Ice

Melting:

Ice:
Buyable Ice:
Ice melts at a rate of .1% per tick and becomes
.
You can buy up to the max at a time, and it comes back at per tick.

You can buy up to the max at a time, and it comes back at per tick.
Storage

Receiving: 

Overflowing:


Selling:
Profits:
Max:
When
is at max, extra water spills into the lake.
Sells 1% of max per tick. Sells for $2 per 1.

Sells 1% of max per tick. Sells for $2 per 1.
Lake

Receiving from Storage: 

Receiving from Forest: 

Receiving from Farm: 

Evaporating:


Lake
evaporates .1% per tick into cloud water.

Clouds

Receiving: 

Raining:


Intensity:
Lightning Chance:
%
Rain falls on land, but only when storming.
Rain falls at a rate of (water / 500) * intensity.
Rain falls at a rate of (water / 500) * intensity.
Chance for a lightning strike per tick.
Only strikes with a full storm.
Strength of strike is sqrt(Water).
Only strikes with a full storm.
Strength of strike is sqrt(Water).
Lightning Strength:
Land

Receiving: 

Dry Land to Soil:

Flowing to Forest: 

Flowing to Farm: 


Total Land:
Soil:
Base Land:
Dry Land:
Dry land + water = soil, at a rate of (water / 1000)
.1%

Forest

Receiving: 







Flowing to Lake: 



Ferns
.1% of Ferns become Small Trees, using Water.
One Fern makes .001 oxygen/tick
Ferns Delta:
.1% of Ferns become Small Trees, using Water.
One Fern makes .001 oxygen/tick
Small Trees
.1% of Small Trees become Trees, using Water.
One Small Tree makes .003 oxygen/tick
Small Trees Delta:
.1% of Small Trees become Trees, using Water.
One Small Tree makes .003 oxygen/tick

Trees
One Tree makes .01 oxygen/tick
Trees Delta:
One Tree makes .01 oxygen/tick
Total Plants:
Oxygen Produced:
Total Plants equilibrium is equal to Soil amount.
Plants each take 1 water to grow.
If you have less equilibrium, smaller plants die first.
Ferns grow slower the closer the Total Plants are to equilibrium.
.1% of Water per tick goes back to the Lake.
Plants each take 1 water to grow.
If you have less equilibrium, smaller plants die first.
Ferns grow slower the closer the Total Plants are to equilibrium.
.1% of Water per tick goes back to the Lake.
Farm

Food Eaten:
Receiving: 

Water to Food: 

Flowing to Lake: 


Farms:
Food:
WARNING: using soil reduces trees.
One farm makes .01 food/tick, using water.
.1% of water per tick goes back to the lake.
Farm Efficiency: %
City

Food Eaten:
Population Growth:
Dying from Starvation:
Base Happiness From House:
Happiness From Trees:
Happiness From Oxygen:
Population:
Happiness:
Science created:
Cash created:
One person eats .01 food / tick.
People die faster if there is 0 food.
People work harder if they are happier.
Choose whether people create science or cash.
People die faster if there is 0 food.
People work harder if they are happier.
Choose whether people create science or cash.
Computer
Build Computer (1000 science)
Robots
Special deal! Buy first robot for $3000
Buy robot for $1m
Free: , Total: , Max:
Ore:
Power Plant
Build lightning rod for 500 metal
Energy:
Battery:
Loses 2% of energy past the battery per tick
Draining:
Space Station
Build Space Station for 2000 metal, 20k wood
You have
in orbit.Sending
to the planet.
Sends .01% of orbiting resources to the planet.
Dirt gets added to base land.
Dirt gets added to base land.
Tractor Beam
Build Tractor Beam for 5m oxygen, 500k science
Energy: out of
Charges using 1% energy from Power Plant per tick.
Pulls 1%+10 of passing debris into orbit when charged
2/3rd chance to find new comet per tick.
1/3rd chance to find new asteroid per tick.
Brought into orbit last charge
Pulls 1%+10 of passing debris into orbit when charged
2/3rd chance to find new comet per tick.
1/3rd chance to find new asteroid per tick.
Brought into orbit last charge
Space Dock
Battleships:
Energy:
Battery:
Hangar 1
Sending
Takes 5% of your current food. The more food a ship takes the longer it lasts
When a ship is out of food it comes back to base.
Adjust where ships spawn - they'll target the nearest planet.
Ships destroy atmosphere, destroy health, and build buidings before moving on.
The buildings add dirt directly to your space station.
WARNING - there is no saving for battleships in flight or the state of planets. You can refresh for a new set of planets for now. Working on it ...
When a ship is out of food it comes back to base.
Adjust where ships spawn - they'll target the nearest planet.
Ships destroy atmosphere, destroy health, and build buidings before moving on.
The buildings add dirt directly to your space station.
WARNING - there is no saving for battleships in flight or the state of planets. You can refresh for a new set of planets for now. Working on it ...