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        <title>Villager Kings villagetab:village</title>
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        <title>Villager Kings</title>
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        <title>villagetab:village:bakery</title>
        <link>https://wiki.villagerkings.com/doku.php?id=villagetab:village:bakery&amp;rev=1653420203&amp;do=diff</link>
        <description>Bakery

The Bakery produces 1 Bread (difficulty 5) out of 2 Flour and 1 Fuel.

A Bakery produces 1 Bread in 13 ticks
(1 tick to fetch flour + 1 tick to fetch fuel + 10 ticks to bake (+10% per tick) + 1 tick transport the bread), while a Kitchen produces 1 Bread in 27 ticks (+3.75% per tick) and a</description>
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        <title>villagetab:village:house</title>
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        <description>House

Updated for 1.3.7

House is an upgraded version of a Hut. It provides space for 6 villagers.

It requires less overall fuel to keep warm in the winter, and less overall land per villager.

It has 0.7 building power.
 Name       Size    Land   Base power</description>
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        <title>villagetab:village:hut</title>
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        <description>Hut

updated for 1.3.1
Hut is the most basic housing building available.
It provides space for 2 villagers.

To keep villagers alive it uses food from warehouse to feed them.

During winter when temperature falls below certain level it also require fuel to heat up and prevent villagers from</description>
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        <dc:date>2019-11-01T08:26:12+0000</dc:date>
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        <title>villagetab:village:kitchen</title>
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        <description>Kitchens (like bakery, tailor or manufactures) are a more specialized analog of workshops.

To give orders to a kitchen, go to Crafting &gt; Cooking tab, which appears once you've discovered cooking: 

Kitchens are significantly (2.5 times!) more efficient in cooking food compared to workshops, so it makes sense to handle all your cooking here, barring the emergencies.</description>
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        <title>villagetab:village:longhouse</title>
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        <description>Longhouse

The longhouse is the third tier of housing. It provides space for 15 villagers.

It has 0.9 building power.

The cost to upgrade from a house:
 Resource         Cost  Food              100  Logs               30  Hay                10  Planks</description>
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        <title>villagetab:village:manufacture</title>
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        <description>Manufacture

Manufactures are an advanced building which crafts a single item continuously. 

You select a recipe (item) to craft and after a start-up time (= 3 production cycles of that item), it will continuously craft that item while you have resources.</description>
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        <title>villagetab:village:marketplace</title>
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        <description>Marketplace

We learned to trade on marketplace

Marketplace can be built once you have completed the trade research.

The first marketplace you build will unlock the Market tab which allows you to buy and sell resources.

Please note that you can have several markets, and each marketplace has a merchant arrival bar (or percentage) that creates offers in the Market tab once completed.
This percentage can be increased by 50% by bribing merchant for 25 Coins, but only with a 50% success rate.</description>
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        <title>villagetab:village:shrine</title>
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        <description>Shrine

Short description: a place of worship

Mechanics:

- Functions without a villager required

- Produces 1 Faith periodically, slower than a church

- Unlocks Religion tab

Resource / Cost:

- To research: 5 logs, 5 cut stone, 10 Berries, 10 Mushroom, 10 meat</description>
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        <title>villagetab:village:tailor</title>
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        <description>Tailor

A tailor produces fabric into clothes for the villagers.

Maximum of one worker at a time.
Takes 3 (instead of 10) fabric and transforms it into 1 clothes, much like the sawmill transforms log into Plank cheaper than crafting does.

Built in Village.
Cost:

	*  10 Log
	*  10 Plank

	*  5 Land</description>
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        <dc:date>2021-08-12T13:30:35+0000</dc:date>
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        <title>villagetab:village:tax_collector</title>
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        <description>Tax collector

When worked on collects money from the workers(?), which creates unhappiness for a while.

Tax is set under Management.

10% tax results in 2 points of unhappiness for a while.

10% tax seemed to generate ~90 Coins at 46 workers.

The Tax collector is an alternative way of acquireing</description>
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        <dc:date>2021-04-12T20:25:37+0000</dc:date>
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        <title>villagetab:village:tudor_house</title>
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        <description>Tudor house

The Tudor house is the forth tier of housing. It provides space for 40 villagers.

It has 1.1 building power.

The cost to upgrade from a house:
 Resource         Cost  Land               55  Food              500  Logs               80</description>
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        <dc:date>2022-08-18T23:09:42+0000</dc:date>
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        <title>villagetab:village:warehouse</title>
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        <description>Warehouse

The warehouse allows you to store more of each category of resources. Each built warehouse provides 50 extra spaces for all resource in the selected category, except for animals (exhibited in the raw materials section).

With the urban planning research you can split and combine them to have a better control of your storage and to optimize used lands.</description>
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        <dc:date>2019-07-17T10:10:03+0000</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>villagetab:village:workshop</title>
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        <description>Workshop

Workshops can either craft items or research new technologies.

Crafting

In crafting mode workshops will take highest available order from crafting tab and start producing.

Research

In research mode workshops will produce research point as long as</description>
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