agents** are movable entities that are trained in Intelligence Ministries where they sit idle
+ until you assign a task. Depending on their location, agents can fulfil defensive, supportive, or
+ offensive tasks. [Spies](/wiki/spies/) are powerful entities since they are able to disturb
+ hostile colonies.
+
+Each entity type and individual entity possesses certain abilities to affect your own colony along
+with its stored [resources](/wiki/resources/) or colonies of other empires:
+
+- [Buildings](/wiki/buildings/) can increase total storage to hold a certain type of good, or affect
+ production rate per hour (for positive or negative balance). Some building types also increase
+ your [population](/wiki/population/) which determines your empire size if multiplied by the number
+ of your colonies.
+- [Ships](/wiki/ships/) can transport certain types of goods, agents, fulfil other special roles
+ (e.g. [Colony Ship](/wiki/colony-ship/) to found a new city on another celestial body), or to be
+ used for attacks as a means of war.
+- Agents have four skills (Intel, Mayhem, Politics, Theft) with individual values which determine
+ their success chance when assigned to a mission, be it (for example) to defend your colony from
+ hostile [spies](/wiki/spies/) or to [incite rebellion](/wiki/incite-rebellion/)s on remote
+ colonies.
+
+---
+
+OUR UNIVERSE
+
+[The Lacuna Expanse](/wiki/the-lacuna-expanse/) consists of 119,800 fixed stars that can be orbited
+by a max of eight bodies of the following types:
+
+- [habitable planets](/wiki/habitable-planets/) (cannot be mined on, can be excavated on, movable)
+- asteroids (not habitable, can be mined on, can be excavated on, movable)
+- [gas giants](/wiki/gas-giants/) (habitable, cannot be mined on, cannot be excavated on, unmovable)
+- [space station](/wiki/space-station/)s (artificial [habitable planets](/wiki/habitable-planets/)
+ but do not count as colonies, movable)
+
+Properly colonizing and keeping celestial bodies or making use of them for other purposes requires
+thoughtful usage of the three entity types unless you decide to keep
+_[isolationist](/wiki/isolationist/)_ status which is granted to every new empire to protect them
+from attacks.
+
+If you decide to construct certain building types which will cause the loss of your iso status, you
+are vulnerable to ship attacks and infiltration by hostile agents. Even if you are at peace with
+every player, some of the non-player empires which are controlled by individual AIs may attack you
+with [ships](/wiki/ships/) or spawn [spies](/wiki/spies/) on your unhappy colony. The AI empires
+inhabit dozens of bodies across the entire Expanse and are able to attack with fleets within a few
+days. On the other hand you are free to attack AI empires to capture their colonies which may have
+useful [buildings](/wiki/buildings/) or goods.
+
+There are three types of goods that can be produced, consumed, and traded:
+
+- [resources](/wiki/resources/) (food with 20 different kinds, ore with 20 different types, water,
+ energy, [waste](/wiki/waste/))
+- [glyph](/wiki/glyph/)s (artifacts which can be used to craft [plans](/wiki/plans/))
+- [plans](/wiki/plans/) (dispensable items that allow for a construction or upgrade of
+ [buildings](/wiki/buildings/) for free and less time)
+
+[Happiness](/wiki/happiness/) is a special resource that is not available for trade. The total
+amount of stored [happiness](/wiki/happiness/) affects build times on a colony (the lower your
+[happiness](/wiki/happiness/), the longer it takes to construct [buildings](/wiki/buildings/) and
+[ships](/wiki/ships/)) and gets deducted when sending [colony ship](/wiki/colony-ship/)s. The more
+colonies you already possess, the higher your Next Colony Cost.
+
+---
+
+ENDGAME
+
+If you follow the path of an expansionist you will colonize dozens of bodies and may want to protect
+them with [Space Stations](/wiki/space-station/) which are basically artificial planets that exert
+cultural [influence](/wiki/influence/) onto stars in your proximity. High
+[influence](/wiki/influence/) allows you to seize stars in order to issue laws to prevent intrusion
+by hostile empires. Defending these stations is a major concern since they have little defence on
+their own. Therefore they should be kept within the same solar system as your own or allied colonies
+to make use of their defensive [buildings](/wiki/buildings/) that shoot down hostile fleets.
+
+At some point your Next Colony Cost may be higher than your available [happiness](/wiki/happiness/)
+what induces you to steal other colonies since this does not consume your
+[happiness](/wiki/happiness/). Accordingly warfare is a common practice among veterans which intend
+to gather more colonies. Empires may go together into formal groups of [alliances](/wiki/alliances/)
+to fight for a common interest and to share their [space station](/wiki/space-station/)s.
+
+The ability to get colonies stolen from is determined by your empire size. In conclusion it may be a
+good plan to keep a small empire in order to have protection from insurrections by enemies with
+larger empires.
+
+---
+
+SUMMARY
+
+As you may have noticed, there are many ways to shape your empire while there is not just one
+correct way to play [The Lacuna Expanse](/wiki/the-lacuna-expanse/). Some novices have pointed out
+the lack of direction after completing the built-in tutorial which is the reason why joining an
+alliance is recommended. More experienced players will provide useful goods and helpful advice to
+support young emperors growing their colonies.
+
+If you just discovered this game, be invited to join us on our
+[main server US 1](https://us1.lacunaexpanse.com/)!
+
+---
+
+For questions feel free to contact the author of this article with in-game alias Husky. More
+articles and current news can be found on the
+[TLE indiedb page](http://www.indiedb.com/games/the-lacuna-expanse/articles).
diff --git a/content/wiki/gas-giant-lab.md b/content/wiki/gas-giant-lab.md
new file mode 100644
index 0000000..a5d8ebd
--- /dev/null
+++ b/content/wiki/gas-giant-lab.md
@@ -0,0 +1,33 @@
+---
+title: 'Gas Giant Lab'
+---
+
+# Gas Giant Lab
+
+
+
+The Gas Giant Lab does research on the [gas giant settlement ship](/wiki/gas-giant-settlement-ship/)
+which deploys into a [gas giant settlement platform](/wiki/gas-giant-settlement-platform/). The
+[gas giant settlement platform](/wiki/gas-giant-settlement-platform/) allows settlement of a gas
+giant. The higher the level of the gas giant lab the higher the level of the platform deployed from
+the [gas giant settlement ship](/wiki/gas-giant-settlement-ship/).
+
+Note: You have to have [University](/wiki/university/) at Level 19 or above to be able to use a
+settlement ship.
+
+In order to build a high level lab you'll need a good supply of structural minerals such as rutile,
+chromite, bauxite, magnetite, beryl, or goethite.
+
+Playing tip: Do not build this building to a high level if you are going to be using the
+[Gas Giant Settlement Ship](/wiki/gas-giant-settlement-ship/)s built from this building to start the
+initial settlement of a Gas Giant. For example a 13
+[Gas Giant Settlement Platform](/wiki/gas-giant-settlement-platform/) takes 1 day and 10 hours to
+deploy and produces 13,000 units of garbage once deployed. That's a lot to handle for any starting
+colony to handle especially when no infastructure has even been built yet.
+
+#### Requirements
+
+- [University](/wiki/university/) Lvl 19
+
+**Categories:** [Colonization Buildings](/wiki/#colonization-buildings),
+[Ship Buildings](/wiki/#ship-buildings)
diff --git a/content/wiki/gas-giant-settlement-platform.md b/content/wiki/gas-giant-settlement-platform.md
new file mode 100644
index 0000000..9136d44
--- /dev/null
+++ b/content/wiki/gas-giant-settlement-platform.md
@@ -0,0 +1,97 @@
+---
+title: 'Gas Giant Settlement Platform'
+---
+
+# Gas Giant Settlement Platform
+
+
+
+The Gas Giant Settlement Platform allows settlement of a gas giant when this would otherwise not be
+possible. In order to upgrade platforms you'll need a good supply of structural minerals such as
+rutile, chromite, bauxite, magnetite, beryl, or goethite.
+
+The Gas Giant Settlement Platform is a permanent structure, which means that it remains even after
+you abandon the gas giant colony, unless you specifically [demolish](/wiki/demolish/) it.
+
+The gas giant settlement platform does not allow you to settle [gas giants](/wiki/gas-giants/)
+outside your normal range, for that you need a [terraforming platform](/wiki/terraforming-platform/)
+as well.
+
+Note: You have to have [University](/wiki/university/) at Level 19 or above to be able to settle a
+Gas Giant, regardless of wether you have a platform or ship. The game will not even allow you to
+launch a [Colony Ship](/wiki/colony-ship/) to a Gas Giant until you have reached the required
+[University](/wiki/university/) level. However it is possible for a player with a lower
+[University](/wiki/university/) level to take control of a Gas Giant from another player via the
+Insurrection spy mission. All existing Gas Giant Settlement Platforms in such a situation will
+continue to work however new platforms will not be able to be built until the player obtains the
+appropriate [University](/wiki/university/) Level.
+
+Each level of platform provides one usable plot on the target planet.
+
+A Gas Giant Platform can not be demolished or downgraded if, by doing so, it would cause the number
+of [plots](/wiki/plots/) available on your colony to go negative.
+
+You may send as many platforms as you like to a target planet.
+
+Other players (or your other colonies) can send platforms to your planets to assist your growth.
+
+Like [glyph](/wiki/glyph/) [buildings](buildings), while platforms take up a location on the
+surface, they do not take up a usable plot. Unlike [glyph](/wiki/glyph/) [buildings](buildings),
+platforms may be upgraded with [resources](/wiki/resources/) once deployed. They start the level of
+the lab that built the platform ship plus one.
+
+**Warnings about Initial Build**
+
+The initial build time for a Gas Giant Settlement Platform may take days.
+
+The build time that is shown on the plan is the actual build time based on the level of the lab on
+the planet that launched the platform ship plus one.
+
+You cannot [demolish](/wiki/demolish/) a Gas Giant Settlement Platform during its initial build.
+
+The plot count for a gas giant always starts at -1 because there must be a
+[Planetary Command Center](/wiki/planetary-command-center/) and the Gas Giant Settlement Platform,
+which is required to provide [plots](/wiki/plots/), hasn't been built yet. While demolishing the
+GGSP doesn't cause the plot count to go negative (since the GGSP itself doesn't take up a plot) it
+prevents the plot count from getting out of the negative.
+
+**How to Use a Settlement Platform**
+
+You can send a [colony ship](/wiki/colony-ship/) or platform first. The
+[colony ship](/wiki/colony-ship/) (or [stake](/wiki/stake/)) reserves the planet, where the platform
+does not. Once you have the [Gas Giant Settlement Ship](/wiki/gas-giant-settlement-ship/) built you
+can go to the star map and send it to a Gas Giant you would like to colonize. One it arrives it will
+disapear from your SpacePort. After you send a [Colony Ship](/wiki/colony-ship/) and the Gas Giant
+Settlement Platform, the platform will appear in
+[Planetary Command Center](/wiki/planetary-command-center/) (PCC) under [Plans](/wiki/plans/).
+
+A high level [Gas Giant Lab](/wiki/gas-giant-lab/) can leave you waiting a day or more if the level
+is high enough. In addition the Gas Giant Settlement Platform does produce a fair amount of trash at
+higher levels so you will need to plan accordingly. Building a set of [glyph](/wiki/glyph/)
+[buildings](/wiki/buildings/) is generally a smart idea as it will give you something you can work
+with that will not be detrimental to you colony. Building a Spaceport and having a
+[scow](/wiki/scow/) on the planet can also work for some short term trash management.
+
+Also add some [buildings](/wiki/buildings/) to generate [happiness](/wiki/happiness/).
+[Kalavian Ruins](/wiki/kalavian-ruins/) will give you about 5000 per hour
+[happiness](/wiki/happiness/) to begin with to counteract the trash.
+
+#### Requirements
+
+- [Gas Giant Lab](/wiki/gas-giant-lab/) Lvl 1
+
+**[Glyph](/wiki/glyph/) Recipie**
+
+As an alternative to building a [Gas Giant Settlement Ship](/wiki/gas-giant-settlement-ship/) at the
+[shipyard](/wiki/shipyard/), you can create a level one platform by combining sulfur, methane,
+galena, and anthracite [glyph](/wiki/glyph/)s at the
+[Archaeology Ministry](/wiki/archaeology-ministry/).
+
+**Categories:** [Construction Buildings](/wiki/#construction-buildings)
+
+## Community notes
+
+> **Garloo:** The gas giant platform (as well as the terraforming platform) are the only buildings
+> that can go higher than level 30 (1+30).
+
+> **The Vasari:** :(
diff --git a/content/wiki/gas-giant-settlement-ship.md b/content/wiki/gas-giant-settlement-ship.md
new file mode 100644
index 0000000..20a8e7e
--- /dev/null
+++ b/content/wiki/gas-giant-settlement-ship.md
@@ -0,0 +1,32 @@
+---
+title: 'Gas Giant Settlement Ship'
+---
+
+# Gas Giant Settlement Ship
+
+
+
+Gas Giant Settlement [Ships](/wiki/ships/) deploy into
+[Gas Giant Settlement Platform](/wiki/gas-giant-settlement-platform/)s, which allow you to colonize
+a gas giant. It sets up a gravimetric shield which counter acts the massive force of the giant's
+normal gravity, and begins to form a solid surface from which to build a colony. You need a
+[Gas Giant Lab](/wiki/gas-giant-lab/) to build these [ships](/wiki/ships/).
+
+The level of the platform created by the ship is determined by the level of the
+[gas giant lab](/wiki/gas-giant-lab/) on the planet that launched the ship. For example, if you
+launch a gas giant settlement ship from a planet without a [gas giant lab](/wiki/gas-giant-lab/),
+then the platform plan you get on the planet will be level 1. But if you have a level 3 lab, then
+the plan will be 1+3, resulting in a level 4 platform.
+
+Note: You have to have [University](/wiki/university/) at Level 19 or above to be able to use a
+settlement ship.
+
+#### Requirements
+
+- [Gas Giant Lab](/wiki/gas-giant-lab/) Lvl1
+
+**Categories:** [Ships](/wiki/#ships)
+
+## Community notes
+
+> **The Vasari:** Do Gas Giant Settlement Ships get shot down by SAWs on their way to a new GG?
diff --git a/content/wiki/gas-giants.md b/content/wiki/gas-giants.md
new file mode 100644
index 0000000..47bfca2
--- /dev/null
+++ b/content/wiki/gas-giants.md
@@ -0,0 +1,42 @@
+---
+title: 'Gas Giants'
+---
+
+# Gas Giants
+
+
+
+Gas Giants are a later game objective. Using Gas Giant Platforms, you can colonize a gas giant once
+your [University](/wiki/university/) gets to level 19. Before attempting to colonize a Gas Giant be
+sure to read up on how to deploy and what strategy to use to successfully colonize them. Gas Giants
+range in size from 70 to 121. Since you'll need at least four platforms at level 30 to utilize the
+largest of the Gas Giants, 117 is the largest size one could use.
+
+Gas Giants and their mineral compositon can be found at the Body Types page.
+
+Some colonization strategies:
+
+- Use a complete set of basic resource [glyph](/wiki/glyph/) [buildings](/wiki/buildings/) such as
+ the [Natural Spring](/wiki/natural-spring/), [Volcano](/wiki/volcano/),
+ [Algae Pond](/wiki/algae-pond/), and [Malcud Field](/wiki/malcud-field/)
+- Use the storage [glyph](/wiki/glyph/) [buildings](/wiki/buildings/)
+ [Interdimensional Rift](/wiki/interdimensional-rift/) and [Ravine](/wiki/ravine/)
+- Do Not use high level platforms as your intial plaforms when colonizing a Gas Giant. Stick to
+ level 4 or 5 platforms. High level platforms produce large amounts of trash that a fledgeling
+ colony will not be able to handle. A level 10 produces about 5000 trash per hour.
+- Trash is going to be your biggest concern, so come up with a plan to deal with it using only a few
+ [plots](/wiki/plots/). One strategy that works well is to use a
+ [Trade Ministry](/wiki/trade-ministry/), [Shipyard](/wiki/shipyard/), [Ravine](/wiki/ravine/),
+ [Interdimensional Rift](/wiki/interdimensional-rift/), and a [Cargo Ship](/wiki/cargo-ship/). Then
+ ship all of the trash off world until you can get the proper facilities built to deal with it on
+ world. [Scow](/wiki/scow/)s can also be used, but be sure to have one with a low storage capacity
+ since a [Scow](/wiki/scow/) can not be launched until it's hull is completely filled.
+- When looking for Gas Giants to colonize ignore any Gas Giants that are less than 90
+ [plots](/wiki/plots/) in size unless you really need them for a specific reason.
+- Gas Giants have no natural water so Atmospheric Condensers do not work on them.
+- Gas Giants which produce Sulfur are also handy as this is a needed resource for the
+ [Water Reclamation Facility](/wiki/water-reclamation-facility/) which will likely be your primary
+ source of water.
+- Be very wary of using Gas Giant Platforms in excess of level 15. The amount of trash produced by
+ these high level platforms again would be difficult to handle unless the Gas Giant is a well
+ developed Capital Planet.
diff --git a/content/wiki/gather-intelligence.md b/content/wiki/gather-intelligence.md
new file mode 100644
index 0000000..6c45eae
--- /dev/null
+++ b/content/wiki/gather-intelligence.md
@@ -0,0 +1,23 @@
+---
+title: 'Gather Intelligence'
+---
+
+# Gather Intelligence
+
+When you tell your [spies](/wiki/spies/) to gather intelligence there is all kinds of information
+they can get for you, and what they get depends on where they are.
+
+If your [spies](/wiki/spies/) are on one of your planets when you tell them to gather intelligence,
+then they can tell you what foreign [spies](/wiki/spies/) are operating on your planet, and they can
+get detailed information about your enemies by interrogating prisoners you've captured.
+
+If your [spies](/wiki/spies/) are on a foreign planet then there are many reports they might return
+back to you. The can tell you what [ships](/wiki/ships/) are built, where [ships](/wiki/ships/) are
+flying to, how many [resources](/wiki/resources/) are being produced and stored, what planets are
+under the control of this empire, what [spies](/wiki/spies/) are operating on the planet, and even
+what the surface of the planet looks like.
+
+Spy reports are based on the last time the planet was updated. The planet updates anytime something
+significant happens on the surface which for players is more often than with the AI.
+
+**Categories:** [Spies](/wiki/#spies)
diff --git a/content/wiki/genetics-lab.md b/content/wiki/genetics-lab.md
new file mode 100644
index 0000000..ed83010
--- /dev/null
+++ b/content/wiki/genetics-lab.md
@@ -0,0 +1,58 @@
+---
+title: 'Genetics Lab'
+---
+
+# Genetics Lab
+
+
+
+The Genetics Lab allows you to graft the affinities and habitable orbits of other species on to your
+own species. It also allows you to change your species name and description at no cost.
+
+To use the Genetics Lab you must first get a prisoner from another player. And that prisoner's
+species must have an affinity higher than one or more of yours. You may then experiment on the
+prisoner attempting to graft that affinity on to your own species. You are limited to a maximum of 1
+affinity point per level of your lab.
+
+For each level of the Genetics Lab you have a 1% chance of grafting the affinity on to your own. In
+addition, for each Genetics Lab level the prisoner has a 3% chance of surviving the procedure so
+s/he can be used again. Your science affinity is added to each of these percentages, giving you up
+to an extra 7% chance at each.
+
+The maximum you can add to your [species affinities](/wiki/species-affinities/) is determined by
+your empire's highest level lab.
+
+NOTE: This process uses 2 [essentia](/wiki/essentia/), which you do not get back regardless of
+whether the experiment is successful or not. Also any successful experiments take effect
+instantaniously, there is no cool down between experiment attempts so multiple experiments may be
+attempted in a row.
+
+NOTE: You can get a Genetics Lab before level 20 via missions and trading.
+
+Warning: paying 100e to redefine your [species affinities](/wiki/species-affinities/) will reset you
+at 45 affinity point total, So you would lose any points gained via the Genetics Lab. If you plan to
+use Redefine Species, you probably shouldn't graft first.
+
+You will have to log out and log back in before any changes in the affinities will appear within the
+[web client](/wiki/web-client/). However the changes have taken effect according to the server.
+
+#### Requirements
+
+- [University](/wiki/university/) Lvl 20
+
+**Categories:** [Infrastructure Buildings](/wiki/#infrastructure-buildings)
+
+## Community notes
+
+> **kiamo:** How many genetics labs can you build? I presume 1 per empire... and therefore, is it
+> very expensive to level up? This sort of info could influence where one chooses to build it.
+
+> **DHatt+:** You are limited to 1 per planet, not per empire. However, multiple labs do not
+> increase your chances. Also, as experiments are instantaneous, there is no benefit to building
+> multiple labs to run several experiments simultaneously.
+
+> **Garloo:** Once you've upgraded your affinities as high as you can, you can demolish the genetics
+> lab.
+
+> **chavo:** That is unless you want to repeatedly rename your species or update their description
+> :D
diff --git a/content/wiki/geo-energy-plant.md b/content/wiki/geo-energy-plant.md
new file mode 100644
index 0000000..a0bae46
--- /dev/null
+++ b/content/wiki/geo-energy-plant.md
@@ -0,0 +1,17 @@
+---
+title: 'Geo Energy Plant'
+---
+
+# Geo Energy Plant
+
+
+
+The Geo Energy Plant produces energy with a minimal amount of [waste](/wiki/waste/) by using the
+planets own processes such as wind, waves, solar and geo thermal. The higher the level of the
+building the more energy is produced.
+
+#### Requirements
+
+- [Planetary Command Center](/wiki/planetary-command-center/) Lvl 1
+
+**Categories:** [Energy Buildings](/wiki/#energy-buildings), [Resources](/wiki/#resources)
diff --git a/content/wiki/geo-thermal-vent.md b/content/wiki/geo-thermal-vent.md
new file mode 100644
index 0000000..39f85ff
--- /dev/null
+++ b/content/wiki/geo-thermal-vent.md
@@ -0,0 +1,17 @@
+---
+title: 'Geo Thermal Vent'
+---
+
+# Geo Thermal Vent
+
+
+
+The Geo Thermal Vent occurs naturally on some planets. It is a great source of clean energy that
+doesn't cost a plot.
+
+It can be built at the [Archaeology Ministry](/wiki/archaeology-ministry/) by using chalcopyrite
+[glyph](/wiki/glyph/) combined with a sulfur [glyph](/wiki/glyph/).
+
+At level 1 it provides 4000 energy + 4% per science affinity point.
+
+**Categories:** [Natural Resources](/wiki/#natural-resources)
diff --git a/content/wiki/getting-started.md b/content/wiki/getting-started.md
new file mode 100644
index 0000000..582db34
--- /dev/null
+++ b/content/wiki/getting-started.md
@@ -0,0 +1,54 @@
+---
+title: 'Getting Started'
+---
+
+# Getting Started
+
+You may have just stumbled upon [The Lacuna Expanse](/wiki/the-lacuna-expanse/) and are wondering
+it's all about.
+
+For some getting started quicklinks click [HERE](/wiki/new-player-quick-links/)
+
+[The Lacuna Expanse](/wiki/the-lacuna-expanse/) is a massively multiplayer online game where each
+player takes the helm of a fledgling empire. You compete against, and form
+[alliances](/wiki/alliances/) with, other players in a massive land grab. And you resolve your
+differences not with fleets of [ships](/wiki/ships/), but instead by fighting a cold war with
+espionage.
+
+There are three phases to the game, and you can take part in one or all of them.
+
+The first phase is what we call the SimCity phase. Basically, it's all about designing your city on
+the planet surface. This is by far the easiest phase and many players are content to never leave it.
+
+The second phase is the exploration and espionage phase. In this phase you're out scouting the
+planets and stars around you, and and sending [spies](/wiki/spies/) to other player's planets to
+steal technology, sabotage their growth, and collect information. [Spies](/wiki/spies/) have dozens
+of different skills which make them quite versatile. Along the way you'll probably make a few
+friends, find trading partners, and maybe even form [alliances](/wiki/alliances/).
+
+That brings us to the third phase, [alliances](/wiki/alliances/). In Lacuna,
+[alliances](/wiki/alliances/) are far more powerful than in other games. Here,
+[alliances](/wiki/alliances/) build massive [space station](/wiki/space-station/)s the size of
+entire planets. They take control of entire star systems, form a government, and enact laws that the
+rest of the players under your jurisdiction must follow or face the consequences. Of course, you may
+not like that, at which point you and a bunch of your friends may send an army of
+[spies](/wiki/spies/) to sabotage and eventually destroy the [space station](/wiki/space-station/);
+and with it, take the alliance's power away!
+
+Now that you know a little about the Expanse you'll probably want to get either the
+[iPhone client](/wiki/iphone-client/), or log in using the [web client](/wiki/web-client/) and
+create your first empire. Read about [species affinities](/wiki/species-affinities/) and strategy
+guides may help you to start.
+
+The best way to learn how to play the game is to play the in-game tutorial. You'll get an in-game
+message from an empire called Lacuna Expanse Corp. Read it, and do what they tell you to do. Should
+you get lost or confused about what to do next in the tutorial send a message to Lacuna Expanse
+Corp. You'll get a message back telling you what you need to do next in the tutorial.
+
+If along the way you have any trouble, you can post in in the
+[Support forums](https://community.lacunaexpanse.com/forums), or ask in chat.
+
+You may also get contact information about Game Admins that are available to assist you if necessary
+by clicking [HERE](/wiki/game-administrators-or-admins/):
+
+Enjoy your game!
diff --git a/content/wiki/glyph-combination.md b/content/wiki/glyph-combination.md
new file mode 100644
index 0000000..926cfa9
--- /dev/null
+++ b/content/wiki/glyph-combination.md
@@ -0,0 +1,69 @@
+---
+title: 'Glyph Combination'
+---
+
+# Glyph Combination
+
+\*Please mouse over on [Glyph](/wiki/glyph/) icon to get its name
+
+- = [Geo Thermal Vent](/wiki/geo-thermal-vent/)
+
+- - - = [Crashed Ship Site](/wiki/crashed-ship-site/)
+
+- - - = [Ravine](/wiki/ravine/)
+
+\+ = [Volcano](/wiki/volcano/)
+
+\+ = [Natural Spring](/wiki/natural-spring/)
+
+---
+
+\+ + + = [Black Hole Generator](/wiki/black-hole-generator/)
+
+- - = [Interdimensional Rift](/wiki/interdimensional-rift/)
+
+\+ ++ = [Terraforming Platform](/wiki/terraforming-platform/)
+
+---
+
+**Ruins of Great Race**
+
+- - - = [Gratch's Gauntlet](/wiki/gratch-s-gauntlet/)
+
+\+ = [Kalavian Ruins](/wiki/kalavian-ruins/)
+
+\+ + + = [Temple of the Drajilites](/wiki/temple-of-the-drajilites/)
+
+\+ + + = [Library of Jith](/wiki/library-of-jith/)
+
+\+ + + = [Citadel of Knope](/wiki/citadel-of-knope/)
+
+\+ + + = [Oracle of Anid](/wiki/oracle-of-anid/)
+
+- - - = [Pantheon of Hagness](/wiki/pantheon-of-hagness/)
+
+---
+
+##### Five options to build [Halls of Vrbansk](/wiki/halls-of-vrbansk/)
+
+1. \+ + +
+2. \+ + +
+3. \+ + +
+4. ***
+5. ***
+
+---
+
+**Natural Food Resource**
+
+\+ = [Algae Pond](/wiki/algae-pond/)
+
+\+ = [Amalgus Meadow](/wiki/amalgus-meadow/)
+
+\+ = [Denton Brambles](/wiki/denton-brambles/)
+
+\+ = [Lapis forest](/wiki/lapis-forest2/)
+
+\+ = [Malcud field](/wiki/malcud-field/)s
+
+You might also like : \* [Glyph Recipes](/wiki/glyph-recipes/)
diff --git a/content/wiki/glyph-recipes.md b/content/wiki/glyph-recipes.md
new file mode 100644
index 0000000..ead500e
--- /dev/null
+++ b/content/wiki/glyph-recipes.md
@@ -0,0 +1,55 @@
+---
+title: 'Glyph Recipes'
+---
+
+# Glyph Recipes
+
+The following are [glyph](/wiki/glyph/) recipes as documented in this wiki. [Glyph](/wiki/glyph/)
+recipes can be used to construct [Glyph](/wiki/glyph/) [Buildings](/wiki/buildings/) at the
+[Archaeology Ministry](/wiki/archaeology-ministry/). This list on this page only lists the required
+[glyph](/wiki/glyph/)s to build each building. To create the [Glyph](/wiki/glyph/) Building Plan the
+[glyph](/wiki/glyph/)s must be assembled in the correct order. To see the correct order go to the
+wiki page specific to the building that you wish to build.
+
+[Glyph](/wiki/glyph/) [buildings](/wiki/buildings/) are not constrained by the usual time
+requirements for [buildings](/wiki/buildings/). They always take 15 seconds to build, regardless of
+the building or [happiness](/wiki/happiness/) level. Upgrade times are also unaffected by
+[happiness](/wiki/happiness/) however higher level upgrades may take longer than 15 seconds.
+Upgrading a [glyph](/wiki/glyph/) building for example to level 20 can take about 15 minutes.
+
+[Glyph](/wiki/glyph/)s can be upgraded beyond level 1 using the
+[Halls of Vrbansk](/wiki/halls-of-vrbansk/). Some decorative [glyph](/wiki/glyph/)
+[buildings](/wiki/buildings/) like the [Lagoon](/wiki/lagoon/) and
+[Grove of trees](/wiki/grove-of-trees/) may be upgraded like any normal building. Also, the
+[Mission Command](/wiki/mission-command/) has several missions giving [plans](/wiki/plans/) beyond
+level one. Some [plans](/wiki/plans/) obtained by the [Excavator](/wiki/excavator/) also are for
+[Glyph](/wiki/glyph/) [Buildings](/wiki/buildings/) in excess of level 1.
+
+Only one of a resource producing feature, or Great Race technology building of each type will
+function per planet. [Glyph](/wiki/glyph/) [buildings](/wiki/buildings/) and features use poorly
+understood phenomena that seem to interfere with or deplete each other. Thus all attempts by our
+best engineers have been unable to make a functioning second [ravine](/wiki/ravine/), a second
+[volcano](/wiki/volcano/), a second Citadel, etc. on a planet once the first is operational.
+
+_Note:_ This list will need to be updated as more [glyph](/wiki/glyph/)
+[buildings](/wiki/buildings/) become available in the game.
+
+
+
+
+
+**Categories:** [Buildings](/wiki/#buildings), [Great Race Ruins](/wiki/#great-race-ruins)
+
+## Community notes
+
+> **Lisvenachux Roytulin:** What happen if the wrong glyph is combined?
+
+> **tsgeisel:** If you have the glyphs in the wrong order, or use the wrong glyphs, you get a "Those
+> glyphs do not combine in that way" message. Nothing is lost.
+
+> **Peeter Susi:** When I discover of one glyph then I get Decorative plan mostly and when I do one
+> or two glyph mix then I get more better in decorative plan
+
+> **war4peace:** Halls of Vrbansk glyph order: 1 , = Goethite + Halite + Gypsum + Trona 2 , = Gold +
+> Anthracite + Uraninite + Bauxite 3 , = Kerogen + Methane + Sulfur + Zircon 4 , = Monazite +
+> Fluorite + Beryl + Magnetite 5 , = Rutile + Chromite + Chalcopyrite + Galena
diff --git a/content/wiki/glyph.md b/content/wiki/glyph.md
new file mode 100644
index 0000000..6d18534
--- /dev/null
+++ b/content/wiki/glyph.md
@@ -0,0 +1,59 @@
+---
+title: 'Glyph'
+---
+
+# Glyph
+
+Glyphs are ancient remnants of [the Great Race](/wiki/the-great-race/) and are thought to have been
+a source of power for them. Much research has gone into unlocking the mysteries of these ancient
+tablets. Many modern empires have managed to tap some of the powers that these tablets hold and have
+grown to be empires of great strength. Even to this day no empire has fully unlocked the many
+mysteries of these ancient tablets and it is believed that much more regarding them will yet be
+discover.
+
+20 different glyphs are known to exist. One for each of the main ore types. These are:
+
+- Anthracite
+- Bauxite
+- Beryl
+- Chalcopyrite
+- Chromite
+- Flourite
+- Galena
+- Goethite
+- Gold
+- Gypsum
+- Halite
+- Kerogen
+- Magnetite
+- Methane
+- Monazite
+- Rutile
+- Sulfur
+- Trona
+- Uraninite
+- Zircon
+
+Some glyphs may be rarer or considered to be of greater value than other glyphs depending on the Ore
+type as some ores are more common than others in different bodies than in others. Also some glyphs
+may be more commonly used than others as can be seen in the [Glyph Recipes](/wiki/glyph-recipes/)
+page.
+
+Glyphs are used in the manufacturing of Glyph [Buildings](/wiki/buildings/).
+
+Glyphs can be found by the:
+
+- [Archaeology Ministry](/wiki/archaeology-ministry/)
+- [Excavator](/wiki/excavator/)s
+- Dillon Forge
+
+They can also be bought and sold by:
+
+- [Trade Ministry](/wiki/trade-ministry/)
+- [Subspace Transporter](/wiki/subspace-transporter/)
+
+They can also be stolen by [spies](/wiki/spies/) using the mission,
+[Appropriate Resources](/wiki/appropriate-resources/).
+
+Current known uses of glyphs can be seen in [Glyph Recipes](/wiki/glyph-recipes/). The most
+frequently used recipes are the ones for the [Halls of Vrbansk](/wiki/halls-of-vrbansk/).
diff --git a/content/wiki/gratch-s-gauntlet.md b/content/wiki/gratch-s-gauntlet.md
new file mode 100644
index 0000000..9362c7e
--- /dev/null
+++ b/content/wiki/gratch-s-gauntlet.md
@@ -0,0 +1,34 @@
+---
+title: "Gratch's Gauntlet"
+---
+
+# Gratch's Gauntlet
+
+
+
+Thought to be one way [the Great Race](/wiki/the-great-race/) protected themselves from enemy
+agents.
+
+Slows down infiltration time by 3 hours per level of the gauntlet. While [spies](/wiki/spies/) are
+mired and spending time trying to find their way through the gauntlet, they cannot attack and are
+vulnerable to [security sweep](/wiki/security-sweep/)s. Because [spies](/wiki/spies/) from allies
+don't "infiltrate", they are immune to Gratch's Gauntlet.
+
+The actual practical usefullness of this [glyph](/wiki/glyph/) building is often highly debated.
+Most arguements revolve around the fact that this building does not actualy catch incoming
+[spies](/wiki/spies/) and just slows them down. Still the player is actually required to run
+[security sweep](/wiki/security-sweep/)s to catch mirred down [spies](/wiki/spies/). Othere debates
+tend to center around what level to build it to whether level 8 is suffiecent to keep
+[spies](/wiki/spies/) mirred down for 24 hours, or to keep them mirred down for a full 90 hours.
+
+Note: previously this building was in-effective, but since the zero-travel-time spy bug has been
+fixed Gratch's Gauntlet should now work correctly.
+
+You can build this at the [archaeology ministry](/wiki/archaeology-ministry/) by combining chromite,
+bauxite, gold, and kerogen [glyph](/wiki/glyph/)s.
+
+**Categories:** [Great Race Ruins](/wiki/#great-race-ruins), [Spies](/wiki/#spies)
+
+## Community notes
+
+> **palmpalm:** Thanks for the 1+15 UF!
diff --git a/content/wiki/gratch-s-power-ui.md b/content/wiki/gratch-s-power-ui.md
new file mode 100644
index 0000000..d13dcae
--- /dev/null
+++ b/content/wiki/gratch-s-power-ui.md
@@ -0,0 +1,23 @@
+---
+title: "Gratch's Power UI"
+---
+
+# Gratch's Power UI
+
+The Power UI is a downloadable user interface for [The Lacuna Expanse](/wiki/the-lacuna-expanse/)
+that is intended for power players. It does not have all the features of the official clients (yet),
+but it does make managing the task of a large empire easier.
+
+You can download it here.
+
+You'll need to install Adobe Air to use this client.
+
+The current version is 0.5.6 released on 04/29/2011.
+
+Also check out the [clients and utilities](/wiki/clients-and-utilities/) page.
+
+## Community notes
+
+> Who made this?
+
+> **Jay:** I think Gratch would have made this ;-)
diff --git a/content/wiki/great-ball-of-junk.md b/content/wiki/great-ball-of-junk.md
new file mode 100644
index 0000000..352a979
--- /dev/null
+++ b/content/wiki/great-ball-of-junk.md
@@ -0,0 +1,22 @@
+---
+title: 'Great Ball of Junk'
+---
+
+# Great Ball of Junk
+
+
+
+The Great Ball of Junk is a monument that you can build on your planet entirely out of
+[waste](/wiki/waste/). Once built it provides huge amounts of [happiness](/wiki/happiness/) through
+tourism.
+
+Requires level 23 [university](/wiki/university/). Does not use a plot. You are only allowed 1 of
+these [buildings](/wiki/buildings/) per planet.
+
+If you [demolish](/wiki/demolish/) one, you do not regain any [waste](/wiki/waste/).
+
+As with all Junk [happiness](/wiki/happiness/) [buildings](/wiki/buildings/), it cannot be upgraded
+except through the use of halls and won't use up any [waste](/wiki/waste/) in the upgrade.
+
+**Categories:** [Happiness Buildings](/wiki/#happiness-buildings),
+[Waste Buildings](/wiki/#waste-buildings)
diff --git a/content/wiki/grove-of-trees.md b/content/wiki/grove-of-trees.md
new file mode 100644
index 0000000..9b38c9e
--- /dev/null
+++ b/content/wiki/grove-of-trees.md
@@ -0,0 +1,23 @@
+---
+title: 'Grove of Trees'
+---
+
+# Grove of Trees
+
+
+
+A decoration for your planet, that displays a nice thick grove of trees. As of server 3.0400
+generates a small amount of energy, can be upgraded to increase this resource production. You are
+allowed 9 of these [buildings](/wiki/buildings/) per planet.
+
+You'll get a free plan for this when your seventh friend accepts their invitation to the game using
+the in-game invitation system.
+
+Playing Tip: Unlike most other [glyph](/wiki/glyph/) [buildings](/wiki/buildings/) this building is
+upgradeable using regular [resources](/wiki/resources/). You can only upgrade this building 1 level
+above your [university](/wiki/university/) level via this mean to a maximum of level 30.
+
+You can also build this in the [Archaeology Ministry](/wiki/archaeology-ministry/) by using a single
+Methane [glyph](/wiki/glyph/).
+
+**Categories:** [Decorations](/wiki/#decorations)
diff --git a/content/wiki/habitable-planets.md b/content/wiki/habitable-planets.md
new file mode 100644
index 0000000..b359258
--- /dev/null
+++ b/content/wiki/habitable-planets.md
@@ -0,0 +1,11 @@
+---
+title: 'Habitable Planets'
+---
+
+# Habitable Planets
+
+Everyone starts on one in their orbit range. Players always start off on a size 45, but sizes 30-70
+exist. Size 55 is the maximum in orbit 3. Size 60 occurs more often in orbits 1 & 7, or the central
+zone.
+
+Mineral composition of all can be found in the [Bodies Composition](/wiki/bodies-composition/) page.
diff --git a/content/wiki/hack-network-19.md b/content/wiki/hack-network-19.md
new file mode 100644
index 0000000..63d98d9
--- /dev/null
+++ b/content/wiki/hack-network-19.md
@@ -0,0 +1,19 @@
+---
+title: 'Hack Network 19'
+---
+
+# Hack Network 19
+
+The spy assignment Hack Network 19 is used to cost a planet [happiness](/wiki/happiness/), and if
+succesful results in an insulting message about the empire being posted on Network 19.
+
+The [happiness](/wiki/happiness/) lost due to this missions seems to start at about -5k, but
+increases with the level of the spy to possibly as much as -25k.
+
+This mission seems to be more focused on insulting the defending empire than causing any significant
+damage. This fact is also further shown since this assignment has one of the shortest recovery times
+of approximately 2 hours.
+
+Note: This mission does not allow you to select what the message will actually say.
+
+**Categories:** [Spies](/wiki/#spies)
diff --git a/content/wiki/hall-production-by-planet.md b/content/wiki/hall-production-by-planet.md
new file mode 100644
index 0000000..5ccc6f8
--- /dev/null
+++ b/content/wiki/hall-production-by-planet.md
@@ -0,0 +1,51 @@
+---
+title: 'Hall Production by Planet'
+---
+
+# Hall Production by Planet
+
+I thought I might share this with [The Lacuna Expanse](/wiki/the-lacuna-expanse/) community. For
+anyone who is trying to "specialize" in finding certain [glyph](/wiki/glyph/)s for their hall
+production, this is a reference you might consider looking at. Since the storm, there have been new
+body types added, and [zones](/wiki/zones/) are very different now. it is harder to find proper
+excavating sites. I want to give this reference to people. In this wiki page, I will not share
+locations to these body types. You must find them on your own. If you are in dire need for a planet
+type, I recommend getting a BHG ([Black Hole Generator](/wiki/black-hole-generator/)) and change
+some planets to types that would fit your needs. For more information on BHGs please click
+[here](/wiki/black-hole-generator/).
+
+Bodies to look for when getting halls.
+
+_\*NOTE: This is only two out of the five recipes for making halls. I will add the other three
+another day..._
+
+Specified Recipe: gold, anthracite, uraninite, bauxite
+
+(Uraninite) Find p21s (Gold) Find p26s or a5s (Anthracite) Find p8s or a10s (Bauxite) Find p5s
+
+Specified Recipe : goethite, halite, gypsum, trona
+
+(Goethite) Colonize g5 [Gas Giants](/wiki/gas-giants/) or Find p15s (Halite) Find p27s or Colonize
+pg3 [Gas Giants](/wiki/gas-giants/) (Gypsum) Find p24s (Trona) Find p17s
+
+\*p28s will give a good balance goethite, halite, and gypsum for this recipe.
+
+I hope this reference helps those who are looking to make good hall production. Also there are other
+links which could help you.
+
+[Bodies Composition](/wiki/bodies-composition/)
+
+[Excavator](/wiki/excavator/)
+
+[Archaeology Ministry](/wiki/archaeology-ministry/)
+
+[Halls of Vrbansk](/wiki/halls-of-vrbansk/)
+
+If anyone would like to volunteer and share their strategies or give useful advice when trying to
+specialize in finding certain [glyph](/wiki/glyph/)s, please do not hesitate to do so. Voluntary
+advice can be recorded in the space below.
+
+- \[Your advice here\]
+- \[Your advice here\]
+
+I am Protista, the author of this article
diff --git a/content/wiki/halls-of-vrbansk.md b/content/wiki/halls-of-vrbansk.md
new file mode 100644
index 0000000..baaaa32
--- /dev/null
+++ b/content/wiki/halls-of-vrbansk.md
@@ -0,0 +1,47 @@
+---
+title: 'Halls of Vrbansk'
+---
+
+# Halls of Vrbansk
+
+
+
+The Halls of Vrbansk are said to be the source of the ancient wisdom of
+[the Great Race](/wiki/the-great-race/). You can use the [plans](/wiki/plans/) for the Halls of
+Vrbansk to upgrade some permanent structures.
+
+**[Glyph recipes](/wiki/glyph-recipes/):** The Halls of Vrbansk plan can be built at the
+[Archaeology Ministry](/wiki/archaeology-ministry/) using any of the following recipes.
+
+1. goethite, halite, gypsum, trona
+2. gold, anthracite, uraninite, bauxite
+3. kerogen, methane, sulfur, zircon
+4. monazite, fluorite, beryl, magnetite
+5. rutile, chromite, chalcopyrite, galena
+
+**Upgrading a [glyph](/wiki/glyph/) building:** At one time, before scientists fully understood the
+Halls of Vrbansk, it was necessary to actually build a Hall Building before a sacrifice could be
+made. Now the technology has been improved and you can upgrade [Glyph](/wiki/glyph/)
+[Buildings](/wiki/buildings/) directly (using the upgrade button).
+
+You still need sufficient Hall [plans](/wiki/plans/) before you can upgrade however. The number of
+Hall [plans](/wiki/plans/) should equal the level of the building after you upgrade it. So, to
+upgrade a level 5 building you will need 6 [plans](/wiki/plans/).
+
+**Note. Some permanent [buildings](/wiki/buildings/) ([crater](/wiki/crater/), platforms,
+[grove of trees](/wiki/grove-of-trees/)) can no longer be upgraded via Halls (but why would you want
+to?).**
+
+To upgrade a permanent building with halls, click on the building, as you would any other, and click
+the 'upgrade' button. The correct number of hall [plans](/wiki/plans/) will be deducted and the
+upgrade will be scheduled.
+
+If you don't have enough hall [plans](/wiki/plans/) for the upgrade, the button will not be
+displayed and you will have a message to that effect instead.
+
+Note: You can only upgrade a [glyph](/wiki/glyph/) building to your [University](/wiki/university/)
+level +1.
+
+**[Buildings](/wiki/buildings/) upgraded in this manner are also limited to level 30.**
+
+**Categories:** [Great Race Ruins](/wiki/#great-race-ruins)
diff --git a/content/wiki/happiness.md b/content/wiki/happiness.md
new file mode 100644
index 0000000..04322a1
--- /dev/null
+++ b/content/wiki/happiness.md
@@ -0,0 +1,56 @@
+---
+title: 'Happiness'
+---
+
+# Happiness
+
+Happiness is a measure of how much the people are behind you when it comes to colonizing other
+planets. Without this backing your people simply aren't motivated enough to explore outside their
+known world. There is no cap to the amount of happiness you can accumulate on each planet, and each
+planets happiness is independent from the others.
+
+Happiness can be affected in several ways:
+
+- [Buildings](/wiki/buildings/) that give you +happiness/hr, such as the
+ [University](/wiki/university/), [Entertainment District](/wiki/entertainment-district/),
+ [Park](/wiki/park/), [Luxury Housing](/wiki/luxury-housing/), Capital, and
+ [theme Park](/wiki/theme-park/).
+- Adding food to a [park](/wiki/park/) or [theme park](/wiki/theme-park/), even before the party is
+ over and you get the party bonus (this can be immensely useful when construction times are very,
+ oh so very slow or booked in advance for days).
+- If you have [pollution](/wiki/pollution/), you lose 1 happiness per point of
+ [pollution](/wiki/pollution/) that isn't sequestered in a
+ [Waste Sequestration Well](/wiki/waste-sequestration-well/), [Ravine](/wiki/ravine/),
+ [crater](/wiki/crater/), or [Interdimensional Rift](/wiki/interdimensional-rift/).
+- Building new [buildings](/wiki/buildings/) that use food give you happiness equal to the amount of
+ food used, provided you have at least 4 types of food available (more than 4 types doesn't give
+ more happiness than 4); demolishing [buildings](/wiki/buildings/) subtract happiness based on the
+ food that was used to build them.
+- if you have exactly 3 types of food, happiness doesn't change
+- If you have less than 3 types of food, then building and upgrading [buildings](/wiki/buildings/)
+ will cause you to lose happiness.
+- Having negative [plots](/wiki/plots/) affects happiness generation as well.
+
+Each planet that you colonize requires a single lump sum of happiness that is subtracted from your
+current happiness of the planet you launch your [colony ship](/wiki/colony-ship/) from, and each
+additional planet takes an increasing amount of happiness.
+
+Negative happiness increases the build time for everything on the planet by 1% for every 1,000
+negative happiness. The only exception to this is [glyph](/wiki/glyph/)
+[buildings](/wiki/buildings/) which only have longer build times based on the building level. The
+[Essentia](/wiki/essentia/) cost of rush completing a building in the Construction Ministry does not
+increase due to unhappiness levels.
+
+There is also a cap (9,223,372,036,854,775,807) for the maximum amount of happiness (or theorically,
+UNhappiness) a colony can have.
+
+Here is a table depicting the first 8 colony costs for each growth affinity.
+
+ | 1 | 2 | 3 | 4 | 5 | 6 | 7 | | 1 | 100000 | 100000 | 100000 | 100000 | 100000 | 100000 | 100000 | | 2 | 274000 | 273000 | 272000 | 271000 | 270000 | 269000 | 268000 | | 3 | 750760 | 745290 | 739840 | 734410 | 729000 | 723610 | 718240 | | 4 | 2057083 | 2034642 | 2012365 | 1990252 | 1968300 | 1946511 | 1924884 | | 5 | 5636406 | 5554572 | 5473633 | 5393581 | 5314410 | 5236115 | 5158687 | | 6 | 15443752 | 15163982 | 14888280 | 14616604 | 14348907 | 14085148 | 13825282 | | 7 | 42315881 | 41397669 | 40496121 | 39610995 | 38742049 | 37889047 | 37051754 | | 8 | 115945512 | 113015635 | 110149449 | 107345795 | 104603533 | 101921536 | 99298699 | | | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
+
+## Community notes
+
+> **Tralala French:** Negative happiness increases the build time for everything on the planet by 1%
+> for every 10,000 negative happiness. <--- actually more like 1% for every 1000 negative happiness.
+
+> **rammo:** updated the wiki on that
diff --git a/content/wiki/how-spying-works.md b/content/wiki/how-spying-works.md
new file mode 100644
index 0000000..883f438
--- /dev/null
+++ b/content/wiki/how-spying-works.md
@@ -0,0 +1,181 @@
+---
+title: 'How Spying Works'
+---
+
+# How Spying Works
+
+Here's everything you need to know about spying if you want to get into the nitty gritty details of
+everything about spying.
+
+First let's start with a flow chart that you can reference to see how all these pieces fit together.
+
+**NOTE:** The chart is not complete. It is meant to give you an idea of what can happen, not
+necessarily will happen. For example "No Contact" can be triggered if there's no one there to kill
+just as easily if there's no one there to knock out. And there are more than 3 possible outcomes on
+each side of the equation. Just flow charting all of that would be a very large flow chart.
+
+1. [Security ministry](/wiki/security-ministry/) lists the name and level of all the foreign
+ [spies](/wiki/spies/) on your planet, or that are coming to your planet.
+ [Security ministry](/wiki/security-ministry/) saps [happiness](/wiki/happiness/) from your planet
+ for its oppression.
+
+2. Definitions:
+
+**spy** = An operative working on a planet.
+
+**attacker** = A spy running offensive missions.
+
+**defender** = A spy running defensive missions.
+
+**unavailable** = A period of time (in seconds) where a spy cannot perform a mission.
+
+**infiltration** = 1 hour for foreign [spies](/wiki/spies/), 0 for [spies](/wiki/spies/) from your
+empire. This represents the time necessary to get into position to start doing missions. The time
+for foreign [spies](/wiki/spies/) to infiltrate is modified if the [glyph](/wiki/glyph/) building
+[Gratch's Gauntlet](/wiki/gratch-s-gauntlet/) is present.
+
+**deception** = A species affinity that is applied to spying. Has a range of 1 to 7.
+
+**espionage** = The level of the [Espionage Ministry](/wiki/espionage-ministry/) on a spy's home
+world.
+
+**offense** = (espionage \* 75) + (deception \* 50). Is recalculated if spy is home when espionage
+is increased.
+
+**security** = The level of the [Security Ministry](/wiki/security-ministry/) on a spy's home world.
+
+**defense** = (security \* 75) + (deception \* 50). Is recalculated if the spy is home when security
+is increased.
+
+**base** = The amount by which all [spies](/wiki/spies/) are compared to determine their level.
+Current value: 200
+
+**skills** = Specialty areas for a spy. They are intel, mayhem, theft, and politics
+
+**xp** = The amount of points added to a skill after a mission.
+
+**luck** - a random number between -500 and positive 500. It represents that sometimes things out of
+your control can affect what happens in any given situation.
+
+**home field advantage** - The [security ministry](/wiki/security-ministry/) level \*
+[security ministry](/wiki/security-ministry/) efficiency / 2. Specifically the
+[security ministry](/wiki/security-ministry/) of the planet the mission is taking place on. A little
+bonus for defenders.
+
+**intel** = A skill in doing intelligence related missions such as gathering intelligence and
+rescuing comrades. Starting value: 0
+
+**mayhem** = A skill in doing chaos missions such as sabotaging [buildings](/wiki/buildings/) and
+assassinating [spies](/wiki/spies/). Starting value: 0
+
+**theft** = A skill in doing stealing missions such as stealing [ships](/wiki/ships/) and building
+[plans](/wiki/plans/). Starting value: 0
+
+**politics** = A skill in doing political missions such as turning [spies](/wiki/spies/) and causing
+rebellion.
+
+**level** = int((offense + defense + intel + mayhem + theft + politics) / base). A way to compare
+[spies](/wiki/spies/).
+
+**mission** = Anything in a spy's mission pull down (in the
+[intelligence ministry](/wiki/intelligence-ministry/)) that is not "idle".
+
+**mission.skill** = Each mission has an associated skill, except for
+[Counter Espionage](/wiki/counter-espionage/), which gets a dynamic associated skill depending on
+what skill the attacker has from his mission.
+
+**outcome** = The result of a successful mission. It could be that a ship is stolen, or a spy is
+killed or captured. Each mission has a series of possible outcomes. When mission is successful, a
+random outcome will be determined.
+
+**win** = A mission with an outcome for the attacker.
+
+**lose** = A mission with an outcome for the defender.
+
+**power** \= offense + mission.skill. The total number of points an attacker has during a mission.
+
+**toughness** = defense + mission.skill. The total number of points a defender has during a mission.
+
+**breakthru** = power - toughness - home field advantage + luck. This represents the percent chance
+that an attacker has of getting an outcome. A positive breakthru means the attacker wins.
+
+**hour** = 60 \* 60. Measured in seconds.
+
+**difficulty** = The ranking of a mission starting with
+"[Counter Espionage](/wiki/counter-espionage/)" and ending with
+"[Incite Insurrection](/wiki/incite-insurrection/)". The greater the difficulty the longer the
+recovery period, and also the greater risk. For example, running "Gather Resource Intelligence"
+missions, your spy will never be killed. However, running higher level missions can absolutely put
+your spy at risk.
+
+**recovery** = difficulty - (level \* 200). The amount of time (in seconds) it takes before a spy is
+ready to do another mission. NOTE: For [Counter Espionage](/wiki/counter-espionage/), the recovery
+time is half the recovery time of the offensive mission that was run against the spy.
+
+**retirement** = After 150 offensive, or 150 defensive missions, your spy will retire. Meaning a spy
+could do 298 missions, then the next one would be his last.
+
+3. When a spy comes to your planet, that spy will be unavailable for infiltration.
+
+4. The defending player usually sets the defenders in advance. The mission is
+ "[Counter Espionage](/wiki/counter-espionage/)".
+
+5. The attacking player chooses a mission and it is executed as soon as the mission is selected. At
+ this point, a random defender is chosen and breakthru is calculated.
+
+5a) If breakthru is negative, then the defender gets an outcome. Defender earns 10 xp toward
+mission.skill. Attacker earns 6 xp toward mission.skill.
+
+5b) If percentile is less than breakthrough, then defender earns 6 xp toward mission.skill. Attacker
+gets an outcome and earns 10 xp toward mission.skill. Defender is set unavailable for recovery.
+
+6. Attacker is set unavailable for recovery.
+
+7. Player is sent immediate feedback of "Success" or "Failure". And a message id will be passed to
+ the client, so the client can provide a direct link into the inbox to read the outcome.
+
+8. After recovery defenders are set back to a mission of
+ "[Counter Espionage](/wiki/counter-espionage/)", but attackers are set back to "Idle".
+
+9. Spy level is taken into account in many outcomes. For example, you can't steal a building that
+ has a level higher than your spy. And the building will be damaged by an amount equal to the spy
+ level.
+
+---
+
+Comments by Argos
+
+JT mentioned in chat last night that each time you perform a spy attack, a random defending spy is
+selected to defend against it. That wasn't clear to me before. I had some notion that the attacker
+was going up against the sum of all defenders.
+
+Some implications that aren't spelled out:
+
+- Step 5a says that if your spy is worse than the defender's, you always lose unless you're close
+ enough for luck to matter.
+- Mission difficulty appears not to affect the chance of success, only the length of time you need
+ to spend recovering afterwards.
+
+**Categories:** [Spies](/wiki/#spies)
+
+## Community notes
+
+> **Argos:** Some people claim to have captured superior enemy spies while defending. The only way I
+> can see to square that with step 5 is if a very small number of "success" outcomes actually
+> involve the attacking spy being captured.
+
+> **Gareth Schakel:** Why shouldn't that be possible? even a Moron can avoid a wall of fire with
+> luck.
+
+> **Oortesia:** I have heard that defending spies on their own planet get some bonus, so that may be
+> how a lower level spy could capture a higher one?
+
+> **rivkin:** Does XP affect level at all?
+
+> As noted on the Spies page, spies have a limited lifetime: "Spies can run 150 offensive or 150
+> defensive missions before they retire." /wiki/spies/
+
+> **Krijger:** Is it possible to retrieve spies from deployment?
+
+> **Captain Siscold:** Yes, spies can be retrieved from a planet by going to the starmap and
+> clicking on the planet that they are on, then use the "Fetch Spies" tab to get them back.
diff --git a/content/wiki/hulk.md b/content/wiki/hulk.md
new file mode 100644
index 0000000..cc5e989
--- /dev/null
+++ b/content/wiki/hulk.md
@@ -0,0 +1,26 @@
+---
+title: 'Hulk'
+---
+
+# Hulk
+
+
+
+The Hulk is a super [freighter](/wiki/freighter/). It's is terribly slow, but it can carry an
+exceptional amount of cargo. You can build it after [Trade Ministry](/wiki/trade-ministry/)
+level 25.
+
+The huge hulk requires [Trade Ministry](/wiki/trade-ministry/) LVL 30
+
+The fast hulk requires PropLab 25.
+
+When scripting the new hulks that recently became available, you can use the following as the ship
+types:
+
+hulk
+
+hulk\_huge
+
+hulk\_fast
+
+**Categories:** [Ships](/wiki/#ships)
diff --git a/content/wiki/hydrocarbon-energy-plant.md b/content/wiki/hydrocarbon-energy-plant.md
new file mode 100644
index 0000000..79fdaf2
--- /dev/null
+++ b/content/wiki/hydrocarbon-energy-plant.md
@@ -0,0 +1,21 @@
+---
+title: 'Hydrocarbon Energy Plant'
+---
+
+# Hydrocarbon Energy Plant
+
+
+
+The Hydrocarbon Energy Plant produces large amounts of energy at the cost of producing large amounts
+of [waste](/wiki/waste/) by burning hydrocarbons. It also uses significant amounts of ore in the
+production of this energy. The higher the building level the more energy is produced.
+
+Hydrocarbon energy is derived from burning hydrocarbons, so you'll need a good supply of kerogen,
+methane, or anthracite in order to power it.
+
+#### Requirements
+
+- [University](/wiki/university/) Lvl1
+- Source of hydrocarbons (kerogen, methane, anthracite)
+
+**Categories:** [Resources](/wiki/#resources), [Energy Buildings](/wiki/#energy-buildings)
diff --git a/content/wiki/icon-legend.md b/content/wiki/icon-legend.md
new file mode 100644
index 0000000..b6451b0
--- /dev/null
+++ b/content/wiki/icon-legend.md
@@ -0,0 +1,11 @@
+---
+title: 'Icon Legend'
+---
+
+# Icon Legend
+
+These are some of the icons you'll experience in the user interface and what they mean.
+
+ | Build. You can build/upgrade something on a tile when you see this icon. |
| Resource: Food. Referring to cost or production of food. |
| Resource: Water. Referring to the cost or production of water. |
| Resource: Energy. Referring to the cost or production of energy. |
| Resource: Ore. Referring to the cost or production of ore (minerals). |
| Resource: Waste. Referring to the cost or production of waste. |
| Time. How long something will take to accomplish. |
| Happiness. You need to keep your citizens happy or they will not back your expansion into the rest of the Expanse. |
| Essentia. The rarest of minerals in the Expanse. Essentia is traded as a source of currency, and also can be used as a catalyst to speed production, and more. |
| Clicking on this icon will take you to the planet side view, where you can see your planet surface. |
| Clicking on this icon will take you to a star system view, where you can see a list of the planets orbiting a star. |
| Clicking on this icon will take you to a star map, where you can view your position in the Expanse, and explore new star systems to conquer. |
| Your inbox, where you will receive reports, messages from other players, and more. |
| Your inbox when you have a new message waiting. |
| You can store links to various screens in the user interface, and outside the game. |
| Close the current window. |
+
+**Categories:** [Resources](/wiki/#resources)
diff --git a/content/wiki/images/algae-cropper.png b/content/wiki/images/algae-cropper.png
new file mode 100644
index 0000000000000000000000000000000000000000..5ae6251a712f60093c01722c665e4fa4c4e95aa7
GIT binary patch
literal 60541
zcmeAS@N?(olHy`uVBq!ia0y~yVANq?VASSdV_;xNsn~axf#Hpdr;B4qMckWP2e}Rz
z2sj+fS^NM0!O-g*+FfEFFF7CL`Eo&Q)0a;kiW6t%vM_khmQ;vfXkt}}Xh>k>5Nk+a
z1hE;KSix)#F|Z^u8<#=>*9~oqX9U)6_2oXIx%+R%)!heOYR^A$*z!k+=|&>sjYJfK
z*RackbniObo_wwT?2l@`2Qp!y;qjIeb+qZM~{DQeYam}i}<1!S$~Vqc11nD
zwEk`S4u<_L@*7#(jom1w5P_9TPhgxFZxc
zHnJwoUwU0(BMuCp{l$FgQKpwpM2GoY
zcmMTb#kuu$p}W`DUA5XC&n4(Bo#B3KW!W0p4CUMl>pps4pLXrSr83j4eb+AU($9MP
zIo{z`?fTkp0n+>W80b$=Bt$nwx`y6x`nZl1XH;DIe=(oTh|mrlL4X6waCW^+Pz
zZ_g2pT4x&Fx$V-jTT{2?{0@vR-}?8Pty}c`Z2jBwR_%@7CsMQ}HZ@wbnavATp{4S6FzGZTmRQK)7%vkGe+3dq+9GTKxZq>5eYo%|U
zeR-lb+otS&F5k;<*RDioGoSqx#bQy+S^_C*6G`+ITqv*sN(ed`?a!d->ct$P5Sq*M7u)!RrTz>H*S~3Rx5Md
zUAr~%$F-ER|JH7JZ>ut64dVfxsQZ}Zx_7yqtpKFI#@!oJIXG3zt$
zU)i^C?|ruOTdo^l|8BPT`s6K-Ss#=wPhdz4EH;vAm|d
z*+~}|yUd##|1N8MQeIxZxVis-Qr5w>3qkH%y7t}v&Gt`Y>Qz3-5>rSLiITU_f?akMhE$mz$KQH$$j=uKv{ZGArFCJ;}mX-g#
ze>3*`ea42DB}s4hR9>$ZXgjuB{Q1w>lNo9!^K3VNPGTGF)DKj+3x_KW(bT
zjQP_$6E|sjW@~J^wIw#6l2)5P4cjH#{x-)HOef?UIAP7KYp8=TOsZAaE{Pc?*Q8a3MZ8gK7IW7
z(9T_2?d`j-$*<}ExV?FTodQeM<%PCV{d2xwTC#8VsVr;H$@^`pYJRQtxBKbKwY|Bo
z@7)sXOK;w~&Sy*hzy7z{&(A+yKkAu3nf7@0v!8{0zOj+LAq8b~QYAdsFicgzBbly?FTa|6PVlp>&|KTdKhIB|%#!TC!+ZUCbI!!YIxCmv8a><9vDUX|
zC6mD78%IuWnR2tTv3;ZHht8>b>wda8Vb{Z$%3fS;{v32^
za`&ahZohgz&)5GaXV+3(vGwJP7fi2@a(;L3f5s$tcK?rC`T1%r(FXg^`Q@}td?~R0
z1gjB`k}i9W)5=v`jUr5fN80jdoY*AmH)~Vb^GeyZ>mJ-Oh)lYXQfsj3@yj!}-GwyI
zn>u(gI-cjynP_~PNmJ@(0dtO`^wgzXnhGvW1&0JAKTlQgFzI`pP>}oN%&~9b;w$&)
zZMqbxBh4=O)#iksr0M^c8FhLO!Y*9A=o{g2ddswJ|KChMnSLiRtSB;4&HR0S&hLEn
z({5K&n_ow*I(=Ctv4_Fo(ZdrQOPm(8giO(F4zfJ8B*njes-5)O%hlUnr%0^ckQ4H#
z^2$b;oM}s4Tu(MWS=z8W-xE0p=MOHtGe+vtmX+^%jmzM8X6bGzB+l
ze$4-?#D4q80g3s+hkqWtwd4QeuZQd74ru$jyNgG}|NFaOE${vxM^pO@WoDY)zSVnZ
z;)-mKX-kuMlr=?@=B#+$n|g17%1TA4Sre9;25~IVkP3S0n-clTrLj=(Sk9Fz0g5_r
zl%_W+ToUp0?G!4gy?Eg2RF`ODK98##B0PPXq{K}b&o#*0tK1hfHHGW%@5PfCG$fAl
zJY_xM=JDd^llqwZzjUNl{JZ?W;sN6U(>X
zPao|PXt}(mO-p#fnpv}FY?fuKyyXzgIdv&hAkzWgCLP5>iOYB6TneY1O71pZzHW-D
zmgD?+Y8^=nbA%tRIdVYbz}2k`tsDVM8WLCo8x*ufE$u`Tq#2q!RxF#yAre%{>A=yH
zzC20r*CFvtQ>CT?AKVh(&74yq@F3u9G`c0Kk5)VvMGcm
zXyUC0KWfZ2`Z@P&+;=vR6G#xrbGlH>u#CCJI8k*b-D^JozYR7?3Gkv
zr+I0H1Uu=g1RZ-jMOi2PeEVLN}4irT;WvJZHV>W*h5V~m+m;NI|c@0%N
z`(H{w#g|@Sefol5HE8zciHXmro|?wpTCI5a&VrVJg*ttzN((;iQR?dr4E4THEAW$r
zL34pZqET8x6wgx4zw2Gy>dt8v8p{7$EBNotlj{4yOmV(eR=W;3No6GRr0Bo7TPd_0O-VD*Ahny@310ix+A-OLe#NwK>Le
z$j|)X(2-VFH6`B2&&U1&H|L9DY
zKc2t8=MnE4>GztOS9=Q7O#Lb-z47s!>N9q)*KEFiqqxuV*&HVhUWdO^_kVk|UVfg=
z|LvPECml9@bb|4Cqlk2%d*6d*{?r?L9!PCYUE{u8{*ZOMLcqQgYXcYqrt^LNd@DM;
z@a4{Vlf4dAUu0RhLiN)BM{hE|{@+#n`pK6?AMTm&+w}3i@v%QeH#7F{Ra|7Tq2hg+
z>SUK0c}k)Bt@C=6zrVO~<=&138GEKPty(GD^2N^ga=F{z2j5bbye+u%Tf8~(z5M@k
z@7M8tSbt;HDxm|PI~KA3`;~TQdZPNq#QRTwbiRGm_+|Njw{y`uwu%O6&0pp(?=KkK>1(l6rgO;%t1C9{IzfQ0g|
zzx$YUpC5SqLEvkO(9+CXFFjsP^m(A9y(DO#?6Lht+P7{$S+4%#vh(w2YeYA#`r~hZ
z{&@=q-0m}G
zrKyMBdUsBk(9p87=($y`Y}#tKmc)qAozbTbxKBQNME*|nfBWa@ueXa%X%KSGuidg)
zHtzn6Bk>W_Prc7uWg-yzeDU#3T1C;d?^t*4+?x9M<{8uX_b+a~c)&GExvC9!
z#qpbA0|icsjdC^Y5$muQNW+H+gjHetgQuOWyh>I}RRT3JBOIDArIMv}@VKb62&B
zT!k}#noo}V|2%7b>|2(e?+xM~&N0`lXSn+3LxVAc3QPZ+iqpTHDk>B&*uAq=V0m!+
z`P}8%r+*(~z8AHA%cIxQj~P#jUtU|rcfo6s*|g&?mT^|?m6MZ|TXaf$U*G?OjO!YU
zk40+>dR^zpuU|gt;p`x`OFPy2TJ9Fa?Oc_~^?q;H;U~Qoob{F$F0EX_tS)am?*X{otD6;$i!J>J4cSM=GUYaOvC9wBrWv9k9-<@TZQ`lN3<=uF>Qo(1@
zQjs8j^25(gR?RYB7S~p|piJ%YlDsvWt|d~c%KNr&*N!!>F6>-!txCsiTS>)RuZE{teW%_p_!1sy
zx{8&Zzlrt0Z86)5`_{~fS}PnJU$89h6`aClIQRU-r=kbB?iEh2VP<4HBv_-clj-Bh
zXEvspa&muC^7ZX{q~#y4eZDrAXG&Pj9SiQ0PdPk17A>71bj+&cl7#uX_`|E$@9(nz
z_t^fZ`**noc`}SG4y#(G2XQ{kx>CwIKYfEyLyr)LVkYD5WlXP_;xt(bTee(ozo6K7
zEQ&o})*}2~bM}AD1r-{a3VRw9CKSE7^FvEBVeQjD9!n24UXJ+BGEt@RT%+{!3){=*
zFOt>_IsbFAzhlpQ6_JYj)jPf!Pn{GX#PQbd-jJ>xWHq_xu09C-7D`UF7Zg8+Pv=
z*gV+7+&I(tfkJEMagCobzx6ESLLAsR+0K4Ct26UYb@;xDHWS?m&mHRKU0$^=`{iaE
z_fXINqRTa}_y4&jX*c_=WWwKX`P@Hu@Be*hhxx&_F89qZPhQ-=KThob;Y}M{7koK<
z&%-u9_ixrDmV1%!ub*D_=If$Rsn`D=dcK>iu&UZw^l7T_8S$NRyumsA>_3j3zW(7(
zn*8aTO#dJKexH){rTyVi!>S*`Ca9DzjpeATUpcRWb^CV
z*au#4YcQ1a^7hc&nKAdX6MN(IppIo`89t9Et291W)H$TkRNU8nz4H0o;uGC6cm2X^
z9_!cg?*Em&|Iz;k{Qo)b|2q8sLC&tWuR_Nn9!~udm$gEn#dPWS<=a#D&REo=7UwEE
zW7n6YTCGJM3%#~IP-qFc#XjlllEl5@jUjO_84@L&UN$UXIQU$UP3oAHpvKeQ;vt|h43DLhLgtjr2!6HZb5!^8%lT5x1{3Zze|Gwyc!i7O{Z9kMa}lqX1~IWzKRmrl
zjf0C{B$P9s_tT;$D|r<;TD_tKcU-F0u#jz5o3>!h4{${`%{^@z*K^+z&pDGk4jRHQ{R58=tC|=Qhl*d-tsE|GT-&J-a+})`-5p
zYcJef*W+jICZg`aUi&6~XV)n^r<)d6_&9z^zmVwOmH8sC^GQpd!<@1W<(2XtK@pn|
zoXqKL=YOxXnd$LD_egGuBRlpif3V@$sf@&0t<+y!lPnqz&ro2jc(_OWUS-8D8y2w{
zyCy7K6X4alXw`!rL5VK{ErM~?Urje|-1_wX-w%vom8{uP8_yY)JeD|T`r(?uk11aS
z3Y@mw>t}z@q32bw@v>8ZlVV4cSkIb{MG-BD4^FRgx@@xO`s=MT+^0|Qp16*8&W!WZ
zAANapf<5Z-tK#sB?|Gk0Jsm!e;kELLjMig9IW473eiFF+H}2oh-7QckUuGEnXTfIFUL%rGIgg2#Bud6TPMI8bszc)H1^pn@sm?j$0j)F}s>uagSfro=b5YO2+QD
zKgrr``#$fw?sG-y(8G?G9$wY@=y|*=dp(CmaPro5HGv)?k*!yS78#z?UoNoOT`umF
z1N*0)XZP|g>T}&TsbjZL=sE$Fr7KS_yRuQEww3GtpSS(uVs?+;Mm~Su&VSs={n7tV
zcTPt)TW^=^le;@VUhaF7@b$|pdPTPtRJ>d&_|2VpPtjKWU$(82GZjBwdbDBpp_@j>
z!^&Iq_Z3J6zEE7synav6wqyN^Bjq&MmzprC3VJwdXI;3u!MAJ8hYKAS-^wQ0>Sk_L
zndp?+utvb(+T!UU6SUg7)^o`&kNf;#ivefDIm`EJCZDr3DdoJ;CUdoD>f%$^?Utk_
zxk|X)xOem5)z#sy`8!${-{g9|=g1D>UjdpQe|%tBw(i3FV@jusPh2aUxMgM3jjUQh
z&BnU*?W@-9OlWdY?n}NB+N#mD!=QW7m$@c_3gIj|VcGXzmri)P^v92H4-X&rxGeGc
zXUvyfEM`+&6+bDpXM0tw-V?;-#jdoPXU~QW*M4ognDI
zPF}pPv(8nDs2}QPNSvhfvj5{z{aQ)>zVMF25>{M)x8B`XAkbmrC~>Z8;ns%Fhx&Il
zYGk+XS|_OC_+a+)-VSEY*E&0O8TBUxELfwvbD`MXg(|$U6%R9+E#FIud^p#6i^)^s
zl2>%NU&_+s-_G5-zpvCg$Jgr7y}!y)G3v{gN9a9Ul$mv6g?5vgdbnn)%lA;Pv%$Up
z8~e0gJhOa1_j6Dc|6QVV3;!F<6AHXI*?-{!uF-__FI@4q2ty1|8t=hv9eh-sUo
z>apErS^ZS1VR7rF*UJKg=6|p=k<=?&$IF$mG|0(|Go9zvvZiZ}-VWAh#JLTn{4cnD
zxNxPnW3fc9>h{*BHH|rYMfRFF28yg$#kKw2or8CO^KUqpZLzTBl2lMzgvgn-OTGrI
z_nUD3{6!NstyL}4`fNgy*G{-A;2Yemw=q*;iPK{pE#@o#c-Wx;)p%Y|Q+8^BtHja?sf?nk
z0YO{`cl0G)V3_dWm}S!ju_qE+LnnBBHV^VT9FbtQ`NbE-IqW+HEley$WXT4dONjNzKIOK00>KPhf`jh7#vZ?;3pUyB1%d*$MGUUAmHs8PhMX?tpun~afL$I(p=$vjH}
zE~u37PV#VOidf4%rIdLWPp{*O2ER219!Wm0g-YK}=nMLC#d3<)hl;d|l2sYH3#Yb;
zs04GWZIFwrOnGf8zHfri&njOdt1c%WHQ_ru%49dYwtdh0YsjP<7-sqJL;t>Rt@8oW
z$3HT$B?^4{JGoc3Y4w9e!ZN>Em-0=hIi6(atp2uO;dIxwqe+}`E7!Je6bp@1;!)mb
z?IS|4xM623^;s<
zDag^uQOk8hTR_IciSu7SOqA_(mzz9oRanNHBQIArmhzY+Y%Qsoz9?ODq4S00a4(?^
zVxOfPd0aXjwk0tzYbj_b@u=?k!c@QSw()^1b8$5*+17_Ywat%nFt^U0&AClY^V(E*
z0WG(vIfWm352pzg|9^2%^VP9Mg$y!lg?Cj4RsH$LpZC%7z3rob%bRZ8e4(`3tLFFF
zYK_%hdJ21-Ww`c~RZ2NwqB6#!owS4KXAq9FikjiKTAog=R{
za7|eIEFfsHvBZMQ^3ED(AGmLvWq(tgMRt>&lY{4n@~KgcLCl`q+~-VKwr^TDahdF{
z#?nZoK4lM2hKBYhf9A@3SvcjvobXWBqWh7@7qpm8OSlwb>1cF?%QbZIiLd~sn)+KW
z7uvr_Ho18$#k@gO$o=^9CG2XC75&aH+i*>pODSrzRmV()^>+6(^90xCxE!!*=l*oj
zqc?zCV(E|DJKPqXk>x9HzsK-r_lfKm69S#COl=h@QT!R}qg+^ZWx?&@4}MC~)f%~;
zf>Wk`b?TVUc=I36h8-no>8~$)$KR{|^EyA~Xwp6ffgQ`*avP$eGoDs#U7OV$!s(LO
zkQ%mqq653zp)C&jy&k*tKXpBB(P_b*^KqvA*Id7EOv=_N-6Z2?wPRV
z#Gw_;>&+&H3Uyls+-_r7GL?;yds?`6dbVE2&z!!iMXe^+N~S(wlx4Yb?_Og7)p4xHg*<|9`PPxSZ3yNNMNR6g#NM*awWXIr52W!hu@tOOS^38
z_E@oTU1rt{vjr1WIA1Mtx}(0IiM{_}Lc>!nXLVnLcpbwx-vdo~8+YCB-Jn+#CA#_N
zBhG-o4Cf-ESpU|sKWG1LAi>9}P`j&AN~`DLD`NREhhKD;Py9^<`)eGv=)f0Q_7x?~E=RGrfsx9)9xTEiP|9uV~LQIKWxv1*pU
zmakUs^{c%L)_>v(l=%E;>Jh+*tlP+HjIY
zf!(^;y)CIToh_nP&5?i4>*w#sn0?{?jYh93gJTQD94-a2*!>7&bGKdI@?`t8Ir*w8
zju(Zti|pC@K$wYxsndXqW5o*7W$aAnG|%*lR_$eoT$Y&4uF<}XZHvzWlLd1Q{b}jb
zJGV5&scxcYqO|^+^@+7gYMUN6&S!o2@5~{mso~k#iLZAt&T7+Z{>rp$-NU8{2aFl_k4fAkU8nW`kJ?{AzR8$1U@=c-U=IUdx#0*|od(
z^Kql$gmw-_P1|-DN-3Xp(0*KyyD%?)eI~Lx2(z1yJFFs@ZSDV
zhK*C0*^He0K(~UDlBToj-=F>zxjt`qlXba#LzS-L#yIgETei3V=9gPIdD(`0iRszG
zm2pY2S9bh5^m&H9(XN)m6OUHiUH)3T^+175n{$%|%iWpFq88tO|M1@2-x7W79$C%a
zzjqt-E?sRW#TPiu{l?9EuI7;oS7t|rFFwg}`e>Jfl@!l}wcKCYYjawqIlc(CEmpMO
zZ2o59Djl|Fxt54aPB-t&5;*X?nQ_rmuIk^`Pqv>spMK+p#6peil3lVTREPLUxj2OZiyF6*V87S&2t
zEcMvFCd;ej5=Urg^3E80$?J04wyTBA%zvAcU?jPC<23FpgBQsg&s=!@z3}m|;v0AF
zRBXyms!o@ln)W-yJnXeg0(;J$>`1ut_G`iCXQessa~4i6$?$d5@KWFR;b-{AtNQ!7bXnQ<
z%9WMt*XFoRdM&u^A=CSQHUDRSh3v~Mq#nH5s(s`B{pb639{srZ_REC){O*K{Z_5gw
zau&qx`jxVO&-wQoHgE5>@Y+zG*?!;hf}q(pwTg#JpKsi}`)kVme>a>|4RZ5*?EcyQ
zjGP@Ey`%6mn_m3A<4e7N*W}dK^Z#|6Utj#Ls(|CsooO(?Kf`Sa9Dr+;p^4{
zmi+gQ>t5CDTe9@r8J3j~Z?91P*gfHyBky`;TZa2xu6rNrb}c%TG26OV7;<
z|6VoB+jsByJKoN-t9gG}d%GMqR*^n_VwI$3+b+Grr_Thg$IIE@tlm*$eB?=&V|n$%
z$sa}Lo=uLtC3(dBqw$S-kr84JnmS&|wX?k*IsQ9XJ!$tb2H(pI^s*h=S=MiuyvX{+
zWm};jh1h8ePI1V2)^|+U6LyqUR=u6U=I4rc85~npHY{_Dh@P~hQU4;Za>&GH6Yo3w
z|MGQ3O`hzzdoTB+DbvD|d1Ck5tlto`c4JJs#;LA}Rz}OcCZFk@%(qAUiTxY_ju3}`
z>KsZH9J}}*pWLB(E}MZVP-3C;ceNuma}P2sUmW>}3mAx$rF;e*I;v*u2#TpIMHYnD)JfcF=++FiBL(a|qTgqZdQaoxTx?4fFS
zbH)R&rx#u>*-~;yV^OKnl0zvrZWF^_lveFoz>;`iW4TrAJYl}R$MylTo0*-vgt9jlbkV3XJ~*<%r3
z(e@@~H^CN$2PvSp9NQW5c)T-Of9FY)2zT&rtVRvn<_l+1ml*J&R26ww93
z%&(!1d%ok850VL%47?3bD<6lbh*g^HyHld2V1}%1LRHt-X?Hv#brys)
z>^f8M?}uHiBfGoz$?A4DwG*#6T7?}<4)%JR7k>X}*<#Ky!*;@0a8hOm(|9={#sr&=7S!
zn7r*c+{Np(>R!Y?`iWSy9D;=Xd6nDN#5jTaz-AC
zrc;_PF|mrIedc+%LT&E>5hwmH?6EVf+%HO85?ZU)H*Jfk*ptmqS|g?^#h#nExkR&4
zhH*=YQ%7RGu+|id*=7b?T|&8L%-SO+_FQz;t%cH@7Wx-o_ZZxHk!U!3@fwz{OP#yK
z?%iT|y{2rPfW0#F>zS>gj5CfG)@)z#raCf=OQYF>bAmJ@h+i;1h5yyN_3wgKOoyXCl)=IXylYf8L~~5s`huc~bM@6Wbo9
zTRs1In`32yZN=)T4V!JmR_$stnD%-4bJ51Y!1qgj+?+Sl&xY;CuT{?~AI?=5_bQUv
zS6kn?`DIhsrX;5=O&j=vSS@VhgH}CU+VuGS9fKrJb%vNH8colI)*77l+FHO@!^g0;
z{-lj#>)pS(M`HW$30T;FKVcV>I9K}0)Wz4h!h`~tH8<|GJot1qv(7Q8&r4lOwGY>@
z{X19sv?c$@`3r}t(h{HM+eQ38T{=&GUEgw{01tkykP96q3tScC<#>%X6V-NUFH(ri+N(tm@JI=FnNaB*_wj%L+c(h)y{I^UMJSswo*!{>Ce=q
z=RDdBUwq6u%j(Fqg!lPomCX}M)YtBxpyDy_!xZ}f*Sr_^TmzZ1dFFp_d{7*9`B8I9
zpQ5e-%hsnGOBc-KWAviJ9VCc1-dUca&&Ox^Uvtkt-9IEm81Q+7-*xBqmatzU+~b
zfY;>mK(B=>e@broRpYUaC1@Ip7*}+(lY|c^=Lx}sjBX9m``Jy_a=&VAahuY{lK9Da
zoszleaYaUlPdgMRnY4VDx+eY1Rq8RPQ-F)9g{I&Omc4aMuhvXBXm#3fN#-d>>GXs>
zP79n`3>n)L{LS_GIR4CH@^0uViqfCNeRJC_-K8v3uCQ>dn2@k|N`oj<-~7ar%vQ+^
zO|=Y5ojrUXEZmwJeeb06q|KWzOwd}EFy)EWfkMXxf1@30n*6rh*;-z3>0{wJ=ihSo
z;~Lh4_iWPYWBfB`Rm_9E-}m>2H-~2^vMqGpK7G>q7+sbMEygW2vB`zMzx7|7y~k_&
zou9MvYPL&1W?8j1N>R2>?Y8lOAOT(PA=c-y*#qIb=ApOad>WO{SmnwITJhOvh{HD@goe7&Y~t!w(+
ztBv7b3+n2gZRI;@yTr4-yD4p7Ig5&$p6$^k6M{a9U3t7E&+)YK%H@)cOiCOJoa0_5
zIyz0e=2tHfC>k%u%Qda+VnE}v4;wVOyDVFKGD=@gIIi%aqVM3v+QbOkj-3HZxg1`5
zXmK9wfiT7`ewLrI2yRJ%ozrX+e
z<&zB;olm-^*K9r~=%pNUBiN`XR>tD~%W}r#zwYnvHBWTC41G7f)6b6URdeA$(dJHf-Q1b>Tj3n7jP+
zDxSY}O>fUKrZPvyJ$O^oc#3s{pV2IlBeJ`y@0os(i;>alnYZkX$8*J0hYt$nNiU6@
zwkSvnNZCD|C(vm#C1`E*3HRuEC!Mt25*RsIxNh8(NHBR&rz>vPC}gMIL7}
zx@txFvha!?W082R8x!ly-p8Pz=oqkp&BxE3V@uwYfQH8sOig=ob#-1cdn}V+d>qJr
z*s*JwQN%iKoiNoFuAg@u;(VDI#BHO#-(t3zCf>vp>)h8bCVtmurApHk#jf1}UY~0h
zmR-2Sbc?wy%-HeHA;x`*o_Y~!6Ao}3{kcivYtXJGtFO)yD++523y+=Jz^!=d^p5{^
zt+&?vl&;9W#eKhFXLsOvx=`m)#Wd?p5c3K{&kV(F<@x@o()wU|<4(9P*
zG?|oQ`{077irF#Sw*S#rO*vn?o|~k{BC}(;Wy>FSizuU#AZQqra83haqhuMd*%i(Ichs9q;NG@_p7h0J;lYW7qe`KN6#<8
zs=F*qljcm>*e2%jQshJ=XTO8Doj-%gsF%993%DNYL
zb&qvAiExDMbU)d(yeVuOe=wU%R`BIR#eEOX8Cf3A6K7n!cbeYTsMIYi;gJVbJ~>3y
zJnVh_;!BW4M8(wuyJbQ{88)TVZZhA$xvfMwBK~o4{EnWF#~2cqB*eJxTb*b0KCtq=
zcKw&MXZ62l+pm6QbUx;gpU8tt-!y72{%Uyga)G$gdL6Z9iARWPg3&Lg7^N4RHnGCjV6zs9M!_YCmK-`HZ{b|2xAy
z98tOw7k)_Hn>FnYtN#m=NjoZ2n@+B1SLr-)P$lye>pB*OXr?&DK)Kz~$!(ucA9GMT
zu;G4Ua(F>YPsAdlSy6hbJ6Y_U9Y&Qa
zui%5m$I8vE`iZ)ZQ}eb2aIL&X)eC^owcK~ujEG0ESUW1qAA4mU4+
zdCD~9sF15^yKCRB$b&mopK&)Uu;i@$A)TMg|KZc~_;y3pu%kTJ)&cB;E?oZ(#IzWt1-@Ahw~&^Q@5Et!NiT1qIFf
z3#N70h(%d4Wc+l{d=lAP8o4Mh=k+NKm5pv9TCY~J{JH$;)Z1fR?5~+t%x$>Rm11_>
zgWJtMHF%0rWq*MA3)Wmtv4xz!d{rOpbrSF>vT0-FY79+V!D-z4u;Q_Uk(EUKp36~U
zTiQDBs+_h>nHu0LiaaemuZi<#mahqr_ty>2ko
z;i>4UNWN8PnrB>fX7qP0%+z|)!<9Aff$PHyD`wQP_AR%Z^j74r$rFb~>)QK-+`i?d
z%XSzvelgu_MX+9<9oiK;FrYapF+zLSIlj==E?NM
znltvGiQ3OQ*S>u_vvhS&i|V?fhmFaq5*%CZDOPG93R=B!LCzuOxeR9%RXBN=6m(Ai
z6SIiFx*_1k?YpU(Q{C0e3%}n>UUMzGK|%VWtStZT8*@qwJ)FN-d1^0BVprhun(Lz=
z6RW4BIA7)Cx#$C1Cz?Nz_|BqsSWstcfN8OV_uGiJA2}P_zIJidI6O=#W9R4d+pw%c
zWQz8Yz>Yfmqi*`kvR7G(GkLKjgf$u#C{;vx|J8K9ch1jxNm=n8|Dbq@mPH3MCIm>_
zmS9$^i*|Ra-FmLT>imk`w?S~f+Wa>X%W7pyQv^u_a;c}s5J
zpG&+?L=S)0;rM<$|DID^R1Od8l5{z{H3}OhHaBV-%JD2@cJ)3y`M&~x)0!29M$1bZ
zEHVqK%J{#_*EMXOTs(#KWbiXVsnrwL{+iKRd!+HezjGXm6U7_Zx|(A6A9*-PwO{hQ
zV6`B6MN|XBlI5R07ERyr^uRKuu(V`aNfD+spFzt4MqQ`$y;ITF*Ea&cdfCVszYs
z$M3Nn-(|gRZie&rZ)?9e;ho%h#%n((u`PZ2l3DRqjlG+bZiAVY){ltj-Ybrl-F5A+
zYMZQFPkzvicv?}j?a-8#cq&1e`tL0{QXV37t$mM5RwA%1HXWt`3RnF_{a~|#d
zE8A6fa@WLN0Uy@P(7GV8>{-C13E$jwUhmysF8X(&TWZ)0eHA{ra0@GzdTYtRMNQt*
z)oq@AyQa!xZrz}9^k>Mf%gNf$zK0(&i~IMp;N5wKZly{7Ti5e5x`f8QEDc*+;A7?(
zc5RE+r3rT!ieF#bxwJKPk3+dhV#n@P(ovF^?<_Ryi<*D&nOs(K#?B3MPA+E6DrQ-k
z+*4LA_*}KeP$hZp9_H?8E$gITL^!huooi+goyFDgc;lMn$dpg%t9!U7aBqx|efZ)B
zhhtRY^Q@ld>%C^Qoyv0C@+_S-Y%}YsJ>9G3EZA~DGna@q`9
zmwg)x?;B3IV8W})aLgp+&3*eB58oYRS{C)_!@+~X4`Lo&`fO|Sy;WrKPd43CtG1k&
zE?N_tSX#%Cf2^WH;?kzNr@!pflCNeR7MT&3>iMfaDf>dInlrop?fr@zW~Q7QnNFs#
zXuXgQd-Gsl#M3#eCvRpw^+urlUVTr>jf4#=KR&vy^h_x%wRzQsh&kpK_7=x~UX=Nq
z#r*z5)8oR&ulS0Uwg#~{KC#@=6`k#Wp~%Nd%Dw%4QgJqaVHK;RhN0Bg1&5`&kIH<1
z!X?nPYi*qUv7C<#Cvw|6`(&OXS)=U*;D7KYM;(*kR)XS<%mq
zzGYQygjM^p^%Y4X469Q4bY)g~C2u>C$r&l|YQ;UiMJ!HS?+ousuznI_RQA3wOGW2I
z_y#?*SiTz^98GQ9j-F>Vf>)^MgkD$4jhy%F+(8j*$LYOXW@c*QsS^XIsLILe7urQD
z#Mic*{VOv)-b1mOrEt}Ou6f6TU#v7Kc*^S7V6!Xw(PDG{4YT?Scb`~Ud}|I*=Fy1k
z$S~K^>Ivc#jTc;1YgF}qaI$-Y*tIV;onMRkPD^uHNAJ`9|C%%Bb7?2eR?zkJrp)&DCK;oPC6ZlAs2gx57I
zeXmxN1*uNmY}XEGpFdhtWYxN|Xo1L$n^Fg(K6PZQlIrhY_T$Av$xTN!_tdv|>wnu&
z`O`9{zK%Qd#=*VTsx`_FG~y@B$nl&Ox$pl!&V9ex*(*L=aFA#=-}l4lP=N4+)w`B$
zTPeO&_ja1(1BYl+#&1r4ICaFbb*@QnR#R*42x(3~H$VCJntr)?j~-O?J^f<#YqDfq
z&ED>{+R97j3Ur-3G0Q>ZXp?xajdsEJxtjNW|I=KS&RX}!uTdjlM_umx&+q3R&YF6#
zU8?K;sUU|vaViCij`Z*UuB;<2dg#K!JTH}4*2&F_qBI>>+ni61*nRAF{=Vj2JQrVP
zg@pQ5x^FbI>v3v4UsKH%F<-3f+ikwHvl-YzbD7tx&bpEiYNFx8H2dm>NnYtp4zbn|
z9BuvAHw$-U@qKdfQi%6i7;<28YHgK6!-jhw|CUa4bXW9=OsM=bVaZxyxobg-UCvJC
zV~WaJqrJ{#T4>|sROZrs2c88aUwD70vX7Phc(BiMZ5{FQ!k<57*6%S?dLJO7bI;8w
zQoBoke%q1Bel0()ia1Vs*#7^MNa@-Fqtym77DZ;=Pn$~DS;-2We*5dQz`0AV&z#R4
zx*~S@rPSr0vo5v$T&3nI<0^Q;O}gKIn#QzXo#o{hZmz$0KTKd&sD6OCoK~31p1mJ7
zOqetK;IS7c^FDl7t32mUZO3u1M-Nh3rNf0=3R^B;HV!dM)0>lSTN7ozCFI=s>HgnX
zCm;PBVsvswphL1@^t!_D{}{tA7k^<>ulTuo`i1*4iabd?lNcW)eObie#>ukqz%joL
z@9^pwIlUjh#tU>Ds&D)M>;GT9zU78}=fihYWioHt=u@*z>Dl|9uwXXdIDS8y+*@AW
zf1l)dCB<{M*C|DQI4{+H>`KLtA0qwyeg^Yx5B=L}8u#Opo>jAir-Zc{Qua_udnghOVST_g}6l
zh?sNtVKGD0-WlyehI4Wc6rTSbP{k8$vFGpK-w6$FT%NXB0tqj6f4Kk0XYQf&2G`fG
zgbzqD-C*3nyFg#5rS<5IXr
zVQ;e2>O!_l+7VAr{x6x#5!A3CK-&9dgQ3`hXopo&ubMuzH5i|f{k&ZL_#=hP4Th4R
zio;LyEZ;2i`m5%*^`aGDwWAY~d6>7Y+hilAp}?EWc)4Oif0I+J1WRDo-Pfk?_SUvc
z{>)fr&VEB?`I-w0nmZa!uQNF1B%q-B;8xr0X-5p6eO7%SYyDOyjr+`V*=a?LHfg7O
ziUe-YNqnBxlHzYva{n#+jJb>_9ULoMUmJ6XUdrovxS`*%yy2MSi}eu^HphPcRlZYM
z(X{ui;3SPj7G?$^Yn?s#IiCexnmg<4v;|#@H9vlMXu0kUU!>LXsP5*;l46m~7Iuf%
z|NkD}G*$CeO!9@d3cc+SezuD`!Zg_ybL`%2>vN3xh~xD6pTp}vix<}HIne(vrK{bY
z`%NzI!do#;6|UQF3-SG!ZRi;pXv+VrYo34lmX0~>Y2C##FQj(wj{Z=fBUbVLfz0cx
zmd7Sr?)&yWuDy_J;kAxZmUQP&9(x@<^a{)59(|n4Gd1+aoyj|Dln=%K{m%U7@c+;5
z7Iv1$AKnz3w|~>gjDqdAkFVOq5+ZuUpp;E^oq>$H!i8wHoKNNQU)=UI?D_mmHba?n
ziI=|N3;qd91XsVZs_0vNU0Uf?$Hj&u}fj_L?N^+TqdpV+sZm-&DvQQ`gr11vG!u-+ZH+BRes%-VBfQ-I&0+v-BZgB-g9F=$9bo&
z#)Xq5qP@$T^ZZ->nUjj1f7Cp6YK!bN)?Ko#c~_?GO_gF@D!JJG=El0AR8rZTwGj9KQj$`%AgMXgL
zq<8D~v}+#zzBi9OHM-n0O6z5GQ#8Yu0}*m;y@}kFKK}BDrWWV;R^7ODM`gbG+~;qE
zwv>h{+>}lV)lt}T=vtZhwoe{T)2tR|FIDb!w0GQY?65{?#R)};mK`5Y3GDw~|3{#`
zU44e$x(A>9SlBEUNbGIBkekZ1K~8LT=nkp$_V0n|&v#Uo_A5k)v7S30-f;TE=lWFs
z>+ySfewS;x-0g5>*voypi&rX8%TR8)N0UV01!oZzjnz!O7k`}I|Bvn6zVGoHZ@sG7
z+IrVh{%<1x=`%tbGA1&u?SB98fTi;Jsi~?*_qlF6cJm|SuaA7nOXm8uEdH!{*Y)|b
zikI2d9@Vi2G&5WRn#z0*~h1;Box5jp&UX2@p|@44vW`{OL9;`Vp{^H6>h^};3T>w$;y{}zj;oo1T8
zjcrX-pb76+w=L^h6y}SuOKDf=ob%r>Ywm*CY!N!sH(cACl@)2h!zQ$5AF94{=6wtxveupV9U-PrrwDYnhu41
z`DOd1TKP-6w8vyQ#|wuKR+VY0*9J0PnWUP@-uzEu?>m;e?>Ks*st>d6xh8$m?{dA}
z?admAlMcMI-ELX;@$19&UN70$zhApwSCLm*%yWrrPE#qS<9
zypy?IZF%`Xwy(L^hZ7nHw!G-kSv1dW+Y;;Elg|X6?rAT)m8jf)tSR}<&6gKGN%8Dj
zQ?AFBhack7sOfcU=F<+bsC(^*#w17M0tIt;^E%d@bCfcKB*uc>CpouW-%B?DY?$_kS1s
zZFwz?iP7jlt^VpTn@N!vXL_^GvQupsHIrjojdYM6J!r85!lAu
z$gnPOLZ_PqL+D#Yrjr}XB-d<+&=K{yo7(XB(^SE{J!Xe?+eai$6qVq&4&X{SGGU6d
zv-$c}*JYOH^3?DYEh|~Cs>#B^d2ZuYhsbq}%XhAs_Wfb&^sZ0gU8etPwxx?r^Pc1q
zQ(d=5vUCIgdw2c4+bZAwu{nI0{q@nMujleDIUANed;a+>arHwo^HSbl+ZwAE9=Xl@
zrB9qigp2RpFK-QAlt^o-Rt8Pt?o`(5o}2MHIB?67mr@?D8B#B*g^Bwn-s@W=!RHov
znWZwaWX{UTdo~?>xaEy^gs$t8=73Ex&E@B!U$_k}f?wp|lGeTsuwqCn7@lS$OZzktbch36IJ
zmt`liGh8`Y_xihkT;0NDE5#lqkvU;Q&X+wN0-0z1oE8`MtUW6d9j*Lj*P0UtWOkN@
zCRwf*bhZ8BuBkD#Aa`fhr);(Yp?Nmb5`()unjgO`vGTaw@^nG&;XO_-0us~fTY4|D
zEX)bG%JkZ`dD*@dpIHxR7nv^hbP5mBPUAaZvPPqES=fv3>Jv7sS(VV!%zomf^`K=+$<>E8GejpWV|=}jahK?ySzLaa64&-fB~*Xs`pnEKY-_8blUnV}
zlo!n?Hs|x*x!NAP&pc=0S6dSh#r1scWvTkO+s4y3Y`)IzEZdnAsdKq+Z^_@K2eTh%
z9=EOA@Z#?NSRegZ?&E>(?sL6#Zz_1c%D5X+WaMRT9X{_~c)hqEeU#&AQ)iT@7V{lloReyHWmq{H7>mmB^D|n0
z)%G8~bHOT0D$F5uOYpY2for~ocuwEREHb(2WNn4w?IX|3)?bh+aq2uhy?ol@+V;li!OYd{&u0kVc>O~CH^XWrN1@|W3cpk-e$)THVY9W%^2^J!lX_hvBW`#p
zaqN0gs#0}WZ;?Z>;LK%7<>G8wH$I-aQ1yA<&iWjdpsTY_T$e1imVOqKb=-Oq9Ev|prLg#YbDP%8Tqph7XFac<9a0;+PWx7TEAmk
zRO_QVjJ)r&CtaPK$e&r%E6KSnQ({V|I_D*e#Krx7MhrRP%Pwv3YEs)a^#soXjoA}<
z=FRAHxOMT&Ss8z(XI51=m!`&wD0;`f-nKm{nTO$O)&`T5wFOm0Jy(m^t}Waf7|L^4A@+g6~3=vEm
z(JNhxa@VK7O!IoLvd6;GQnAkQ}b+kOV~zFd6SCy{IXR%sm<`|S*l)MQ%GOp#S(btt=efsgBB7^%w4Q76)MJHI5WDjSZR$JfbCvcpp
z`=_9syxfDGtJgdIQd||Z=!DJhfJ+lLE56F=ZC+gc(qRxIeV3G+VR)82eos_>4Zl()t6XvOtT65Fl@mNq>;+`gmwHRJ6?8+rKe
zR{AgfSGBV()1f?G;n2yMN8j?lOZb0D)I;-U?8?o;ZC>kj%75f+PZyiUbVI)+d5h#;
z16$ovs}03VnNv2e3Ow{>(UH98Gbf&oe9W#aXt}=Jw%X)1VG}ujHGlZ}
zReAOENZ(7A0bGGIKDoT*51w?l)K|QFPuL2U8?DzH4^yS!NOm6P%nMH>f!3qcd_XKpUh|8zY=w`HE5#+ENS
zpTw5WdV50b`GFPJ6$9s|^G^L`RKUQq`-#TMEWr|S)stl>fA5jnoV+FRpv7Y$H4*-*
zSheS7ksU7I45i8ik4oKia$420;G(pP!p1d1M*`c6!%}#|KDQm1*Kds55VnLypmq99fpwPizUA26ZTlUDjGI9v6oMH9g(EBA!bLSmO
zy4b$?`^4wmH!iAi->_UgQQvmesZHyy+^x=k+-$wSpa0(OR*OpByDBNN8#ZnFz@ZqO
zeVVyp;~e#iUV2m5n3>N>uDaNo_A+BisjFY+1#gM3Yq^fkN@-&Mts;MsyU1HNVQc9f
z)~MIFHd?OzEV%Y&&D$Fi%3LM~cV*rvTKD!^?hRHAzWIlne;doluj72TCCqbI^fDPs
zZHCl{d1*Eke9PTcr)~bdwmQbX^mJ>(yNd6UuQ$wNoW^#cG$?=WJl*5Vm%onNFMp@*
zP~_h~_j(JqYt`=8X^A;&8nVFUPM}@i(}Y5?3eAPB=5zl=Jbtrc)AIh;uKs0iQ@_8N
zHb)jK^?LM3vHtk!3H-i2D;Lz!h;BlXfMDn9VNv;AS#$M=5GNp^{Twl^`kiW5E1(FeUBzjd-**}nC+!tL=
zvN>TB-DR^C5_Hv~LQ6FyBy(m-iOTphT)r}4=_AqU3>PM({m*C8zWvURJ8>!3nh(7?
zr-O9DynU7jZ+mo0LiOLD8=ae**>3+f-0CzjWfr$*h{b{J*X9^s=~}3f8Z94tX^Z`?
z`wOO*8A>hL;xr}9XGUB)V~TbSi=Kr6zox^3y$>cY-Jr2awNLJDdz0$}u9#hWx;^cW
zCf!Y_dzHY=8_%92%PKyhSZKn9u0w9Sf|jYpxA?6;Ubth^!L{GtJ^m5cxOc7K>2nf?
z&!>qL?aC>b_)RCHFDArg#l*Gg7M2wp`Q91vN!7*7(u?`DoA>=}cE7Q^MD%dobV=@e
z+$EO<&CK;5{&~Zpew=^9*22!Tvo}u)%Gp%OA6I|>sHCdvW@3xNjpIw-+TE>DWMO=j
z6XnRx$ryS-c*7j!1>4sjT%OfgDI+Tr6n))Wwe7E*byhx~wZ$yPba!o=|F1gsPgm~L
zw+v@VaT34lZ1?Q;`?syft)d?;{@y>)h0}~pwkRS>J52IxBKsLfQQi{s1Fz%jWGDCX
z>Rk6;GmX0|Br-WZ<-{hb=jmhJ4WeSMwM>Y_Eziba;Px$wPTnxFIR{QbNm
z>C3_KFB3LJ<)MSdPD6>Z{4Z4xdp93`mAGKF#oLp83znToEVdTwmrwb0&)RrnwdPcT
zusL#;AzQ!yO_X3c^;U6{r?TvtUWr1kU5s}{4;khXoBnuZ_GiCl-K8SW7etmjX&DJuvmt@eD$
z9Kx_>I=76S-JyR=ZFBssEM}%w{6Fp;v(rxT`m;SQ3!Kvgb8^4`-08J}lkI`?uB2;B
z%iE7m{(g4l7rAdqeZJbhZ$pG4H}LM>l~JgA;gDwI&1zOgHh~Wh{xO%O?yD)4x0bH8
zsoQXb{k_eB&-(Wggn64bP2Up2(D?ET&vv^%iof=9p7WDWGP8D=wm$J1XU*o;xhDl~
zOKUd9WFBpKl41AwsKcoRbHy2Yc5Mw4`p+z*n|-?Q)V4>5FFsVPHtch^P1$<<;9{QW
z-Il5fi2@&tHL@o*9bc+`=I~^X<=c
zdqT|ae>Q8fH=HtRidSG#iM{>IRZHVT^n|2}cRR%mB-}Loyga{{nCE%?+A
z$tlw-*&^nv-Dy_feYE%V-`QFL@oTfU|9|k#%FwOk(UxmXseU^+{#2#9gh~ab@%r_1
z6&9ViV^S2GNe;o0CVV|2
zrcwV?A_Q05y4%uNV!CJRxz#_D-o9QW^6jCsy-e?sudl;7x!ThY+^*ksBs-pO!$$E%
zh6xWXT@82y+}5<6JkQ2+YLQ}u?XIbb$v0GAdUG%-H~DyK#;|HCJH(vW&v5U%oY0=u
z;Z}RyCjx*}YJ?3RBz2JY*f|X0|r5cyT`ID*MWzVIU%C^r=vON9a
z#{-7Fj^c;o<{$m`@5ycXq^$-&4o#1D+<)JZxBX~N+vm^8I?Ie@$op7khWvgy~61ni;0WkN;Rtn;bVkz2g1a>WcU7{Ts|Blk(FK
zUEg}QRzoz?Xu+9-E7m4`&uu>?CFktbuffLgZ%aTWm($ie%R|;2;mZCgv#28}B~j|v
z&U**BYSM0l7Rzv0XD;8o_5RB7-@KF~teeYoRY8HdcwxJhDAW0*
zsKobK?YBfZ8t++bn0)p~>gJh2ex7r!&YTkEy4*TlCGnxc4u@Hx=e9kS<66gCYP~^I
z&8PXl8Q*DdMIVKw-_QMAw8bW_&hF^i=d>(b?I(9sKa2=`qd9+?HeZB;--rC4TLQJ^GhW+T
zN>4Z-c5gx6>DMW%WnO>HZ
zI(=iq{+ov%eiX^C{m&QHE%bZ3xuMKA0hd_`ciYr5Bhy|peYdkYbn&lb+40(EO197!jqv?+bJ
z>)D!-^_cx}K+fCa7WOMA=-0lSyLR4gL$9{LDPNrXqpVDBEev9cb$=)qb2@XQGnd1M
zY@LL?%7R%-|Kw-A%F@%((QV;Ze(9pOwEUR2tWj6_hZlw?-_E_8+jHDGN^yBQ_noTZ
z))mpp9iqW;E#f}2LW2_Xi{&5x<5QBz>E(%>uxpis=c1%&?WhUv$DdCKoS!E?XSp^5
z)Aol+-(pOjtUs{n7^A537MVRg0nd!@>@5~=c9eg7QegM&*e^n@n*t
z-{pMLaBk#b?xwFo%hQ8xb`;Ame#j9$TiWN#yA~<-a`^{89*B4~vVL}|6`i}pO-5};
z;ajbJ-=3NWOyT?f?tc4P?k8*GysZ})nXcY_E-iRX7;i*U$AJSo8(7}kZDn9|*nE<`
z+B!&2u_dkXc=h*p&RIt&9$QiPU@hn60ks{lpZ~N~ZeX70Q=#=!5u7oM6
zeHY^%tr5v(&uiz;-`jh>bl<5vzOq6sfm7~1pZV4C)y$2p^}9ja-S0Z`2E5-c$yWFM
zi$XN-aYx}-0_)B#dRNw>WUS<~#oqo@;mfM?(T`hKO7F9N+jc0b-)MWzftg=e-tFDJ
z>V8GC^$iapo~=jUX|$F&Xxv)2_ngtEBz*=)E`wdqbdJuucX>wm^S
zac$a))ss$cPhXy{Q~Y@C;j`lT8&>xkw&gW7)gIp|$5=tCQOlQSb%bUzNC$6F0u9jag>HLBz3%(ZrJ;lH!w>qcypu(X7lOu1V
z%Re;B|B+aIbJE(c`SJbjp-X}5xi0IX#|IhQql(^mrZ=Rp7PUI@Bd%?lnznQa}0c982ld3CWvE`&O+fs3`E6e%(5uxVR^7y>qMe
z@usl)11T)-i5nDl#BW)mZs~XT_OW9er5lyjxMqs~tm4yj=oVqfY(Lv;_-ilM>orb0
zqZXgxs(AiVj*mUIWa%-_!iJxJM3(7sKKcApX!X@e>t3CGp1&y1mpNHJ9wx4yH>zirk>^po!WuX&eu;~TC<$1
z^4DdtYwEj&n3~p}+wJs=E$-;PbyZHsrPlBLrZq2P(}JzvUYDwUY6_3s<=yp2zTn`5
zIctq;KHRfhwM^~89J%?A4)fF{kEw{JggGShFpcTw%mh{fr$ZON_)EY&YF
z+g_ed>V5zB1N(=*8tH#e`u~aS|K9&!(^5`Wkof=jVJ8
z=u_iudn{PC&3vX!ol)$<+p-Di`TW<{#UHLn_ECsFBfjF)toe7}vlJ+BeA>>KB_nHl
zY;ilU2De7`rv&*u{}rEo7G16U=hOPXOpKPDNhwnw7PefQBdu?$Jhx%b1J>I*jGZp5
zH*Vf))V{7E<-9gTL8fe5`OS0lW`Ew3QPFVm#Js$_{)z`auUuL1{he%A&Gpr$VxL9d
z-QC^J{#}0I8ZVz?%6mTD(%$lF*>yb@}ygN
z1n+9OA(8iZ>h*ZHDQZk5$7THQRezT|u;GkPiv}MD8$*VxXl3KgoW7??j`vdb>g|}&
z_SbITx2x+DOy+G^?X`aLq5?+Ir%qfR&u+06oD+ECksLVrsY7nq1A|#P!Q3J&f=s+j
zM^cQA6__~OdbvP@d(K?{j~CxszbLb+(NVm~zw3GmcPH_94i>`;nr*Y
zho|#vI#bF8SbZj#>9MrrD`#w4tA1=>hs^nF@9d^M@84+pE?IJg`hhyu=-am?dflFs
ziG5~0{`tqnWR}DZ4IWO1d(})8!R9QJ4)=;-u#7U|w4
zoK34zPVwstc?r!Zad3G0F=L{YL#A1tYyFcAas3y~RSy;z-8e9H_4JEbZZ|?Rcg7@F
z)%BH5Q}nfZ@+sr)q03)aubx%4bMoWhIdkSEY>YT$(su1z_`YwVJ;#;zsdYM?`7Bi$
zcZmCN%t`O-+i#uP!29Z$;Fg}X4=-+D`SfLj)8!VPB{BPU9p$!YY27M%YSWXoF3MZV
zoWySZ|CX+nUE#Lt_Q@slce$0MCamYU@zKHEsUxbyjd502?aC+b>fCeQx|Z-Sd#-9F
z>&7;-ysRqX@skxf^XixGK2!W!{(kiRby~j<%zSp-b>pwes}3nM>|DP8Q~n;?w=t)F
zF}`tK?keJ{amuOWGDq}n;ftQtA`_#sk1S^I|M>8?{3Gl8f9*c4S<>Q=eOCCc*|hGn
z8-p@@{j`>D6%sbF`@Zvf;nQ2962YIVzp*<{@pfQQ3^vsBh)6Zf*wJ`LX3mBSeuhj|
zH}4$$^G4vFY0l-V@4qWD`#vq3C;sEbHQAcqx9eNX?^m_=w<e2dg1
zleFdO4;$y+js0_L|7YzN{8brQhYOc)bxym%J>gYORL#AE(YMvyqIr%>&nUEE^E^}a
z;?KQn)jDb3HWfcO?*F~~{^7T`yEzVZtjm>gpHq5WB7}G9pFeqlLX(Q69UgpoT3hq>
zb$p^w@zp6?{$1M9d`pu_;<>kG(~1eZ);{OEXSKRwb_omHVP2aZpY?X_ox#AP=#l2F
z$Qkrq-tGYZ{{L#Rdo26}S_LiL*u-Yd62G)-rNRTt{>c|7a&xdcqbp3ia=O!s~h_cqz!)x`Z<>U!7A
zP&~a?!-%=#*7NeUKc1yu^7ty5V9KycTR%5O_|Tu4x-Iv#xEDt>)GMF-KL7Qt$Ly(6
zZ?$-~J561y+vIWcp~fexmJ3mLJd(az24|6=p|V$=2C3f|lI|1T)!f9fr}
ztg6ybsunf9yL7^>Eejd$)}8tt#r}eyz2fcG>4h&prN+%&o9e~+nQ`lzPo@c80US|_
z8`~2s?tLmuuqH5vbXT{HTN|NR&u3}%`&;C$RW&ek~7PiTQG(pJHwL2
zlf5v#<@WY>lXmZ_|1Y?@KkcW%|2_A;psMEB&*=2Z+fQfPYcQ>Sk+fO5^28OLsMYKDeA3F>
zSHP^W;^NXL7JI)hIL&pz_U#hoWqN0)OQ0s~KMXDlGQeeO5O9(^iX~
z+S-yUvL|rO?7iof=oEjKEQ~nMaC+Z|Lved|&dsr_D%chKY}?B(TW{a!i(NjsM!k3P
z<+HUvr%w^dyyN)&;@;4Lx;quotG|AG8WEm)_2jg$it}L+Co7b5PMw+g^iIqtzT<@t
zN^cm7|I++3yZP$nXjX?JWksddt$bE~4>q@2)co=I(_Py3Jl{@z+cvYp4?kx7@!voD
zQ1x}8M_n}&`k2%hve!!Vc0Urhef#!~Uw1-#)Rn^wr#fADI_vzkHKO+S>SsDnn6!eO
zzlocLGvD?6agHeS4^E3e^3DlTxaP;f+)uXa_x%#e+7+g*GPN*JiA~PY;a`{7
zgk_~lk#cH&LRvrP*FRKqEVGNhP}Q+Wpxk~}dsOem`*)TsW$!z^`MSKI&o?^V5yb>oh&{+qf+%=^{as=s;`LS|hF^W^N~Jx{WpJrT9w#KqXXRg%`Xt+&j(
z_PQr|D$|bt4-`XowdNhk60X_Ds@>$gTIT5tmFMS#Ur2GU*uczq{?n!V|1aL&v1NPj
z-Mz9hvh#x&Zm0jPJO6RxT07~PEqhX*c1~My|K81GTeGik+`5-FZ1;kvtk<-vzx)tz
zEEjK@vm{CC%GA}RFQ(r5e5qmiK
z?&Evz*=vm3H*Hv?!5IHPdO2v&{=1LPH~oD(X7_LZdibc)ob!IGLb@JYnPqTY>*rwu
zzyA*nIR5{7xcKY+sB=Cyp9Fa|>Wcp6I48NZ$yGx7YRJ0RON0v-O}`cqD&nfnQIgXm
z!uRlz68neqU19&SnP%?Uu*GH%(+|7ItGyor5?EO{r=)u3J-t;N{-HO&M%4Ydc|l!O
z)2eklPSl=$ZJ->l{iWLWOI7T=mcNekW7qWe`*DactTl|gTYDq>`PqY3N58$wnW=ek
zn#!`}e2y6de8^DB#Ln&!Ucy|brKcK@&Uf0*R#Z4MOeRB@Q*dh^%5
zzRIjdz8Bwo)r52M@+LIsZ4z32bk_QdZw}pkaPTnm8{7S-7c_iOIB`MNMf$3Uh})tQ
z*=dX|g*?YkOgnP%VDg*yxsQK+eLg|OPTuLE^lHTA79utBZ8ki!Yb$X=8r#_Kkv%
zQc=#?nu9+-eOPf?=<;UCZR_3{d%akrkmfXTe%sR(f0j#lR<&%H_D)Bs1X{_d2a?eHj;g@+qe6N4M
z_$svIF6WXJfg&^YKQ*P!%KkYsRHoK#*Z+6#>-PVP|F^#GE&uzSpWj<|uXhRjba(FD
zeRpoWo%3&ReZ{Yb@qfL(>|Q8VZ@XUb$xJKBT(`+jXI}hVTz%tp%jTtgPu-(B3VyY}fPA(`9OYonX4IB(PXvgLA^
z@K?FZn>GFX`e#1ydMiI&h9j=|tl=8w16_;fov(hXaLYB_bKmZ5Nz4bk)psi@zISX0
z>5A=)uYKy;cG>!Fi`9ynxrJ*|BZJHoMB-1+YtEcBp?vi!q3`eQ58S*d+03c3&eEmd
z;^oC##eJJUicEP~TKQq?HRi1w_gp>1oXElN$^CL_c-(^O-TU`<@4cHV;(BwMPMke!
z?k?ZCTYCGd>b4(V%sl7(GZxc>Wq;pjo&FV&>#aNK)`qtdDbiQ7Terz5H_odO`WnL^
z`s~7*HpV^wex2S?_m<0bQ+4(1h_&+{SARBgo*FLDb7Rs4b^jGppZ(EEyWHQb!BT#F
zi}t&c_mAIoaFwsTo%i^ul>EIaVXLafI}7_{j!l-kyz^RiUwf#v$laU=_wJS(-g@$Q
z4flO{H3=T&dOOxV6XU#;Kjzm~vqiYH-T!m;{uigmdp}R+f0y&N++Ba~uD{=RJI~IG
z^|Vime|>lVr|D_kH9Oz%xeB#5#;0yO)8%%oQAhf@)wvtJM|ZBSI{YPU`*qu?jq49P
z{M>bD`li&iE-OCY|J7f|S^s3jvi!11hxJ^K6CN&yPM?~ZI$2-5ES5u2
zis4(Zg3OlPd{erX2A$&8oHD^l+jnleG)J
z|4>nZYli~jHXQz>c`eFKezT3by2w$%#*LQ+YtB_R@lDbEXQ;P*ByiIvFB=;NYS)
z+*2xDxpS)QTEFfS&24(==G9O+MeV~1Y3{%KmaL4I6Q3V;RnOqJIJ`09Hd9^j
z!E3xBLW}Qr8{V98fU)Mi@H!!;gb-str5C)@cpphfUk-5J9-)(=IDg*Ui>B8Tc}{vs
znd#ZO@9T4FMSkGa9~ZyZ9eDT1@s4w_I7jk=nCK_k?7^HGl9yu3!yX_0e!rPZ
z#!RhRqe~`GX+xYv;2IBWi}zpBk0#o73;k=Z|G@ty|NpoA_21U-`+oOg*`K|QQvcum
ze^>uE{_6cd&+@t7|DXBa|KH_!ZRr{Br?~!!y=i=X)0sc|PQ53yBHyJ%Zhq0P6fDxK
zfBjRy&mZwG7X5o1S1#io{%Zd;-L=1p%B%k^zaOi*|KnHhN9F&1Ox$DWcWiIod#?*`
z_g#3)pKsPHU1>3qtw_t~Ygk-L|2qCxFBc#0PUWmv7<=8MZ27jj)82;nBumz7y=N=E
z?D2Z-1~~&?M$M@gygCjRJdm{1@tQMl&VzGvcgLh;nk!DIe6N|VvAJnlNND((^x&w#
znQyb%MVa=+I;=U%$1b_9vBFVSELLFci*1@qZ_8|B3k^1WE7po0t#N7+Z9EvobU0_@fvUo`RcC(0smeamcvQVvXK~J>KRI4M-6yH7F{yH#
zAfD>@ntzIg#V0#0jzkMSUT?W`hO;u}q!pFCWoc~VO;_ZMYj9Z2m??a&()&V;-t!aF
zf}8lc`v2Wivzn_n$8^qW^`A3D?tg2qjca&h@#v04vgN*GCOI%4#F1Nj}?86
zT6PF`n!FQs+5DC3*v6M^DR-Z(s43!Mnx~NQu&E~hw2Zlqe()1+mqdpH(mcPm*zouD
z75qPEyK9xB$VP{RNWb~7&Pr&6Fs@y>NAWDAXT$nwrSdQzGD+RA(>HhU{uFD;F_Z@ZS2s_*&8*K6?o9P5Xf
zVlyhkF8{s1`)9fKog@Ca_3z);-v4v#|BvbC*lvHle%WH5Jk$T1-?sgJ_Or0mc)l`6
z>5oK_Hs46Sdb^IA_0n7^k_NTvv%B9uYCb$U>m$pW5FQ@&=7(Dqxat=={J8F{pP#WZ
z^7h?bZa+2do^6?NW64h^nbKK)=@}BsHow2$`sda8kN;Zt7uv-xh~oiux}!N66{7f-uPeTidaUm%m)!nOtM@nT|GNDj
zo7|oK=byLw6z+>yaHeS2wly&V0e?IvJp8zXVN2T;#?PO=eJ}g4^!(nY@VF|$*Glz9
z_V$PFvM<-jT9Ba?;_CNd`GaXzw9N1IIJ(8D2~D
z1e|(sI(~2C+PAeLU!^K7Tg9_Qo(l14>!gXE>(jpC>t*=zta#anOWFDd7dZx=xqbcI
z#T%kovpcJgTiO}RUNb)MEBtfJ{?D`bN7lT*b#VTYi;<)ZX!(_-GQ^ma|nTHT2@C
z6`v*RzAQF>smJkb$#hbI-^*;^brcv0qbXy4BgE=B|K^U)3wTueJAOqrx|m3^^bQt0DX
zS8M;M|Np%Iv&)emqI>@So4up%xx`N26*~5HCE|Ru0?k(nH!+^fT)Dt<9>-xv{_FF1
zx5WQkI{)zczfbcw9KH5CUhDTKeag@Ppg;?i_9}w?A-F=lCj~!XmrFIh9RGTNj10Bre$VC}PQ{1n!V&M_)d8
z^)$EUE4ThZ)AdQV_DA>Y$S3iUtLK4_`*J6*
ziQE_Eb;69H>45Qefk_ISpBe(z&ht~!H`?>_vHXM2@mztoge(XBrEM3CSqi)URm|4oIv_lKLFvMl
z`!e4@?z|p%;C%g8-kcuu3DYg_{d^!MCo^Y(MmCGMlLw>LS>J@0T#Y{zD(2KlB^HZ3
zJ~mbN(Qzy?-1M-`DlCsO@{c{gIq7M^?k)Uw$bae*611{1W&6DcPqaJjpuKNAt+^
zeLsx${W~`O;%h#Gc>NEDx7!_9e0=$vHEUgOOmpL#P>|@Y7qgJ1QRmA$pBFS^s`Tcdm
z_kY|vFSzE~O|JL*>e<`fpKC}ndui(|p5|jIYSw|Nqne(DeP=_~-g8Sj3i?&T!6E;&PQ&)nc;`iZ^!$v?}UmoEKjDuy{{_g!jMG
zfi+su-2NXV=7;PG)cC}8|6gm6yV*paX`RbSmQZ{d{cS+M^w_
z|D#rkh|rH~Gg;$rbLcD9O%nl?A12pX6TX@MUmkCHbLY0t`z`lu-xn!%^qkk)PxasC
z?=Ssw$$RgTa6hIVhV@g0ryjOCZQ3B>puT=qLa;`@;2|x8Ju%n$42!1xlzRG$<@M&@
z1?Qw?+16=kABZ-5<$2M>v}=*rHOre4+M5?njNM^fW$cb-}
zC6ZIh3eHWM5W4VSfkjL1;^?M(e%uigm;K(le{3YS9HdYlq*5&fbr?d2SsU(J{
zRUEf#`LMA4`vbM8b?#mX*_-;~|NPW{B>w-CzOhy1^MA@RGIJJglMB4UXft_-pi1pM
zDK4{*A#4koefe@PynlFVX>Cq^&gAG_<^L7m-LX#jZKx}9NkwV>)12nK^_QDAJc|(3
zH9h%E?D0Rnx~JiFocq6gj$it_>ia`x8!L*DtLtbTfK^5Z-86-}GAad7ejg0hs6f`%T{P!`=Ss~s3*kolELwc`-~+Y)_SuC%;8qk{rw`7TR$K>Eis_+
z)i&;bJ)PGd@J-X^T;bcjNMgGFU6&~pPp(diJ=ou0{A8xGge#*3|KY$xZDO}?hu?@e
zs&M?}%HvB(`+NUK@BPZ}`TzavGIy6%e9vk
zJbR-UA1*17;O3vt7O89_z^q})khzm**3OXTUG{HUE-(JQW>e+Uui*ysK?|{tDA}Kz
zqUpa>#5FGBc`Nr_g}!T{FHhfMTX;p5Qz^A$(iSBS5d&Z6N&jlBj@~<`w_9rc=SlC}7l^DsRwy$m
zBW%s8mC>mdD;9(~8MwM|_1?5`j(fs#^=OgfrFahhUEz(30)p5Tr+#;2;8^u+=LUz@
z9*n-BoBA#%ZFMkz8}R?gv&Bqn-oEo~a5Q(kn$a{p$5LH4Gt!{eUE5dt-IFhKR_ZqL
z8OE=X)SUWcvdS*cmV+4$#~ALa?Ax&B);R~MClf?YzkTo~r)~2~k=wIx>pTt$HDx(2
z>~Ki%!q!O-3RN0~gDyMf?>5bLv-R&gZy2w;!Elbj!JF0xw`E+JpxLPL?t*EbwQby!
zN$&R{45g+VW(PfnvXhrh9bp{Z|c+Vr56y%|E5dQP*T;CMK=IQ2tBv-1+wjJ8R^o
zt6RU|se191^|XrqG-HlHC$6K0{bs*UbPJzJbH8z8UuWDbB|meQdWKlDnRX>{5B1M|
zzLT%u%_kxF@{NeM=Z8@UicyLG}yN|wENM64{r{i
zotqI}>ULgJvs6OM?fSeWfjWXa{;
zx1RsKgvzUSSvy>M+vw}T%zJlPorRE>+?H)C8q^aG{$#u7v1|`ZoI^zszrek%3hD>K
zzFa6_@AE(R;o;ib61=}u+RWW;&)gEyIVPcXS2OYJgF=BEoG$cG=E^t`lLe2}3zjy-yD|G~#Hkzot7Y*MZ$3UEmp1uT60
zu2uAE-FY@Xu6e1ICSS{4jNKw-_i!tu91ctJdC7R9k*hy!n!<({jydP$7OdOXd-JEZ
zz^1lQ~Jd9r;@zD6d
zB8Dl_Hun@IH2+=v%=CikM1vF4M7R3t=!Cla3>jUkPG#SgdHLYQH@5|BhyOk6xXRe-
z_M$iN=Fgu+duu+IOx*ieCW~PaqmW4%O9Jx&mo(Q6+b#7g;Qa~
zni&j_6;Fn<>h5Q}*0$-xifr$sT}#)`XgK{@?CpI%mf4%u%*ZY;sPTE7oL+q?N?r1l
z(3=?D+xMy-RQh|f9Q(An;*W!Nh->TO#lm7My)W~XecNU*S3mPuH_O9jZ
z-yA0{;LEzU=5*{zv-luG>jSsCk345+n|MUX{doF}*jXFHA76VWaQUZ{tF7zSoC#&W
zRL(YADDJqt_c~)^=Trrj&x<3RZh1SHtRI`{%i}XW3%U>a?)iT3d)=Nnb9K9lwDzptDeQ+@_QpZ%8Jewjae%^6g^G@!7i1v)RXX_R%y?4QJ
z%R?h)Of-&zC2+Tf8ZC@!x&!-mxEP=5H&-k7z&MYv?P?EFt1*x2mgVl3P{Ml6RXf
zdre&2QS9-_Rk38orLB`@RY^%GUJwygwrkkG;_x{WKF%#-9D>~9Gs`bAPq8;SP_pmP
zZuvV4wZDIk|E*N_&U=0Ef`}=ijvgLO4E+a_1Lx}LKWmN&j=Y+~@#~rOc7>@mhf-@<
zrDrQ=Rd?-4dKtHrbxra*DTgbM3|}TO$?%`rb?oI&Ci_1Ze+w|F>^48i9a&|MUO9
z-_Gc9?&i@;We?aMH>@(Un4enl{I7LSQr+X%@rOQ~u3h%#Nu=k)x6iiL-q~5tA(fFk
z$)Z>EpXQ5wqM`+6(GT47YY(t|$*=j!UGaD6^NGu1L%!Lb5$AvN@vyafYM{c~^8!bf
zcU61X~(PBBKjHjSF+jf
z*zzfR$&F6o#I?d(*Ey#11O{hxC(h!r+WW5eOqX=ns&&^CFCAHQso`DUmWu}!IIH4s
zyx_@m`&-DX9-GRgx%67-zH6_KW@^|biK|p^1My)1}iN9JnGi
z>G2k^DJ~wJ&6(C`Djr;xjny;Ly!DFdjeyTp^O)H|kAAZ4n%1V*mf?Bt+qBsa^lrPZ
zk2s~~BBOG`=iFlp#y&+J;Z<9fPIX)=QD1hdEd8AF
z>A>~ZEyee==U;smyX)1qZF8E-6l&fjEq;8;Qm906s?v3~Wa+3Kmp@N<~U3&^;K2{uy*s!ysG?%NNb@}32d)`aSKb+)UB-?*&(%-*RE*P9E
zSa*7n)5deFj`P2(d#)a%^Kt#lqQ75W|N9yr&ls^y?6Tqe|0WW#d#-IeFUl}$f5N*5
z#s{*zFLTt)x@OfJ|E1B8;q{&sy;GeuBYzleIcL4HMrjX+)bnIPj=*PZa}8R%R@gS_
zUUv{M@|m0JU9q!mwe*Z-E&>z!6I?x?XGKVe{Nz&af4AUNxW=ZQS6>VyovQjKxLCDw
zaH{KHdA@3`lEZ2irY;6nq3z<`bE;;C1uftRnd^7xNw_BWDFuc`|NJJ0#^qrxPwH9N
z13IKKns`=oo)B2qy0c7uh1A1aZVPPK1Y?ZNWv+&I5JakEE_l6&Kr7>P=FQVLiguQM*ZaA)(
z!(A}XzOiJV+)(Z^Xrw_41azEPu8<%)p?{|75=OK?DdDi
z+drMJsO42)H()l%*VQeR*6RWb1@O5|8&xawd%@
z9iLMgZ%ev*!%gHdssQk9k*;>eAxX-RLO$GwW=Bg&5KW)_BuaV
z9qe-I!N=y~Q$+s!SX*8>N8we1!3#sqO3S&InWk=fx*#LAalYci3-8M&>iP++lIngb
z!Y^-s==S@}2zMf5F?fMxXzAVONKpK&Jo)Dd2+FjxO}?Q
zp5DWcC4;Nn{!ZytT6Vd(BA?T*;#OiuK(EEM2wmqLRjqz0g+(7a^8Uk}S9ADV@_~n$Xt!6f7
zmtyo<1AE;UY9|jo{IoT<$4yvGFk5!R$!9Mw^6dThdd>8G5%-)W{1cZpWQr{DH+cDW
zq5YdcCBb7-VImd3uO0u{oNuVO7asuv;F#IK^RB&Vu{5lO9^hUWj#l
z%>C!ZUipXB`F{mXelDG`=yaOsqn)RB_o$qk-any?cNN?{xb5B7-AnU(G*2a!
z{$DI_%k*Gf%>PH-_d;WXr>z8E){)Z$ADHRy-F5xt67$;4VU_c$-%pjvefQfUU~1#)>D~Y3tMjiZ
zM;9&WtbO(_y<69~Xm9r2s0fwrH;S__uf53eVp?6(zZrE6^OlM;HpP8Wdg+*@J0VT#
z5JS$oqiWeZOShkyU9FQ|TyDJZjBH~!cca9)65bBSs)q`BZWVKi4{<+lzWIE9?YD1l
zu1=r7pTXeK`Jy|_(-;o?w0zOLcj|^KEIt8e)MCB|o=VcyxYBnbzh+0~?r*M^y8J$Y
zHm;Yilo|&seLdN(p49I9`_ZpA<@tK+>neA?yXLZ@=fax)!axagT@INWCYz7O{ha^j
z?QxDoRzBqeC%K-SJ)O_^TIfK>%}s~Y?PDGt=C?muQ`KEa(zrMcz=Ru*=+|Vs6&w9+<
zxIg@ndVOt!;hn4&7o8W@2VHXuD$TOAYt7dNoU^$z<-@^~!aCph3cmf~+W)UzTuUG|
z?F^riTz%5Piwm{*KD_yO{=q%JUku0>e;L1_CK@#{QJEA
z!{`0=>l98ZE}F+RucqE#deN%It{k(T1w9j-Z?}3Y_jc_GE%VRJczgE3o9`CC(1Aa>mtJsh*}iO+Y*^m6A6%|4AHQ0~TIUxUI`{U;gYmN#WoF25y$V~Q
z_PKMm?QWIyMK5prUjCz3cK21dWs;F=3f{r6^H^`*J;woLiI
znk_V|@1M4cyW?`-TyT4=2v>;mqW!nOJ^%LS+vlS-5@(m#PcGWV&hzZmt5ef$^4{y6
zzrXIne$!+3nyxVPU63=H
z#xLFSpx{FS|9QJ#BJ*qB>lYOLVR3I)|M51zo_7+DOhU&e=hkJ>@-}~Y<;zY{m!vZ|@%$9({Rer+4l_ntI2j`QrAV@dr1*V%L~
z9NV+Gvhigcvk@~x{>@wu1lg@mdegnpN-$bpsL*)hwK@x)!?VsVDLO6x
z)vV*hui0A1uJJw<-1#cvNUXWxuYQI?azQqXP@USseJIt@YFMrqHq2Dj5`1KFus=C@Z@VY%LA$F
z*Awb*alE_MVfZcf`q#DJs~Jw^zW04^8I!kbyNmgJ?wczMm)iWllxx8gzVP+Arls8S
zkHr`&CoVOpW#~{&DB78|U7h{+wy%4m9t7R%PG?hcj=m^wlViZwY8Gr^Q_38};m6cKpoGU%Q?JE_P6K`_f})pcdTy)Ny6DUd{ve
z#_vq_23G1H?6_?Tb6u95+jYwS`}{3`1zLA!OFY^%OQt97*MZ~z&M~cEu!y#}cUC%l
z!M^NOFCQknNwldO3>RjV7Yp?BI->Gu4#PPI$;dD7o1ZeDdG3A0Z*4KTTzT%Wr_37Z6PZ!f){L)=^dFQN?bNBx9n(L5$nN=^&*8NDsu5;_=Pgzsw
zF+ZX~R3h^IL3bvfl}E3#y9?Id&%RY%QPcHzuk+nXk;5J#70ACt_1w9+lNz)pHAR04WB)dd&t2WD{72#s
zhNqWaU20OiwLrY(u7QBpH{mvxgB*(#gD32mB;n9wHG9)?qnEx)lj_3HZr6I$>+pP!
z^#Os&&$wF@l6tf`QXMyOZkfG5crS-!5z9uE4^y@=XI(1pSn{(z?6KU2d(+K6SRXj@
zp7AD!gAs=&!`|)PlfP*HJW*dfFZkJe9)?A%7N+S6JET6;w(vJB@HSXuX*PvD}nLsaJf$MgSiv>$iZ&}v@flWMKN7P(**?;25tz_0PA
z_X>Zh4e?H$7<;mP+HI4`oE8R23^OdQuBvP@b^K}Ia6o}$(vl>r`-kt{GhDZ8ju6u;
zxsTK9f0|oumuIityh>}TYe$Gyu0_PV?84&EXcO*(7f;Hp-=|n|`^igH0SWP|saN?0
z?+J6T&MM+RuI|6}^y#Npz315dU}$geOi15g_jcmpzVNPzg*Cgbe7$-5zH_ML6jg&S
zfd`LTELg>PZCRhm=9hA8=^JuwoqX(GS5Ef%n&d2Ayj{sLQg9kOU;A;fYn`83PVHw6
zW33IH@#gTn12Pd@225ufraf|rP`mk5WLcAA$jjKQm?_UJjglOa4mdpgV%x|x;R*Av
zQ=S`MpGag-{_F7K&-YNSs^BV5_RH?4DyFZMx%aqie{&&!#C_h3hqkd^XBw`iDJ=T_
zthM||d6UVLy}B8VTUY&lIf121aamc!(8eJ;7I1O!CZ0)8&pG
z3cWD#VX|5DgXZ-6{+SCNrs#w-9P`{YXY!rCJL;Qv{uSn6KBRbBe3RKpsUteGt~?F+
zyhEn6;lX0piHqeYisV{`Ct1Zl;F1o|TRQXn^H;X_%jcE_etR?VaPytLGYdD^FlP22
zVCz2WvYY8@DW~AY>=&l3rnPTv7Zu{QkEi;NzSf;u<*~cr&E{*l+iz%1QI#+$
zPT06%##s)b=63}}-=<$*#mKbC#Uj@IN%5TpI?Lz8tYQl&;cY2j
z?VcBo1x#%kC2etBeUFrd6YgJ4?sOF3T0CK+la7y-y_cY^hEcw=TO*JS-wPIH<1
z`0NfncDFxLRM}J(@p!iQd}oiKo#!l?wsJ%o%zxj!DUORt_2}};wJzTbrbt;IkqDU5
zd+y~f#_QL!*UDabovE0!X@%fHztD3N4Xf6>3%Sqw!sRP>W#XnQK@!`YOOk`q(*<%Ahw?FdmqjQI#?n%am8Mm_ySoSMC
zzuUF_<2w4P{F>0r#EP?ztTT75&wYE#qV0MP<3gdv+uEAf_HS-gy?oSMragOJ$@-j!
zH71XxuU=0u7jUjuUia5IP$Ijk{#f0PX}9*9l**qmxX1c|uZ88V?(K)Y8_NqyUu=B4
zt}@Pi*{gki^XK4EA4nyjs~*&SPT0WuJnQFPd`pzj#jn
zOib}kWrc~*TiGSj|NtQQ#CJL?7OH;Ka>
z*-Fp4lN}a3kJFi!rTKPC?oA=~YJLZu8+q3iqB4BvPrG|VXr0W|ANDpsB>Ls*ma$X^
zhP|o?2%B1zZD@3C#`WcThS4UOCshwAlmf0xk>JIT(k1MdGdpck$qt+mKc2d=ASi+#=i8SNZ3
zdHYjOBpUu?aA%*NSYODIp6mB^4ws>GN&}11O6!6=zgg0vZ@N-~znHM8UU&Y$Rg&Tw
zylUIq19Qp_ax@)iIwoZz9Q0su?D16{0>@4IIUaloDAJpj=GMoPyiJd7fuL;q`!XgT
zleZ!ahCB|Dibq!b`y}IPAOA*v!AzgT6Dxk+`}829yTvv1t>;312W5i^N4Hcq9sYZM
zL(IHY+!{RxCS43MacPsdSl!OLCV9!kMIJ#LM0J%erI_eJMsR?qAb{6NDc$J4mcpCF0qw&>xs&`91e@
zVT0v{#kSokZ1+R^oAm9U?%T!Nb%5cBPwj0RQ4w{uY1MZ@JBl1mH
z(A;~=vA;Xm*Kj0A*aU>%m|x$c?q9da>)WEBPhpG;bhJYk-@g}^Ar*R^wXHGnTGKv$
z>&x1VA_BYC`By1&b_5ob*f4UeJUaQ~3a!9Tvlu1BLUZolQ@Iq|&Tv=YN=M(PbuyDr
z?h$#rZfb7m1KX1FODr1Cmo{^#aIz$FOcUDCSLZQ*;(;ep`#p`_*GUI_h`JlwbkM-V
z_4Jbc-3Iyd9yKqw5B=F9CMv$@LH5?ae>vB!i_1*>S#n8Z|CW0l>(&}hsrt*AJ?q+5
zTPKg#%1$em^XaVIx_hgj-f8}%l+gXxg)hB+lVvusfYCrC&1+Snbwv@td2U
zwB(KukHCp_XK&<19A7u5fdBM@kOf}r63vdtD7{}MDRlkKaT9-*f{AZbBvVc(RMblx
zFcX&Bk)&qekaSve^JbYF#>!lm6x;>0w6`6#=}R`);Nv2?d98&+(y|H9?)6t65K5B}
z_$KCE^W~v`;ja%Hml=iTeo5T9`>pArS$^LOs(*`J%vW5o_1y&vw#c@Hv1PNkRz2=m
zv58~BOtFk*VrLj@ufJ|~H#>A(kYQmKPfzNW*@@3@DBL{8=2o(pL+sX>U<<}Dz2p#u
zW(K7tcHfRAh@WJr6ynfXbVp3Vp!MYUlN)9Hw
z#V<3jZ#7VB=yCrN=epWASMgVU>Tg%YslCoOVPmfdb$^p$LAvK=G8j<^r1w#TJ
zyTq+tF21nrY#)R9u`FXQXV(yBtW?8-}TnTIjQv-SB_Agdd
zVP}(gB=gcXBGI5^Zeq}qm5=Ro_ps|YJG|t{Qti+V^$}Kjbt_4F?7GU18NNmgN4!!aPGv712
zvc^jHbtBeo7_j!$Efr+j5)yT
zyc&yJK!AB$Un`M3ul;I#?&*oEi{G0^
z+|Av%@AV|3z1s>{uP`2N*ZKXR{OyFu%O@6!uX(p;+1<&JOfMI5Gc2__ROpjxc}<9C
zWk>mO(J+Q3@s<1js6Lo=;PB211?msqnP0k~74*Gp;&F?675o0J6};~9?mkCvxy<{2
z2l#TAyq(?g-A&@QfSK70Z3zzLxmad*t@|BuD1mZzDro&NeF*M$`&(yI<^O{E#+Ur-?J#hdfF5_UPntkA=a5^-fwUddp&hQ
zuJS6*kh^wsCu==U_BeV|ZTozu4uRxNaVt+e;V9yrA1rrbR?MZtnp2r4cvdDnFFv}+
z*JZUQbJq!>-Zj-qjxQS;UH^w!wu)}xa^U6bmtzWfkw43vZ(9IkCex~m*|XePrb_v!
zEzLU7!v1yI{=Jb8KfR4wtj%{~?Ouu3Z)YsB>a%9>o5XW**O9^&Gnv|&grZ$1ZsaxG
zymN5pmuU0X4L8p)HobYsYQ|6G8`HDh+HjL{(YETd
zVoGUy6oYSU;uP1|HuuU$-P9ioYa}*p)A*x(Ks@KsR>jw+tmXyZ?6v9JKFjI&i_l
zkBJpJFRS+}lelp!Lg;Hq@A@Ohw9P!Xl-a*ygr7LXJnK(Hg(FZf!3p%{i;^Wp7{w!O)yG!YW+@qd4;}ue~
zQ?FODx=gxkaHzykqq(9;q{ZRqLA~-MUsi+JLGF_)B^3h?
z$*Ku{I>O{J$>B@w`j@i}RW$^hp71Q0q*F3O_(H&|MSG)iFK&&ElV9zi{U$KvR+jF1
z@h@|9nwDv9tX~kj#MJkj(1ytT!oq#WzJ{)T?W_=MuQ;D|3Bwwdg0t3}9t(VxsCr?w
zONc?aRECN9$cx`BSxOhCb{I11@)R^?oZ3|I^vyw+Z}r>K=G`j#QQ27$d-Nv%8H4{<
zc78a(^#3)-6jt9p^)3G|uRVT8?BR9R@9Ssn_|Z7==J%eB`l~Pfi?u(-S2<&q<*W~%
zmd{Il*i)0q{X6yX^Z9pY{#2iKC${&~d$u2TFB@LF_WtGPo@p=q?ugm#8#i8h%81)<
zO#SPan10^-0rxKTyYCsZ(>Zk#K0R)z>xlYrM#$84XT|QIdmW+sT^a;VX*Ifkh}(Yc
z^Sldv!p3}^5lbnHr{)pncbbBzRCye|1mwQX)X(Q-(2
zYAuh0vA1dG?b0*ncuwwK{kmM$py7$xiz#uOH#lR0MKTg@EMt#knPh+c?wPX1*UJTd
zJlLES_vtU2=xHvA*QMRt)3bYxOht8dc^2%hyXID5pSA0R&Ih|ETMZ4&mhRD!d%Ns#
z)z;9Y+P!k36`r;4C2P-19Ajx|t4I%XQ2FI=ul6p>O0nRH&V2<5_gP$ElYZ9tElfPKoMSj}l
z;32F2YhCzSd;;EWX9J>RfK~ZHhS4;j^iz
z(`L~+7CYgshF#kf)P*mU2Sz8fJ}4LDZ7lKr_vjJZLGHZu)~dZTCGUAF9o-x?TeV5j
zQfbi@Kesv!pr~xVqf0
zHaWZQbT5}HZ*(PnWri6_vzd%JD{^c
z!rNr7Wrxets=E;txkTd^$
z4<)GhotO|R!0hyBgOakN97CJdA=f6MclT>alGomHBx5Ef