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	<title>Beyond Humanity Universe - User contributions [en]</title>
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	<updated>2026-04-14T06:05:47Z</updated>
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	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Temporary_Residential_Cubes&amp;diff=66</id>
		<title>Temporary Residential Cubes</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Temporary_Residential_Cubes&amp;diff=66"/>
		<updated>2022-04-17T04:19:31Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;The Temporary Residential Cubes is an active economic module in Beyond Humanity Colonies. Seeming to function like hotel accommodations, it provides a larger number of albeit...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Temporary Residential Cubes is an active economic module in Beyond Humanity Colonies. Seeming to function like hotel accommodations, it provides a larger number of albeit less desirable beds for the Colony.&lt;br /&gt;
&lt;br /&gt;
==Statistics Data and Influences==&lt;br /&gt;
The Temporary Residential Cubes are a short module, oddly featuring zero cube geometry in their exterior construction unlike the entirely cubed Cryogenics Cubes. But your residents are equally unlikely to get them confused given their purposes. Three large triangular wings form the structure of the cubes, presumably containing dozens upon dozens of small accommodations stacked upon one another with minimal amenities. Like their sibling the Residential Domes, they feature three corridor connectors.&lt;br /&gt;
===Level 1 Statistics===&lt;br /&gt;
Economy: Power: (-2) Life Support: (-2) Gasses: (-1) Liquids: (-1) Stock (-1) Endorsements: (3)&lt;br /&gt;
&lt;br /&gt;
Build Time: 3&lt;br /&gt;
&lt;br /&gt;
Action Socket: +1 Credit +1 Terran Good&lt;br /&gt;
&lt;br /&gt;
Additional Effects: +2 Immigration, -1 Happiness -1 Security and -1 Technical States, +4000 Residential Capacity&lt;br /&gt;
===Level 2 Statistics===&lt;br /&gt;
Economy: Power: (-2) Life Support: (-2) Gasses: (-1) Liquids: (-1) Stock (X)&lt;br /&gt;
&lt;br /&gt;
Action Socket: +2 Credits OR +2 Terran Goods&lt;br /&gt;
&lt;br /&gt;
Additional Effects: +2 Immigration, -1 Happiness -1 Security and -1 Technical States, +4000 Residential Capacity&lt;br /&gt;
==Usage Cases and Tactics==&lt;br /&gt;
Temporary Residential Cubes are an essential part to an immigration strategy, but, they are measurably more expensive than Residential Domes, and have measurable downsides comparatively. Their density of storage of souls is approximately 30% better, but in most games (solo and 3/4 player) they require 50% more endorsements than a dome, and have significant penalties both to HST states and to economic state compared to residential domes. However they do provide an action socket unlike residential domes, and compared to other modules that provide 2 resources their econ costs are not dissimilar.&lt;br /&gt;
==Notes==&lt;br /&gt;
This module is required for a win by population. It cannot be avoided.&lt;br /&gt;
&lt;br /&gt;
This module is the subject of many staff jokes given it's design being triangular, but being called cubes.&lt;br /&gt;
&lt;br /&gt;
Many win by population strategies will build this module towards the end, this does not always work if overcrowding takes place before it is built given it adds penalties to HST during construction.&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Nuclear_Power_Plant&amp;diff=65</id>
		<title>Nuclear Power Plant</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Nuclear_Power_Plant&amp;diff=65"/>
		<updated>2022-04-17T04:05:48Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;The Nuclear Power Plant is a passive infrastructure module in Beyond Humanity Colonies. It is the more complicated alternative to the Solar Power Plant.  ==Statistics Data and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Nuclear Power Plant is a passive infrastructure module in Beyond Humanity Colonies. It is the more complicated alternative to the Solar Power Plant.&lt;br /&gt;
&lt;br /&gt;
==Statistics Data and Influences==&lt;br /&gt;
The Nuclear Power Plant is one of two extra tall modules, (three if you count the ARC), it features a round shielding structure around the core, very comparable in look to the Solar Power Plant in design, but the placement is far closer. Additionally, it features numerous smaller lighting surfaces at it's feet, along with a few ribbons along the upper structure. It is a corridor terminator, in that it only has one corridor connection, and therefore cannot be built upon.&lt;br /&gt;
===Level 1 Statistics===&lt;br /&gt;
Economy: Power: (5) Life Support: (0) Gasses: (-2) Liquids: (-3) Stock (-1) Endorsements: (4)&lt;br /&gt;
&lt;br /&gt;
Build Time: 4* (No tests have shown lower than 5 rounds, this iconography might be abstract)&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: +2 Scientist Immigration&lt;br /&gt;
===Level 2 Statistics===&lt;br /&gt;
Economy: Power: (5) Life Support: (0) Gasses: (-2) Liquids: (-3) Stock (1)&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: +2 Scientist Immigration&lt;br /&gt;
==Usage Cases and Tactics==&lt;br /&gt;
The Nuclear Plant is a high-risk high-reward swap in for using Solar Power Plants. It requires more upkeep, requires more to construct than 2 solar plants combined (both in time and in endorsements). However, while less efficient than the Solar Plants, it does not subscribe to planetary environment as much (sunlight), and far out produces them on power. Building a Nuclear Power Plant early can reap many rewards such as increased stock production and increased efficiency. There are a couple artifacts that can be used to reduce the endorsement burden.&lt;br /&gt;
==Notes==&lt;br /&gt;
The Nuclear Power Plant was the only module that went unbuilt in all games at Dice Tower West 2022.&lt;br /&gt;
&lt;br /&gt;
It is currently unknown what technology or fuel that the Nuclear Plant runs off of. Given that Xenon reactors are a prominent feature in Exogen, this older technology raises a few questions regarding it's place in the game.&lt;br /&gt;
&lt;br /&gt;
The fact that a Nuclear Plant produces stock implies it's waste product becomes usable. Given that a game of BHC takes place over at maximum twenty months, and the plant takes at least five of them to both construct and upgrade, and most radioactive material has a halflife measured in years, this material is being utilized in it's radioactive state, or, more likely, reactor technology has progressed rapidly by the time line of BHC.&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Security_Dome&amp;diff=64</id>
		<title>Security Dome</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Security_Dome&amp;diff=64"/>
		<updated>2022-04-17T03:50:39Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;The Security Dome is a passive societal module in Beyond Humanity Colonies. It serves as the rallying point for all Security Forces in a Colony, and presumably acts as a barra...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Security Dome is a passive societal module in Beyond Humanity Colonies. It serves as the rallying point for all Security Forces in a Colony, and presumably acts as a barracks and an armory for these officers.&lt;br /&gt;
&lt;br /&gt;
==Statistics Data and Influences==&lt;br /&gt;
The Security Dome is a tall module, featuring pyramid geometry with a cut top and a glass roof. Several vents and a few reinforcement structures can be seen upon it. It features three corridor connections.&lt;br /&gt;
===Level 1 Statistics===&lt;br /&gt;
Economy: Power: (-1) Life Support: (0) Gasses: (0) Liquids: (0) Stock (0) Endorsements: (2)&lt;br /&gt;
&lt;br /&gt;
Build Time: 2&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: +2 SecFor Immigration +2 Security Status&lt;br /&gt;
===Level 2 Statistics===&lt;br /&gt;
Economy: Power: (-1) Life Support: (0) Gasses: (0) Liquids: (0) Stock (0)&lt;br /&gt;
&lt;br /&gt;
Action Socket: +1 Experience&lt;br /&gt;
&lt;br /&gt;
Additional Effects: +2 SecFor Immigration +2 Security Status&lt;br /&gt;
==Usage Cases and Tactics==&lt;br /&gt;
As difficulty increases, this module slowly moves from being niche to being mandatory. Security Forces are the primary method for controlling riots and managing Security State. As such, it is often an early build pick during games hard and above. Additionally it synergizes well with artifact strategies in it's upgraded state, and synergizes well with the Health and Sports Center.&lt;br /&gt;
==Notes==&lt;br /&gt;
Once upgraded, this is the only way to get experience without spending some other resource.&lt;br /&gt;
&lt;br /&gt;
The Security Dome is commonly and incorrectly assumed to be a module attached to Lucas Johannes. It is not, it is a public pool module.&lt;br /&gt;
&lt;br /&gt;
Ironically, it is one of only two modules in the entire game that changes whether it has an action socket or not based on upgrade state. The other is Cryogenics Cubes, a module only available to Lucas Johannes.&lt;br /&gt;
&lt;br /&gt;
Several tests seem to indicate that this module also increases prisoner immigration. It is unconfirmed if this is an indirect correlation, or an unmarked effect.&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Technical_Zone&amp;diff=63</id>
		<title>Technical Zone</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Technical_Zone&amp;diff=63"/>
		<updated>2022-04-17T03:35:54Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;The Technical Zone is an Active Special Module in Beyond Humanity Colonies. It features extremely similar features to the infrastructure modules, but is not one, due to having...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Technical Zone is an Active Special Module in Beyond Humanity Colonies. It features extremely similar features to the infrastructure modules, but is not one, due to having an action socket, and also not contributing to economic state in any measurable way.&lt;br /&gt;
&lt;br /&gt;
==Statistics Data and Influences==&lt;br /&gt;
The Technical Zone is a tall module, and is the fourth and final module to feature the iconic tri-spire design, featuring a flat section with three kidney shaped lights in the roof. Like the other spire modules, it features three corridor connections.&lt;br /&gt;
===Level 1 Statistics===&lt;br /&gt;
Economy: Power: (-1) Life Support: (0) Gasses: (0) Liquids: (0) Stock (0) Endorsements: (1)&lt;br /&gt;
&lt;br /&gt;
Build Time: 2&lt;br /&gt;
&lt;br /&gt;
Action Socket: 2 Endorsement&lt;br /&gt;
&lt;br /&gt;
Additional Effects: +2 Technical State&lt;br /&gt;
===Level 2 Statistics===&lt;br /&gt;
Economy: Power: (0) Life Support: (0) Gasses: (0) Liquids: (0) Stock (0)&lt;br /&gt;
&lt;br /&gt;
Action Socket: 2 Endorsement and 1 Experience (For a total of three if both endorsements are used.)&lt;br /&gt;
&lt;br /&gt;
Additional Effects: +2 Technical State&lt;br /&gt;
==Usage Cases and Tactics==&lt;br /&gt;
The Technical Zone is very useful for any Manager who wants to get a larger project done quickly. Effectively being a 200% efficient action socket for endorsements, it's very desirable for any situation where there's a modifier on endorsements above the standard. It is also very effective at generating experience in later game which can be difficult without large module projects to complete. The impact on technical state is also very measurable. However, there are several reported negative occurrences associated with the Technical Zone.&lt;br /&gt;
==Notes==&lt;br /&gt;
During a stream with Sierra Invenio, THM Pawel Suski stated that the Technical Zone is one of the strongest opening module picks, and was his personal favorite.&lt;br /&gt;
&lt;br /&gt;
The Technical Zone serves a completely different purpose than any of the modules which it shares an ascetic with.&lt;br /&gt;
&lt;br /&gt;
The Technical Zone is the only module that provides an action socket related to endorsements.&lt;br /&gt;
&lt;br /&gt;
The Technical Zone also is the only module that provides an increase in Technical State.&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Hydroponics_Dome&amp;diff=62</id>
		<title>Hydroponics Dome</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Hydroponics_Dome&amp;diff=62"/>
		<updated>2022-04-17T03:23:54Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;The Hydroponics Dome is an active economical module in Beyond Humanity Colonies. It covers several varied functions, making it a very utilitarian pick to build.  ==Statistics...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Hydroponics Dome is an active economical module in Beyond Humanity Colonies. It covers several varied functions, making it a very utilitarian pick to build.&lt;br /&gt;
&lt;br /&gt;
==Statistics Data and Influences==&lt;br /&gt;
The Hydroponics Dome is a short module, featuring three corridor connections. It's defined by its massive glass roof covering its three main cells with a swept connection in the center. &lt;br /&gt;
===Level 1 Statistics===&lt;br /&gt;
Economy: Power: (0) Life Support: (2) Gasses: (0) Liquids: (-2) Stock (2) Endorsements: (3)&lt;br /&gt;
&lt;br /&gt;
Build Time: 3&lt;br /&gt;
&lt;br /&gt;
Action Socket: 1 Terran Good&lt;br /&gt;
&lt;br /&gt;
Additional Effects: +1 Happiness&lt;br /&gt;
===Level 2 Statistics===&lt;br /&gt;
Economy: Power: (1) Life Support: (2) Gasses: (0) Liquids: (-2) Stock (2)&lt;br /&gt;
&lt;br /&gt;
Action Socket: 1 Credit and 1 Terran Good&lt;br /&gt;
&lt;br /&gt;
Additional Effects: +1 Happiness&lt;br /&gt;
==Usage Cases and Tactics==&lt;br /&gt;
The Hydroponics Dome is effectively a large greenhouse. It provides both stock and life support so in any case where both of those are needed it's a smart choice. It has a comparable cost and use case to the Landing Pad, trading immigration (and reduced security) for only happiness. Effectively this makes the Hydroponics a safer pick than a landing pad in many unstable colony states. Additionally, there are several decrees which either improve or depend on the Hydroponics Dome.&lt;br /&gt;
==Notes==&lt;br /&gt;
Interestingly, an upgraded Hydroponics Dome begins to supply power. This implies either some form of photosynthesis technology or a bio reactor. Neither have been implied in lore at the time of the writing of this article.&lt;br /&gt;
&lt;br /&gt;
The Hydroponics Dome was one of the most teased module designs during the original Kickstarter Campaign, most likely due to it's large frosted parts and interesting glow patterns.&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Atmospheric_Synthesizer&amp;diff=61</id>
		<title>Atmospheric Synthesizer</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Atmospheric_Synthesizer&amp;diff=61"/>
		<updated>2022-04-17T01:59:56Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;The Atmospheric Synthesizer is a passive infrastructure module in Beyond Humanity Colonies. It is extremely similar to the Automatic Well.  ==Statistics Data and Influences==...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Atmospheric Synthesizer is a passive infrastructure module in Beyond Humanity Colonies. It is extremely similar to the Automatic Well.&lt;br /&gt;
&lt;br /&gt;
==Statistics Data and Influences==&lt;br /&gt;
The Atmospheric Synthesizer shares most of it's design with the Automatic Well, with the similar tri-spire design, three corridor connectors, and central defining geometry. A simple way to remember, gas fan, water pipes.&lt;br /&gt;
===Level 1 Statistics===&lt;br /&gt;
Economy: Power: (-1) Life Support: (0) Gasses: (4) Liquids: (0) Stock (0) Endorsements: (0)&lt;br /&gt;
&lt;br /&gt;
Build Time: 1&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: None&lt;br /&gt;
===Level 2 Statistics===&lt;br /&gt;
Economy: Power: (-2) Life Support: (2) Gasses: (5) Liquids: (0) Stock (0)&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: None&lt;br /&gt;
==Usage Cases and Tactics==&lt;br /&gt;
Exactly like the Automatic Well and the various power plants, any Colony will eventually need an Atmospheric Synthesizer. Gasses are a necessary resource for continued survival, and while not as rarely produced as water, the Synthesizer is still the largest producer and most efficient producer of Gasses.&lt;br /&gt;
==Notes==&lt;br /&gt;
It is extremely in both physical appearance and stats to the Automatic Well, and as such can get mixed up very easily.&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Tanks&amp;diff=60</id>
		<title>Tanks</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Tanks&amp;diff=60"/>
		<updated>2022-04-17T01:42:26Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;The Tanks are a passive survival module in Beyond Humanity Colonies. The Tanks are the companion to the Storage, providing Accumulator Capacity and a small production benefit...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Tanks are a passive survival module in Beyond Humanity Colonies. The Tanks are the companion to the Storage, providing Accumulator Capacity and a small production benefit down the line.&lt;br /&gt;
&lt;br /&gt;
==Statistics Data and Influences==&lt;br /&gt;
Tanks are a tall module that is very apparent in it's appearance. Three large tanks joined together by pipeline structure on the roof, with structural reinforcement at the base, and three corridor connections.&lt;br /&gt;
===Level 1 Statistics===&lt;br /&gt;
Economy: Power: (0) Life Support: (0) Gasses: (0) Liquids: (0) Stock (0) Endorsements: (1)&lt;br /&gt;
&lt;br /&gt;
Build Time: 1&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: +7 Gasses Accumulator Capacity, +7 Liquids Accumulator Capacity&lt;br /&gt;
===Level 2 Statistics===&lt;br /&gt;
Economy: Power: (0) Life Support: (0) Gasses: (1) Liquids: (1) Stock (0)&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: +7 Gasses Accumulator Capacity, +7 Liquids Accumulator Capacity&lt;br /&gt;
==Usage Cases and Tactics==&lt;br /&gt;
Tanks are a special case module. On the one hand, there are many decrees that accomplish a similar objective as the special effects. However, if Managers find themselves running short on water with a fully upgraded Automatic Well, upgraded Tanks is the only other way to produce more water.&lt;br /&gt;
==Notes==&lt;br /&gt;
Tanks build faster and require less endorsements than Storage, however, they do not provide any economy benefits until they upgrade.&lt;br /&gt;
&lt;br /&gt;
Similar to storage and capacity decrees, they can be detrimental to goals requiring full Accumulators should something cause them to empty towards the end of the game. It is unknown if -but believed among the community that- there is a connection between Accumulator Capacity and Technical State.&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Life_Support_System&amp;diff=59</id>
		<title>Life Support System</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Life_Support_System&amp;diff=59"/>
		<updated>2022-04-17T01:27:18Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;The Life Support System is a passive infrastructure module in Beyond Humanity Colonies. It is the most expensive of the infrastructure modules, in both economic and endorsemen...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Life Support System is a passive infrastructure module in Beyond Humanity Colonies. It is the most expensive of the infrastructure modules, in both economic and endorsement requirements. However, it is just as necessary as the others.&lt;br /&gt;
&lt;br /&gt;
==Statistics Data and Influences==&lt;br /&gt;
Like most infrastructure modules, much of the design DNA of the Life Support System is shared by its brethren. Three spires, identifying markings on the roof, and three corridor connections.&lt;br /&gt;
===Level 1 Statistics===&lt;br /&gt;
Economy: Power: (-2) Life Support: (4) Gasses: (-2) Liquids: (-2) Stock (0) Endorsements: (1)&lt;br /&gt;
&lt;br /&gt;
Build Time: 1&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: None&lt;br /&gt;
===Level 2 Statistics===&lt;br /&gt;
Economy: Power: (-2) Life Support: (5) Gasses: (-2) Liquids: (-2) Stock (0)&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: None&lt;br /&gt;
==Usage Cases and Tactics==&lt;br /&gt;
As with the other infrastructure modules, the Life Support System exists to solve a specific problem. Life Support falling below zero can cause several different occurrences, cause H/S/T to fall, along with the usual import costs to stock.&lt;br /&gt;
==Notes==&lt;br /&gt;
Life Support System is the only infrastructure module other than the Nuclear Plant that requires any additional endorsements.&lt;br /&gt;
&lt;br /&gt;
It is also the only infrastructure module other than the Nuclear Plant that negatively impacts a resource other than power.&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Residential_Dome&amp;diff=58</id>
		<title>Residential Dome</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Residential_Dome&amp;diff=58"/>
		<updated>2022-04-17T01:12:25Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;The Residential Dome is a passive survival module in Beyond Humanity Colonies. It is the primary method of increasing residential capacity in a Colony.  ==Statistics Data and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Residential Dome is a passive survival module in Beyond Humanity Colonies. It is the primary method of increasing residential capacity in a Colony.&lt;br /&gt;
&lt;br /&gt;
==Statistics Data and Influences==&lt;br /&gt;
Like most domes, Residential Domes feature a dominantly curved and rounded geometry. These specifically feature one of the largest surfaces of exposed glass in the game directly functioning as their roof. They have three corridor connections.&lt;br /&gt;
===Level 1 Statistics===&lt;br /&gt;
Economy: Power: (-1) Life Support: (-2) Gasses: (0) Liquids: (0) Stock (0) Endorsements: (1)&lt;br /&gt;
&lt;br /&gt;
Build Time: 2&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: +2000 Residential Capacity&lt;br /&gt;
===Level 2 Statistics===&lt;br /&gt;
Economy: Power: (-1) Life Support: (-2) Gasses: (0) Liquids: (0) Stock (0)&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: +3000 Residential Capacity&lt;br /&gt;
==Usage Cases and Tactics==&lt;br /&gt;
Residential Domes do not truly have any form of special use case. They are necessary if the Managers wish to avoid overcrowding, and since overcrowding will cause H/S/T stats to fall drastically if left unchecked, this will lead to riots which can cause the Colony to experience civil war, in which case everyone loses. Like most of the infrastructure modules, it's a matter of when, not if.&lt;br /&gt;
==Notes==&lt;br /&gt;
There are three residential domes in the box.&lt;br /&gt;
&lt;br /&gt;
The ARC provides 3000 residential capacity. This means three domes + an ARC is 12000 souls, a full dome below the value required for a population victory. The remaining capacity can only be gotten through the use of  Temporary Residential Cubes. There are no other factors which impact Residential Capacity known publicly at this time.&lt;br /&gt;
&lt;br /&gt;
Interestingly, much of the concept art and even the art on the tiles seems to imply the Residential Dome was intended to have a much more flat roof.&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Community_Dome&amp;diff=57</id>
		<title>Community Dome</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Community_Dome&amp;diff=57"/>
		<updated>2022-04-17T01:03:28Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;The Community Dome is an active political module in Beyond Humanity Colonies. It is one of very few options in the game to improve general immigration AND stock, without takin...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Community Dome is an active political module in Beyond Humanity Colonies. It is one of very few options in the game to improve general immigration AND stock, without taking a security status hit.&lt;br /&gt;
&lt;br /&gt;
==Statistics Data and Influences==&lt;br /&gt;
The Community Dome is a tall module, featuring a rounded center structure with numerous thin glass windows, and six corridor connections. It shares a lot of it's design DNA with the Community Tower, a more expensive but more powerful variant only available to certain Managers.&lt;br /&gt;
===Level 1 Statistics===&lt;br /&gt;
Economy: Power: (-1) Life Support: (-1) Gasses: (0) Liquids: (0) Stock (2) Endorsements: (1)&lt;br /&gt;
&lt;br /&gt;
Build Time: 2&lt;br /&gt;
&lt;br /&gt;
Action Socket: Campaign&lt;br /&gt;
&lt;br /&gt;
Additional Effects: +1 Immigration, +1 Happiness&lt;br /&gt;
===Level 2 Statistics===&lt;br /&gt;
Economy: Power: (-1) Life Support: (-1) Gasses: (0) Liquids: (0) Stock (2)&lt;br /&gt;
&lt;br /&gt;
Action Socket: Campaign +1 Decree&lt;br /&gt;
&lt;br /&gt;
Additional Effects: +1 Immigration, +1 Happiness&lt;br /&gt;
==Usage Cases and Tactics==&lt;br /&gt;
The Community Dome is a strong module for a few reasons, and very necessary in an immigration/population strategy. The campaign slot frees up the ARC political advantage slot and it provides stock production, making it a very viable early module.&lt;br /&gt;
==Notes==&lt;br /&gt;
Stock production seems to scale with total populace, not an effect noted anywhere in the annex or on tile.&lt;br /&gt;
&lt;br /&gt;
Community Domes are less powerful but vastly more efficient than their tower counterparts.&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=BHC_Modules&amp;diff=56</id>
		<title>BHC Modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=BHC_Modules&amp;diff=56"/>
		<updated>2022-04-16T04:43:43Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Delete this Page: new format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Storage&amp;diff=55</id>
		<title>Storage</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Storage&amp;diff=55"/>
		<updated>2022-04-16T04:41:30Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;Storage is an active economic module in Beyond Humanity Colonies. Storage facilities are a surprisingly utilitarian option with limited downsides.   ==Statistics Data and Infl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Storage is an active economic module in Beyond Humanity Colonies. Storage facilities are a surprisingly utilitarian option with limited downsides. &lt;br /&gt;
&lt;br /&gt;
==Statistics Data and Influences==&lt;br /&gt;
The storage is a short module featuring a round, modular design structure with three corridor connections, and features a central indentation and a sharp roof to wall transition unlike most other round modules.&lt;br /&gt;
===Level 1 Statistics===&lt;br /&gt;
Economy: Power: (0) Life Support: (0) Gasses: (0) Liquids: (0) Stock (2) Endorsements: (+3)&lt;br /&gt;
&lt;br /&gt;
Build Time: 2&lt;br /&gt;
&lt;br /&gt;
Action Socket: +3 Credits&lt;br /&gt;
&lt;br /&gt;
Additional Effects: +7 Power Accumulator Capacity, +7 Life Support Capacity&lt;br /&gt;
===Level 2 Statistics===&lt;br /&gt;
Economy: Power: (0) Life Support: (0) Gasses: (0) Liquids: (0) Stock (3)&lt;br /&gt;
&lt;br /&gt;
Action Socket: +3 Credits&lt;br /&gt;
&lt;br /&gt;
Additional Effects: +7 Power Accumulator Capacity, +7 Life Support Capacity&lt;br /&gt;
==Usage Cases and Tactics==&lt;br /&gt;
The storage is another ubiquitous opening module, providing limited downsides as it produces stock without consuming any resources. Combined with having a high amount of resource gain on it's action socket and a relatively short construction window it can be a very tempting early module, especially to take advantage of the increased Accumulator capacity. However, it's upgraded statistic changes are extremely limited, and this should be considered compared to other, more adaptive modules.&lt;br /&gt;
==Notes==&lt;br /&gt;
Storage is one of only two modules to have an effect on Accumulator capacity, as opposed to production, the other being Tanks. Tanks however is a passive module, which upgrades to produce resources, where as Storage produces resources upon building, and provides an action socket. Thus, Storage is a much more common module than Tanks.&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Landing_Pad&amp;diff=54</id>
		<title>Landing Pad</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Landing_Pad&amp;diff=54"/>
		<updated>2022-04-16T04:30:05Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;The Landing Pad is an active Economic Module in Beyond Humanity Colonies. The Landing Pad is a very flexible module, providing a rather wide array of status and effect changes...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Landing Pad is an active Economic Module in Beyond Humanity Colonies. The Landing Pad is a very flexible module, providing a rather wide array of status and effect changes, as well as a rather sought after action socket.&lt;br /&gt;
&lt;br /&gt;
==Statistics Data and Influences==&lt;br /&gt;
The Landing Pad is a short module consisting of a base structure, a flat landing surface, and a control tower. The building features two corridor connections on opposite sides.&lt;br /&gt;
===Level 1 Statistics===&lt;br /&gt;
Economy: Power: (-1) Life Support: (0) Gasses: (-1) Liquids: (0) Stock (3) Endorsements: (3)&lt;br /&gt;
&lt;br /&gt;
Build Time: 2&lt;br /&gt;
&lt;br /&gt;
Action Socket: +2 Terran Goods&lt;br /&gt;
&lt;br /&gt;
Additional Effects: +2 Immigration, +1 Happiness, -2 Security&lt;br /&gt;
===Level 2 Statistics===&lt;br /&gt;
Economy: Power: (-2) Life Support: (-1) Gasses: (0) Liquids: (0) Stock (4)&lt;br /&gt;
&lt;br /&gt;
Action Socket: +2 Terran Goods&lt;br /&gt;
&lt;br /&gt;
Additional Effects: +2 Immigration, +1 Happiness, -2 Security&lt;br /&gt;
==Usage Cases and Tactics==&lt;br /&gt;
The Landing Pad is a very common opening module as it's minimal costs and varied positive effects make it very appealing, combined with adding an additional source of Terran Goods very early which makes for easier Artifact strategies. It is a good more general opener than an industrial dome, in that it provides better add on effects at the cost of less stock production.&lt;br /&gt;
==Notes==&lt;br /&gt;
Landing pads have at least four decrees which interact with them, one of the highest numbers in the game. (Strict and Stricter customs, Guest ID Cards, and ?)&lt;br /&gt;
&lt;br /&gt;
Landing Pads and Tanks are very close in height, which may cause confusion when packing the game backup. Tanks are a tall module, and the Landing Pad is a short module.&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Solar_Power_Plant&amp;diff=53</id>
		<title>Solar Power Plant</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Solar_Power_Plant&amp;diff=53"/>
		<updated>2022-04-16T04:20:24Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: /* Usage Cases and Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Solar Power Plant is a passive infrastructure module in Beyond Humanity Colonies. Solar Power Plants are the standard or, more traditional methods for producing power, and are one of only two modules that can have more than one per colony. They are the more efficient but less effective brethren of Nuclear Plants.&lt;br /&gt;
&lt;br /&gt;
==Statistics Data and Influences==&lt;br /&gt;
Solar Power Plants are a tall module featuring three large curved glass panes protruding from a platform. They have one of the most noticeable amounts of glass of any module, and feature three corridor connections just like most other infrastructure modules.&lt;br /&gt;
===Level 1 Statistics===&lt;br /&gt;
Economy: Power: (3) Life Support: (0) Gasses: (0) Liquids: (0) Stock (0) Endorsements: (0)&lt;br /&gt;
&lt;br /&gt;
Build Time: 2&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: None&lt;br /&gt;
&lt;br /&gt;
===Level 2 Statistics===&lt;br /&gt;
Economy: Power: (4) Life Support: (0) Gasses: (0) Liquids: (0) Stock (0)&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: None&lt;br /&gt;
==Usage Cases and Tactics==&lt;br /&gt;
Solar Power Plants are the only &amp;quot;optional&amp;quot; infrastructure module, in that the Nuclear Power Plant does the same role with different requirements and higher risks. Power is the Colony Resource that fluctuates the most, and Solar Power Plants are one of only a handful of modules with no downsides or costs other than construction.&lt;br /&gt;
==Notes==&lt;br /&gt;
There are two Solar Power Plants in the box.&lt;br /&gt;
&lt;br /&gt;
If the graphical elements on the tiles are to be believed a single solar plant once upgraded does 80% of the power production of a Nuclear Plant. Multiple tests confirm this is not the case.&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Solar_Power_Plant&amp;diff=52</id>
		<title>Solar Power Plant</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Solar_Power_Plant&amp;diff=52"/>
		<updated>2022-04-16T04:19:38Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: /* Level 1 Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Solar Power Plant is a passive infrastructure module in Beyond Humanity Colonies. Solar Power Plants are the standard or, more traditional methods for producing power, and are one of only two modules that can have more than one per colony. They are the more efficient but less effective brethren of Nuclear Plants.&lt;br /&gt;
&lt;br /&gt;
==Statistics Data and Influences==&lt;br /&gt;
Solar Power Plants are a tall module featuring three large curved glass panes protruding from a platform. They have one of the most noticeable amounts of glass of any module, and feature three corridor connections just like most other infrastructure modules.&lt;br /&gt;
===Level 1 Statistics===&lt;br /&gt;
Economy: Power: (3) Life Support: (0) Gasses: (0) Liquids: (0) Stock (0) Endorsements: (0)&lt;br /&gt;
&lt;br /&gt;
Build Time: 2&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: None&lt;br /&gt;
&lt;br /&gt;
===Level 2 Statistics===&lt;br /&gt;
Economy: Power: (4) Life Support: (0) Gasses: (0) Liquids: (0) Stock (0)&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: None&lt;br /&gt;
==Usage Cases and Tactics==&lt;br /&gt;
Solar Power Plants are the only &amp;quot;optional&amp;quot; infrastructure module, in that the Nuclear Power Plant does the same role with different requirements and higher risks. Power is the Colony Resource that fluctuates the most, and Solar Powerplants are one of only a handful of modules with no downsides or costs other than construction.&lt;br /&gt;
==Notes==&lt;br /&gt;
There are two Solar Power Plants in the box.&lt;br /&gt;
&lt;br /&gt;
If the graphical elements on the tiles are to be believed a single solar plant once upgraded does 80% of the power production of a Nuclear Plant. Multiple tests confirm this is not the case.&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Solar_Power_Plant&amp;diff=51</id>
		<title>Solar Power Plant</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Solar_Power_Plant&amp;diff=51"/>
		<updated>2022-04-16T04:15:31Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;The Solar Power Plant is a passive infrastructure module in Beyond Humanity Colonies. Solar Power Plants are the standard or, more traditional methods for producing power, and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Solar Power Plant is a passive infrastructure module in Beyond Humanity Colonies. Solar Power Plants are the standard or, more traditional methods for producing power, and are one of only two modules that can have more than one per colony. They are the more efficient but less effective brethren of Nuclear Plants.&lt;br /&gt;
&lt;br /&gt;
==Statistics Data and Influences==&lt;br /&gt;
Solar Power Plants are a tall module featuring three large curved glass panes protruding from a platform. They have one of the most noticeable amounts of glass of any module, and feature three corridor connections just like most other infrastructure modules.&lt;br /&gt;
===Level 1 Statistics===&lt;br /&gt;
Economy: Power: (3) Life Support: (0) Gasses: (0) Liquids: (0) Stock (0) Endorsements: (0)&lt;br /&gt;
&lt;br /&gt;
Build Time: 1&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: None&lt;br /&gt;
===Level 2 Statistics===&lt;br /&gt;
Economy: Power: (4) Life Support: (0) Gasses: (0) Liquids: (0) Stock (0)&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: None&lt;br /&gt;
==Usage Cases and Tactics==&lt;br /&gt;
Solar Power Plants are the only &amp;quot;optional&amp;quot; infrastructure module, in that the Nuclear Power Plant does the same role with different requirements and higher risks. Power is the Colony Resource that fluctuates the most, and Solar Powerplants are one of only a handful of modules with no downsides or costs other than construction.&lt;br /&gt;
==Notes==&lt;br /&gt;
There are two Solar Power Plants in the box.&lt;br /&gt;
&lt;br /&gt;
If the graphical elements on the tiles are to be believed a single solar plant once upgraded does 80% of the power production of a Nuclear Plant. Multiple tests confirm this is not the case.&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Automatic_Well&amp;diff=50</id>
		<title>Automatic Well</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Automatic_Well&amp;diff=50"/>
		<updated>2022-04-16T03:52:16Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: /* Statistics Data and Influences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Automatic Well is a passive infrastructure module in Beyond Humanity Colonies. The automatic well is the primary source of water production for a new Colony. It features a similar modular design to its infrastructure brethren. &lt;br /&gt;
&lt;br /&gt;
==Statistics Data and Influences==&lt;br /&gt;
The Automatic Well is a tall module with three spiked structure surrounding a central pumping structure with visible piping from the top. It can be easily confused for the Atmospheric Synthesizer. The easiest identifier is the pipes, where as the Atmospheric Synthesizer has a fan. Automatic Wells have 3 corridor connections evenly spaced.&lt;br /&gt;
===Level 1 Statistics===&lt;br /&gt;
Economy: Power: (-1) Life Support: (0) Gasses: (0) Liquids: (+4) Stock (0) Endorsements: (0)&lt;br /&gt;
&lt;br /&gt;
Build Time: 1&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: None&lt;br /&gt;
===Level 2 Statistics===&lt;br /&gt;
Economy: Power: (-1) Life Support: (+2) Gasses: (0) Liquids: (+5) Stock (0)&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: None&lt;br /&gt;
&lt;br /&gt;
==Usage Cases and Tactics==&lt;br /&gt;
Automatic Wells are one of six different modules that will be built in approximately 90% of successful Colonies. It is also an essential Module in avoiding late game import costs. Like all infrastructure modules, they are necessary components to prevent problems. Automatic Wells are typically built between rounds 6 and 10, as required by other build order.&lt;br /&gt;
==Notes==&lt;br /&gt;
Automatic Wells share a lot of design choices with Technical Zones, Atmospheric Synthesizers, and Life Supports, but oddly, none of the power generating modules.&lt;br /&gt;
&lt;br /&gt;
Automatic Wells are one of the five modules required for the export strategy.&lt;br /&gt;
&lt;br /&gt;
Liquids is one of, if not the hardest resource to get, with Automatic Wells being the only way to produce it on site at level 1, with tanks providing a trickle at level 2 as the only other source.&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Automatic_Well&amp;diff=49</id>
		<title>Automatic Well</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Automatic_Well&amp;diff=49"/>
		<updated>2022-04-16T03:41:24Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;The Automatic Well is a passive infrastructure module in Beyond Humanity Colonies. The automatic well is the primary source of water production for a new Colony. It features a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Automatic Well is a passive infrastructure module in Beyond Humanity Colonies. The automatic well is the primary source of water production for a new Colony. It features a similar modular design to its infrastructure brethren. &lt;br /&gt;
&lt;br /&gt;
==Statistics Data and Influences==&lt;br /&gt;
The Automatic Well is a tall module with three spiked structure surrounding a central pumping structure with visible piping from the top. It can be easily confused for the Atmospheric Synthesizer. The easiest identifier is the pipes, where as the Atmospheric Synthesizer has a fan.&lt;br /&gt;
===Level 1 Statistics===&lt;br /&gt;
Economy: Power: (-1) Life Support: (0) Gasses: (0) Liquids: (+4) Stock (0) Endorsements: (0)&lt;br /&gt;
&lt;br /&gt;
Build Time: 1&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: None&lt;br /&gt;
===Level 2 Statistics===&lt;br /&gt;
Economy: Power: (-1) Life Support: (+2) Gasses: (0) Liquids: (+5) Stock (0)&lt;br /&gt;
&lt;br /&gt;
Action Socket: None&lt;br /&gt;
&lt;br /&gt;
Additional Effects: None&lt;br /&gt;
==Usage Cases and Tactics==&lt;br /&gt;
Automatic Wells are one of six different modules that will be built in approximately 90% of successful Colonies. It is also an essential Module in avoiding late game import costs. Like all infrastructure modules, they are necessary components to prevent problems. Automatic Wells are typically built between rounds 6 and 10, as required by other build order.&lt;br /&gt;
==Notes==&lt;br /&gt;
Automatic Wells share a lot of design choices with Technical Zones, Atmospheric Synthesizers, and Life Supports, but oddly, none of the power generating modules.&lt;br /&gt;
&lt;br /&gt;
Automatic Wells are one of the five modules required for the export strategy.&lt;br /&gt;
&lt;br /&gt;
Liquids is one of, if not the hardest resource to get, with Automatic Wells being the only way to produce it on site at level 1, with tanks providing a trickle at level 2 as the only other source.&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Module_Template&amp;diff=48</id>
		<title>Module Template</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Module_Template&amp;diff=48"/>
		<updated>2022-04-16T03:12:23Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Description&lt;br /&gt;
&lt;br /&gt;
== Statistics Data and Influences ==&lt;br /&gt;
Physical Characteristics&lt;br /&gt;
&lt;br /&gt;
=== Level 1 Statistics ===&lt;br /&gt;
Economy: Power: (X) Life Support: (X) Gasses: (X) Liquids: (X) Stock (X) Endorsements: (X)&lt;br /&gt;
&lt;br /&gt;
Build Time:&lt;br /&gt;
&lt;br /&gt;
Action Socket:&lt;br /&gt;
&lt;br /&gt;
Additional Effects:&lt;br /&gt;
&lt;br /&gt;
=== Level 2 Statistics ===&lt;br /&gt;
Economy: Power: (X) Life Support: (X) Gasses: (X) Liquids: (X) Stock (X)&lt;br /&gt;
&lt;br /&gt;
Action Socket:&lt;br /&gt;
&lt;br /&gt;
Additional Effects:&lt;br /&gt;
&lt;br /&gt;
== Usage Cases and Tactics ==&lt;br /&gt;
Neat uses&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Notes&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Industrial_Dome&amp;diff=47</id>
		<title>Industrial Dome</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Industrial_Dome&amp;diff=47"/>
		<updated>2022-04-16T03:05:30Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;The Industrial Dome is an active economic module in Beyond Humanity Colonies. The industrial dome's primary role is to produce stock, at the cost of colony resources, happines...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Industrial Dome is an active economic module in Beyond Humanity Colonies. The industrial dome's primary role is to produce stock, at the cost of colony resources, happiness, and security statuses.&lt;br /&gt;
&lt;br /&gt;
== Statistics Data and Influences ==&lt;br /&gt;
The industrial dome is a taller sized, pill shaped structure with two corridor connections, directly opposite one another. It's most prominent feature aside from it's unique solid shape of the module is the three roof vents.&lt;br /&gt;
&lt;br /&gt;
=== Level 1 Statistics ===&lt;br /&gt;
Economy: Power: (-2) Life Support: (0) Gasses: (-2) Liquids: (-2) Stock (+4) Endorsements: (+3)&lt;br /&gt;
&lt;br /&gt;
Build Time: 3&lt;br /&gt;
&lt;br /&gt;
Action Socket: +2 Credits&lt;br /&gt;
&lt;br /&gt;
Additional Effects: -1 Happiness, -1 Security.&lt;br /&gt;
&lt;br /&gt;
=== Level 2 Statistics ===&lt;br /&gt;
Economy: Power: (-2) Life Support: (0) Gasses: (-2) Liquids: (-2) Stock (+5)&lt;br /&gt;
&lt;br /&gt;
Action Socket: +2 Credits, +1 Decree&lt;br /&gt;
&lt;br /&gt;
Additional Effects: -1 Happiness, -1 Security.&lt;br /&gt;
&lt;br /&gt;
== Usage Cases and Tactics ==&lt;br /&gt;
Industrial domes are an uncommon opening module, but they are viable for an opening module as they are a stock producing module. However, they are high on trade offs for an early game module, and those costs should be considered, especially comparing to other early options.&lt;br /&gt;
&lt;br /&gt;
The industrial dome is the highest innate stock production module in the game, tied with the Spaceport.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Community rumors during development have hinted that, during Exogen enabled games Industrial domes are linked to acquiring additional mining teams.&lt;br /&gt;
&lt;br /&gt;
Industrial domes were the source of the reveal that module adjacencies mattered during one of the 2020 AMAs about Beyond Humanity Colonies. Adjacent to industrial dome residences will become slums, causing a happiness penalty.&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=46</id>
		<title>Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=46"/>
		<updated>2022-04-16T02:38:01Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: /* Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Thousands of man hours between dozens of revisions, countless amounts of currency, and blood sweat and tears, have finally brought man kind to a time where it can be ready to leave Terra.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies is the first game in the Beyond Humanity series, and the first hybrid boardgame by Three Headed Monster. Featuring full integration with the Exogen database in the coming months, players take on the role of managers attempting to turn a freshly-landed ARC into a thriving colony on any of the hundreds of thousands of planets found throughout known space.&lt;br /&gt;
&lt;br /&gt;
Managers will face numerous daunting tasks as they choose to work together towards their colony's success, or behind the scenes for their own agendas. Often they will face difficult choices between what is best, what is easiest, and what they or their people want. &lt;br /&gt;
&lt;br /&gt;
Boasting a very limited array of truly random events, millions of lines of code in the game create a flowing structure of variables and results impossible for a human to keep track of, resulting in a difficult to predict but organic feeling chain of events that ensures no two games will ever play the same way.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies funded on Kickstarter in 2019 to the tune of over 500,000usd, and shipping is scheduled to begin early Q2 2022.&lt;br /&gt;
&lt;br /&gt;
== Assets ==&lt;br /&gt;
&lt;br /&gt;
Within the box there is: both the full color full rulebook and supplementary Annex, 9 directive cards, 9 double-sided assistant cards, 3 advisor cards, 68 or 108 RFID enabled decree cards, 40 artifact cards, 9 personal 25 semi co-op and 15 co-op goal cards, 4 aux fleet transfer cards, 5 double sided quick reference cards, 2 base endorsement tiles, 1 ARC tile and Module, 1 solo tile, 9 player boards, 31/32 modules/module tiles, 15 ability tiles, 15 corridor connections, 11 RFID-enabled tokens, and resource tokens of all 4 kinds as laid out below.&lt;br /&gt;
&lt;br /&gt;
=== Cards ===&lt;br /&gt;
&lt;br /&gt;
In Beyond Humanity: Colonies there are 5 principle card types:&lt;br /&gt;
&lt;br /&gt;
Decrees: RFID enabled cards used to influence the game state via communication within the ARC, or as module endorsements to promote the construction of module buildings.&lt;br /&gt;
Main Article -&amp;gt; Decrees&lt;br /&gt;
&lt;br /&gt;
Artifacts: Mysterious relics found on the surface of planets that need to be discovered via Expeditions, and then analyzed through Research actions. Each artifact takes a maximum of 3 Experience, 2 Terran Goods, 2 Credits, and 1 Political Advantage.&lt;br /&gt;
Main Article -&amp;gt; Artifacts&lt;br /&gt;
&lt;br /&gt;
Goals: Goals have 3 subtypes&amp;quot;: Personal goals, which are given to each player at the start of their game, and assigned to their character; Semi Coop Goals, which are randomized with each game; and Coop goals, which are used only in the coop mode, and feature a different colored back. Goals have both costs of failure and rewards of success in BHC, so it is better to find a way to get rid of goals you cannot complete in favor of other ones.&lt;br /&gt;
Main Article -&amp;gt; Goal Cards&lt;br /&gt;
&lt;br /&gt;
Assistants: These double sided cards are used exclusively for a unique set of actions, and are assigned per manager character at the start of the game. These cards all feature action sockets with actions not found on module tiles, and unlike module tile actions, have a cost associated with their use.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
Advisors: These specialized assistants are single sided, all cost a varying amount of Political Advantage, and all feature unique action sockets that can heavily shake up the game, from changing Governor to removing Terran Dependences.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
There are 5 resource types in BHC as well. Credits, the gold circles which represent universal currency used across known space; Terran Goods, exotic exports from Earth which are more rare resource, in blue crates; Experience, gained from module endorsements and used for abilities or expeditions, displayed as white triangles; and Political Advantage, a reflection of a character's influence allowing them to take powerful actions unavailable to those without the required clout, represented by green shields.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Modules in BHC are the backbone of the colony. New buildings allow for new opportunities, resource production and management, and new risks. There are a total of 28/29 unique modules in the BHC box along with the ARC, with 10 being reserved based on the managers in play for the game, the remaining are available in all games, and can be sorted into two categories for convenience, active modules, which have an action socket for use with the worker placement mechanics of the game, and passive modules, those with only effects on the colony statistics and in the companion app.&lt;br /&gt;
&lt;br /&gt;
*All* modules impact game state in a collection of varied ways. If a number is not provided for the module's effects, it may change due to various elements including but not limited to: planet selection, AUX fleet interactions, happiness security and technical state, etc, etc. All of this information can be found in the last three pages of the BHC Annex.&lt;br /&gt;
&lt;br /&gt;
==== Active Modules ====&lt;br /&gt;
Hydroponics Dome, Industrial Dome, Landing Pad, Storage, Community Dome, Temporary Residential Capsules, Technical Zone, Academy, Health and Sports Center, Galactic Market Place (This module is an addon)&lt;br /&gt;
&lt;br /&gt;
==== Passive Modules ====&lt;br /&gt;
Solar Power Plant (2x), Nuclear Power Plant, Life Support System, Atmospheric Synthesizer, Automatic Well, Tanks, Residential Dome (3x), Security Dome&lt;br /&gt;
&lt;br /&gt;
==== Specialty Modules ====&lt;br /&gt;
&lt;br /&gt;
Hangar: Paul Bloch, Giselle Carter, Athena Gore. Test Chamber: Paul Bloch, Boris Artyomov. Community Tower: Art Chen, Ava Xu, Vlad Pokorny. Obelisk: Art Chen. Consulate: Mac McCain. Laboratory: Boris Artyomov, Giselle Carter. Bunker: Athena Gore (Passive). Prison Dome: Ava Xu, Lucas Johannes. Terran Embassy: Vlad Pokorny. Cryogenics Cubes: Lucas Johannes (Passive)&lt;br /&gt;
&lt;br /&gt;
=== Player Boards, Tokens, and Characters ===&lt;br /&gt;
&lt;br /&gt;
In addition to the modules, each Manager character has their own unique player board featuring their art, order of command (turn order identifier), their repositories (resource storage locations) ability and artifact management slots, their assigned assistants, and an RFID enabled token for interacting with the ARC for decrees, campaigns, and module building as required.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
=== Assistants ===&lt;br /&gt;
&lt;br /&gt;
Each manager is assigned their own pair of assistants at the start of the game, and may only put one into play (by facing that side of the card up) at a time. Various actions and decrees will allow or cause the manager to swap assistants by flipping the card. Assistants come with a variety of actions as well as costs, and can only be used during game phase 4, assistant actions. Likewise, any assistant may only be used once in a round, and assistant actions may be used by anyone that can pay for their services.&lt;br /&gt;
&lt;br /&gt;
=== Rulebooks and Quick Reference Content ===&lt;br /&gt;
&lt;br /&gt;
Finally, in the box there are the two main rulebooks.&lt;br /&gt;
&lt;br /&gt;
The Manager's Guide teaches the basic gameplay mode (Semi-Coop) along with the phase structure, necessary terminology, and rudimentary functions of the game such as the in-app statistics and interactions. This should be read cover to cover or all of its content absorbed before playing a regular game. It is unknown at this time how well the in-app tutorial covers this.&lt;br /&gt;
&lt;br /&gt;
The Annex is a much more detailed look at some mechanical elements, including listing all of the statistics and actions of all modules in the game, the alternative game modes (Coop and Solo), various special states, and a plethora of iconography (which there is LOTS of in the game.)&lt;br /&gt;
&lt;br /&gt;
Finally there are five double sided playing cards, one side covering the basic action sockets, with a reminder to check the Annex for others, and the other denoting the round structure by phases, including the necessary app interactions and upkeep phases.&lt;br /&gt;
&lt;br /&gt;
== Companion App ==&lt;br /&gt;
&lt;br /&gt;
The BHC Companion App is a necessary element of the game not found in the box. It is to be installed from the software provider of your choice (currently the Apple Store or Google Play only) and is used to connect to the ARC module and display the goings on of the &amp;quot;Colony Side&amp;quot; of the events in game.&lt;br /&gt;
&lt;br /&gt;
The main screen of the app is used to select the mode of the game, be it online or offline games, scenarios, adjust settings, logs, and other functions. Once into a game, the app will pull a selection of in range planets (from the republic space and beyond only when connected to the Exogen database), once a selection is made based on the available information, an aux fleet may be selected if applicable, and then the game will begin.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Screenshot Goes here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once the game has begun the display converts to a round tracker with five tabs detailing the important statistics of the colony.&lt;br /&gt;
&lt;br /&gt;
The first tab is the colony's states, happiness security and technical. These are shown in a simple green good, yellow orange red bad state with phrases assigned to the severity of the state when expanded. These stats lead to various occurrences as well as riots and catastrophes if not monitored.&lt;br /&gt;
&lt;br /&gt;
The second tab is the production and accumulators tab, which shows the production and storage of power, life support, gasses, and liquids. The accumulators (batteries) store overproduction for the event of a sudden drain on the system, and can be increased by both decrees and modules. Running out of these can start to burn stock very quickly.&lt;br /&gt;
&lt;br /&gt;
The third tab is the population and immigration tab, which keeps track of the number of available beds in the colony, the rate at which the population is growing, and what the assigned roles of the patrons are in the colony.&lt;br /&gt;
&lt;br /&gt;
Fourth is the special states tab. Riots, Terran Dependences, and Overcrowding conditions are viewed here.&lt;br /&gt;
&lt;br /&gt;
Finally is the stock tab. Stock production and values are shown here along with module construction statuses. This tab will give you a good idea of what is to come regarding supplies and if a Terran Dependence is looming.&lt;br /&gt;
&lt;br /&gt;
Additionally, every 6 months the app will inform the players of their standings with the populace of the colony. More popular managers are more likely to pass decrees.&lt;br /&gt;
&lt;br /&gt;
And finally, at the end of the game, the app will display its internal victory points for colony president and other special events, which is to be added to each manager's score in turn to determine the final outcome.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Modes ===&lt;br /&gt;
&lt;br /&gt;
=== Round Structure ===&lt;br /&gt;
&lt;br /&gt;
=== Win and Loss Conditions ===&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
=== Upcoming Features ===&lt;br /&gt;
&lt;br /&gt;
=== Companion App Notes ===&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Module_Template&amp;diff=45</id>
		<title>Module Template</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Module_Template&amp;diff=45"/>
		<updated>2022-04-16T02:33:12Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Description&lt;br /&gt;
&lt;br /&gt;
== Statistics Data and Influences ==&lt;br /&gt;
Physical Characteristics&lt;br /&gt;
&lt;br /&gt;
=== Level 1 Statistics ===&lt;br /&gt;
Economy: Power: (X) Life Support: (X) Gasses: (X) Liquids: (X) Stock (X) Endorsements: (X)&lt;br /&gt;
&lt;br /&gt;
Build Time:&lt;br /&gt;
&lt;br /&gt;
Action Socket:&lt;br /&gt;
&lt;br /&gt;
Additional Effects:&lt;br /&gt;
&lt;br /&gt;
=== Level 2 Statistics ===&lt;br /&gt;
Economy: Power: (X) Life Support: (X) Gasses: (X) Liquids: (X) Stock (X) Endorsements: (X)&lt;br /&gt;
&lt;br /&gt;
Action Socket:&lt;br /&gt;
&lt;br /&gt;
Additional Effects:&lt;br /&gt;
&lt;br /&gt;
== Usage Cases and Tactics ==&lt;br /&gt;
Neat uses&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Notes&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Module_Template&amp;diff=44</id>
		<title>Module Template</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Module_Template&amp;diff=44"/>
		<updated>2022-04-16T02:31:10Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;Description  == Statistics Data and Influences ==  === Level 1 Statistics === Economy: Power: (X) Life Support: (X) Gasses: (X) Liquids: (X) Stock (X) Endorsements: (X)  Build...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Description&lt;br /&gt;
&lt;br /&gt;
== Statistics Data and Influences ==&lt;br /&gt;
&lt;br /&gt;
=== Level 1 Statistics ===&lt;br /&gt;
Economy: Power: (X) Life Support: (X) Gasses: (X) Liquids: (X) Stock (X) Endorsements: (X)&lt;br /&gt;
&lt;br /&gt;
Build Time:&lt;br /&gt;
&lt;br /&gt;
Action Socket:&lt;br /&gt;
&lt;br /&gt;
Additional Effects:&lt;br /&gt;
&lt;br /&gt;
=== Level 2 Statistics ===&lt;br /&gt;
Economy: Power: (X) Life Support: (X) Gasses: (X) Liquids: (X) Stock (X) Endorsements: (X)&lt;br /&gt;
&lt;br /&gt;
Action Socket:&lt;br /&gt;
&lt;br /&gt;
Additional Effects:&lt;br /&gt;
&lt;br /&gt;
== Usage Cases and Tactics ==&lt;br /&gt;
Neat uses&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Notes&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Modules&amp;diff=43</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Modules&amp;diff=43"/>
		<updated>2022-04-16T02:19:44Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Modules are the primary components of the [[Colony]]. &lt;br /&gt;
&lt;br /&gt;
In the BH:C board game, The Module minis connect to the [[ARC]] and to each other, to form the Colony diorama on the table. They contain the electronics that combine into a network and communicate with players by colorful LED signals. &lt;br /&gt;
&lt;br /&gt;
Colony Modules are the main feature used by the [[Managers]] to expand and shape their Colony. By building them, the Managers influence all aspects of Citizens’ life and Colony statuses.&lt;br /&gt;
&lt;br /&gt;
Each Module affects the Colony in various aspects, such as production and consumption of [[Colony Resources|Resources]] or STOCK, immigration factor modifier, Happiness, Security and Technical statuses influence, accommodation for Citizens, and many others  (all those kinds of influence are shown on Module tiles with icons)&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=BHC_Modules&amp;diff=42</id>
		<title>BHC Modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=BHC_Modules&amp;diff=42"/>
		<updated>2022-03-12T23:42:32Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;There are technically 30 unique modules in BHC if one includes the ARC. Each Module has a series of stats, along with influences and most feature action sockets.  == Template...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are technically 30 unique modules in BHC if one includes the ARC. Each Module has a series of stats, along with influences and most feature action sockets.&lt;br /&gt;
&lt;br /&gt;
== Template ==&lt;br /&gt;
Stats:&lt;br /&gt;
Power: &lt;br /&gt;
Life Support: &lt;br /&gt;
Gasses: &lt;br /&gt;
Liquids: &lt;br /&gt;
Stock: &lt;br /&gt;
Endorsements: &lt;br /&gt;
Build Time: &lt;br /&gt;
Influences: &lt;br /&gt;
Action Socket: &lt;br /&gt;
&lt;br /&gt;
== ARC Module ==&lt;br /&gt;
&lt;br /&gt;
Stats:&lt;br /&gt;
Power: +2&lt;br /&gt;
Life Support: +2&lt;br /&gt;
Gasses: +1&lt;br /&gt;
Liquids: +1&lt;br /&gt;
Stock: -5&lt;br /&gt;
Endorsements: N/A&lt;br /&gt;
Build Time: N/A&lt;br /&gt;
Influences: +3000 Population Capacity&lt;br /&gt;
Action Socket: Multiple: 1CR, 1TG, Expedition/Research, Campaign/PA, 2DEC/1Endorsement&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=41</id>
		<title>Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=41"/>
		<updated>2022-03-12T23:32:01Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Thousands of man hours between dozens of revisions, countless amounts of currency, and blood sweat and tears, have finally brought man kind to a time where it can be ready to leave Terra.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies is the first game in the Beyond Humanity series, and the first hybrid boardgame by Three Headed Monster. Featuring full integration with the Exogen database in the coming months, players take on the role of managers attempting to turn a freshly-landed ARC into a thriving colony on any of the hundreds of thousands of planets found throughout known space.&lt;br /&gt;
&lt;br /&gt;
Managers will face numerous daunting tasks as they choose to work together towards their colony's success, or behind the scenes for their own agendas. Often they will face difficult choices between what is best, what is easiest, and what they or their people want. &lt;br /&gt;
&lt;br /&gt;
Boasting a very limited array of truly random events, millions of lines of code in the game create a flowing structure of variables and results impossible for a human to keep track of, resulting in a difficult to predict but organic feeling chain of events that ensures no two games will ever play the same way.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies funded on Kickstarter in 2019 to the tune of over 500,000usd, and shipping is scheduled to begin early Q2 2022.&lt;br /&gt;
&lt;br /&gt;
== Assets ==&lt;br /&gt;
&lt;br /&gt;
Within the box there is: both the full color full rulebook and supplementary Annex, 9 directive cards, 9 double-sided assistant cards, 3 advisor cards, 68 or 108 RFID enabled decree cards, 40 artifact cards, 9 personal 25 semi co-op and 15 co-op goal cards, 4 aux fleet transfer cards, 5 double sided quick reference cards, 2 base endorsement tiles, 1 ARC tile and Module, 1 solo tile, 9 player boards, 31/32 modules/module tiles, 15 ability tiles, 15 corridor connections, 11 RFID-enabled tokens, and resource tokens of all 4 kinds as laid out below.&lt;br /&gt;
&lt;br /&gt;
=== Cards ===&lt;br /&gt;
&lt;br /&gt;
In Beyond Humanity: Colonies there are 5 principle card types:&lt;br /&gt;
&lt;br /&gt;
Decrees: RFID enabled cards used to influence the game state via communication within the ARC, or as module endorsements to promote the construction of module buildings.&lt;br /&gt;
Main Article -&amp;gt; Decrees&lt;br /&gt;
&lt;br /&gt;
Artifacts: Mysterious relics found on the surface of planets that need to be discovered via Expeditions, and then analyzed through Research actions. Each artifact takes a maximum of 3 Experience, 2 Terran Goods, 2 Credits, and 1 Political Advantage.&lt;br /&gt;
Main Article -&amp;gt; Artifacts&lt;br /&gt;
&lt;br /&gt;
Goals: Goals have 3 subtypes&amp;quot;: Personal goals, which are given to each player at the start of their game, and assigned to their character; Semi Coop Goals, which are randomized with each game; and Coop goals, which are used only in the coop mode, and feature a different colored back. Goals have both costs of failure and rewards of success in BHC, so it is better to find a way to get rid of goals you cannot complete in favor of other ones.&lt;br /&gt;
Main Article -&amp;gt; Goal Cards&lt;br /&gt;
&lt;br /&gt;
Assistants: These double sided cards are used exclusively for a unique set of actions, and are assigned per manager character at the start of the game. These cards all feature action sockets with actions not found on module tiles, and unlike module tile actions, have a cost associated with their use.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
Advisors: These specialized assistants are single sided, all cost a varying amount of Political Advantage, and all feature unique action sockets that can heavily shake up the game, from changing Governor to removing Terran Dependences.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
There are 5 resource types in BHC as well. Credits, the gold circles which represent universal currency used across known space; Terran Goods, exotic exports from Earth which are more rare resource, in blue crates; Experience, gained from module endorsements and used for abilities or expeditions, displayed as white triangles; and Political Advantage, a reflection of a character's influence allowing them to take powerful actions unavailable to those without the required clout, represented by green shields.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Modules in BHC are the backbone of the colony. New buildings allow for new opportunities, resource production and management, and new risks. There are a total of 28/29 unique modules in the BHC box along with the ARC, with 10 being reserved based on the managers in play for the game, the remaining are available in all games, and can be sorted into two categories for convenience, active modules, which have an action socket for use with the worker placement mechanics of the game, and passive modules, those with only effects on the colony statistics and in the companion app.&lt;br /&gt;
&lt;br /&gt;
*All* modules impact game state in a collection of varied ways. If a number is not provided for the module's effects, it may change due to various elements including but not limited to: planet selection, AUX fleet interactions, happiness security and technical state, etc, etc. All of this information can be found in the last three pages of the BHC Annex.&lt;br /&gt;
&lt;br /&gt;
==== Active Modules ====&lt;br /&gt;
Hydroponics Dome&lt;br /&gt;
Industrial Dome&lt;br /&gt;
Landing Pad&lt;br /&gt;
Storage&lt;br /&gt;
Community Dome&lt;br /&gt;
Temporary Residential Capsules&lt;br /&gt;
Technical Zone&lt;br /&gt;
Academy&lt;br /&gt;
Health and Sports Center&lt;br /&gt;
Galactic Market Place (This module is an addon)&lt;br /&gt;
&lt;br /&gt;
==== Passive Modules ====&lt;br /&gt;
Solar Power Plant (2x)&lt;br /&gt;
Nuclear Power Plant&lt;br /&gt;
Life Support System&lt;br /&gt;
Atmospheric Synthesizer&lt;br /&gt;
Automatic Well&lt;br /&gt;
Tanks&lt;br /&gt;
Residential Dome (3x)&lt;br /&gt;
Security Dome&lt;br /&gt;
&lt;br /&gt;
==== Specialty Modules ====&lt;br /&gt;
&lt;br /&gt;
Hangar: Paul Bloch, Giselle Carter, Athena Gore.&lt;br /&gt;
Test Chamber: Paul Bloch, Boris Artyomov.&lt;br /&gt;
Community Tower: Art Chen, Ava Xu, Vlad Pokorny&lt;br /&gt;
Obelisk: Art Chen&lt;br /&gt;
Consulate: Mac McCain&lt;br /&gt;
Laboratory: Boris Artyomov, Giselle Carter&lt;br /&gt;
Bunker: Athena Gore (Passive)&lt;br /&gt;
Prison Dome: Ava Xu, Lucas Johannes&lt;br /&gt;
Terran Embassy: Vlad Pokorny&lt;br /&gt;
Cryogenics Cubes: Lucas Johannes (Passive)&lt;br /&gt;
&lt;br /&gt;
=== Player Boards, Tokens, and Characters ===&lt;br /&gt;
&lt;br /&gt;
In addition to the modules, each Manager character has their own unique player board featuring their art, order of command (turn order identifier), their repositories (resource storage locations) ability and artifact management slots, their assigned assistants, and an RFID enabled token for interacting with the ARC for decrees, campaigns, and module building as required.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
=== Assistants ===&lt;br /&gt;
&lt;br /&gt;
Each manager is assigned their own pair of assistants at the start of the game, and may only put one into play (by facing that side of the card up) at a time. Various actions and decrees will allow or cause the manager to swap assistants by flipping the card. Assistants come with a variety of actions as well as costs, and can only be used during game phase 4, assistant actions. Likewise, any assistant may only be used once in a round, and assistant actions may be used by anyone that can pay for their services.&lt;br /&gt;
&lt;br /&gt;
=== Rulebooks and Quick Reference Content ===&lt;br /&gt;
&lt;br /&gt;
Finally, in the box there are the two main rulebooks.&lt;br /&gt;
&lt;br /&gt;
The Manager's Guide teaches the basic gameplay mode (Semi-Coop) along with the phase structure, necessary terminology, and rudimentary functions of the game such as the in-app statistics and interactions. This should be read cover to cover or all of its content absorbed before playing a regular game. It is unknown at this time how well the in-app tutorial covers this.&lt;br /&gt;
&lt;br /&gt;
The Annex is a much more detailed look at some mechanical elements, including listing all of the statistics and actions of all modules in the game, the alternative game modes (Coop and Solo), various special states, and a plethora of iconography (which there is LOTS of in the game.)&lt;br /&gt;
&lt;br /&gt;
Finally there are five double sided playing cards, one side covering the basic action sockets, with a reminder to check the Annex for others, and the other denoting the round structure by phases, including the necessary app interactions and upkeep phases.&lt;br /&gt;
&lt;br /&gt;
== Companion App ==&lt;br /&gt;
&lt;br /&gt;
The BHC Companion App is a necessary element of the game not found in the box. It is to be installed from the software provider of your choice (currently the Apple Store or Google Play only) and is used to connect to the ARC module and display the goings on of the &amp;quot;Colony Side&amp;quot; of the events in game.&lt;br /&gt;
&lt;br /&gt;
The main screen of the app is used to select the mode of the game, be it online or offline games, scenarios, adjust settings, logs, and other functions. Once into a game, the app will pull a selection of in range planets (from the republic space and beyond only when connected to the Exogen database), once a selection is made based on the available information, an aux fleet may be selected if applicable, and then the game will begin.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Screenshot Goes here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once the game has begun the display converts to a round tracker with five tabs detailing the important statistics of the colony.&lt;br /&gt;
&lt;br /&gt;
The first tab is the colony's states, happiness security and technical. These are shown in a simple green good, yellow orange red bad state with phrases assigned to the severity of the state when expanded. These stats lead to various occurrences as well as riots and catastrophes if not monitored.&lt;br /&gt;
&lt;br /&gt;
The second tab is the production and accumulators tab, which shows the production and storage of power, life support, gasses, and liquids. The accumulators (batteries) store overproduction for the event of a sudden drain on the system, and can be increased by both decrees and modules. Running out of these can start to burn stock very quickly.&lt;br /&gt;
&lt;br /&gt;
The third tab is the population and immigration tab, which keeps track of the number of available beds in the colony, the rate at which the population is growing, and what the assigned roles of the patrons are in the colony.&lt;br /&gt;
&lt;br /&gt;
Fourth is the special states tab. Riots, Terran Dependences, and Overcrowding conditions are viewed here.&lt;br /&gt;
&lt;br /&gt;
Finally is the stock tab. Stock production and values are shown here along with module construction statuses. This tab will give you a good idea of what is to come regarding supplies and if a Terran Dependence is looming.&lt;br /&gt;
&lt;br /&gt;
Additionally, every 6 months the app will inform the players of their standings with the populace of the colony. More popular managers are more likely to pass decrees.&lt;br /&gt;
&lt;br /&gt;
And finally, at the end of the game, the app will display its internal victory points for colony president and other special events, which is to be added to each manager's score in turn to determine the final outcome.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Modes ===&lt;br /&gt;
&lt;br /&gt;
=== Round Structure ===&lt;br /&gt;
&lt;br /&gt;
=== Win and Loss Conditions ===&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
=== Upcoming Features ===&lt;br /&gt;
&lt;br /&gt;
=== Companion App Notes ===&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=40</id>
		<title>Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=40"/>
		<updated>2022-03-12T23:30:23Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: /* Companion App */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Thousands of man hours between dozens of revisions, countless amounts of currency, and blood sweat and tears, have finally brought man kind to a time where it can be ready to leave Terra.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies is the first game in the Beyond Humanity series, and the first hybrid boardgame by Three Headed Monster. Featuring full integration with the Exogen database in the coming months, players take on the role of managers attempting to turn a freshly-landed ARC into a thriving colony on any of the hundreds of thousands of planets found throughout known space.&lt;br /&gt;
&lt;br /&gt;
Managers will face numerous daunting tasks as they choose to work together towards their colony's success, or behind the scenes for their own agendas. Often they will face difficult choices between what is best, what is easiest, and what they or their people want. &lt;br /&gt;
&lt;br /&gt;
Boasting a very limited array of truly random events, millions of lines of code in the game create a flowing structure of variables and results impossible for a human to keep track of, resulting in a difficult to predict but organic feeling chain of events that ensures no two games will ever play the same way.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies funded on Kickstarter in 2019 to the tune of over 500,000usd, and shipping is scheduled to begin early Q2 2022.&lt;br /&gt;
&lt;br /&gt;
== Assets ==&lt;br /&gt;
&lt;br /&gt;
Within the box there is: both the full color full rulebook and supplementary Annex, 9 directive cards, 9 double-sided assistant cards, 3 advisor cards, 68 or 108 RFID enabled decree cards, 40 artifact cards, 9 personal 25 semi co-op and 15 co-op goal cards, 4 aux fleet transfer cards, 5 double sided quick reference cards, 2 base endorsement tiles, 1 ARC tile and Module, 1 solo tile, 9 player boards, 31/32 modules/module tiles, 15 ability tiles, 15 corridor connections, 11 RFID-enabled tokens, and resource tokens of all 4 kinds as laid out below.&lt;br /&gt;
&lt;br /&gt;
=== Cards ===&lt;br /&gt;
&lt;br /&gt;
In Beyond Humanity: Colonies there are 5 principle card types:&lt;br /&gt;
&lt;br /&gt;
Decrees: RFID enabled cards used to influence the game state via communication within the ARC, or as module endorsements to promote the construction of module buildings.&lt;br /&gt;
Main Article -&amp;gt; Decrees&lt;br /&gt;
&lt;br /&gt;
Artifacts: Mysterious relics found on the surface of planets that need to be discovered via Expeditions, and then analyzed through Research actions. Each artifact takes a maximum of 3 Experience, 2 Terran Goods, 2 Credits, and 1 Political Advantage.&lt;br /&gt;
Main Article -&amp;gt; Artifacts&lt;br /&gt;
&lt;br /&gt;
Goals: Goals have 3 subtypes&amp;quot;: Personal goals, which are given to each player at the start of their game, and assigned to their character; Semi Coop Goals, which are randomized with each game; and Coop goals, which are used only in the coop mode, and feature a different colored back. Goals have both costs of failure and rewards of success in BHC, so it is better to find a way to get rid of goals you cannot complete in favor of other ones.&lt;br /&gt;
Main Article -&amp;gt; Goal Cards&lt;br /&gt;
&lt;br /&gt;
Assistants: These double sided cards are used exclusively for a unique set of actions, and are assigned per manager character at the start of the game. These cards all feature action sockets with actions not found on module tiles, and unlike module tile actions, have a cost associated with their use.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
Advisors: These specialized assistants are single sided, all cost a varying amount of Political Advantage, and all feature unique action sockets that can heavily shake up the game, from changing Governor to removing Terran Dependences.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
There are 5 resource types in BHC as well. Credits, the gold circles which represent universal currency used across known space; Terran Goods, exotic exports from Earth which are more rare resource; Experience, gained from module endorsements and used for abilities or expeditions; and Political Advantage, a reflection of a character's influence allowing them to take powerful actions unavailable to those without the required clout.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Modules in BHC are the backbone of the colony. New buildings allow for new opportunities, resource production and management, and new risks. There are a total of 28/29 unique modules in the BHC box along with the ARC, with 10 being reserved based on the managers in play for the game, the remaining are available in all games, and can be sorted into two categories for convenience, active modules, which have an action socket for use with the worker placement mechanics of the game, and passive modules, those with only effects on the colony statistics and in the companion app.&lt;br /&gt;
&lt;br /&gt;
*All* modules impact game state in a collection of varied ways. If a number is not provided for the module's effects, it may change due to various elements including but not limited to: planet selection, AUX fleet interactions, happiness security and technical state, etc, etc. All of this information can be found in the last three pages of the BHC Annex.&lt;br /&gt;
&lt;br /&gt;
==== Active Modules ====&lt;br /&gt;
Hydroponics Dome&lt;br /&gt;
Industrial Dome&lt;br /&gt;
Landing Pad&lt;br /&gt;
Storage&lt;br /&gt;
Community Dome&lt;br /&gt;
Temporary Residential Capsules&lt;br /&gt;
Technical Zone&lt;br /&gt;
Academy&lt;br /&gt;
Health and Sports Center&lt;br /&gt;
Galactic Market Place (This module is an addon)&lt;br /&gt;
&lt;br /&gt;
==== Passive Modules ====&lt;br /&gt;
Solar Power Plant (2x)&lt;br /&gt;
Nuclear Power Plant&lt;br /&gt;
Life Support System&lt;br /&gt;
Atmospheric Synthesizer&lt;br /&gt;
Automatic Well&lt;br /&gt;
Tanks&lt;br /&gt;
Residential Dome (3x)&lt;br /&gt;
Security Dome&lt;br /&gt;
&lt;br /&gt;
==== Specialty Modules ====&lt;br /&gt;
&lt;br /&gt;
Hangar: Paul Bloch, Giselle Carter, Athena Gore.&lt;br /&gt;
Test Chamber: Paul Bloch, Boris Artyomov.&lt;br /&gt;
Community Tower: Art Chen, Ava Xu, Vlad Pokorny&lt;br /&gt;
Obelisk: Art Chen&lt;br /&gt;
Consulate: Mac McCain&lt;br /&gt;
Laboratory: Boris Artyomov, Giselle Carter&lt;br /&gt;
Bunker: Athena Gore (Passive)&lt;br /&gt;
Prison Dome: Ava Xu, Lucas Johannes&lt;br /&gt;
Terran Embassy: Vlad Pokorny&lt;br /&gt;
Cryogenics Cubes: Lucas Johannes (Passive)&lt;br /&gt;
&lt;br /&gt;
=== Player Boards, Tokens, and Characters ===&lt;br /&gt;
&lt;br /&gt;
In addition to the modules, each Manager character has their own unique player board featuring their art, order of command (turn order identifier), their repositories (resource storage locations) ability and artifact management slots, their assigned assistants, and an RFID enabled token for interacting with the ARC for decrees, campaigns, and module building as required.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
=== Assistants ===&lt;br /&gt;
&lt;br /&gt;
Each manager is assigned their own pair of assistants at the start of the game, and may only put one into play (by facing that side of the card up) at a time. Various actions and decrees will allow or cause the manager to swap assistants by flipping the card. Assistants come with a variety of actions as well as costs, and can only be used during game phase 4, assistant actions. Likewise, any assistant may only be used once in a round, and assistant actions may be used by anyone that can pay for their services.&lt;br /&gt;
&lt;br /&gt;
=== Rulebooks and Quick Reference Content ===&lt;br /&gt;
&lt;br /&gt;
Finally, in the box there are the two main rulebooks.&lt;br /&gt;
&lt;br /&gt;
The Manager's Guide teaches the basic gameplay mode (Semi-Coop) along with the phase structure, necessary terminology, and rudimentary functions of the game such as the in-app statistics and interactions. This should be read cover to cover or all of its content absorbed before playing a regular game. It is unknown at this time how well the in-app tutorial covers this.&lt;br /&gt;
&lt;br /&gt;
The Annex is a much more detailed look at some mechanical elements, including listing all of the statistics and actions of all modules in the game, the alternative game modes (Coop and Solo), various special states, and a plethora of iconography (which there is LOTS of in the game.)&lt;br /&gt;
&lt;br /&gt;
Finally there are five double sided playing cards, one side covering the basic action sockets, with a reminder to check the Annex for others, and the other denoting the round structure by phases, including the necessary app interactions and upkeep phases.&lt;br /&gt;
&lt;br /&gt;
== Companion App ==&lt;br /&gt;
&lt;br /&gt;
The BHC Companion App is a necessary element of the game not found in the box. It is to be installed from the software provider of your choice (currently the Apple Store or Google Play only) and is used to connect to the ARC module and display the goings on of the &amp;quot;Colony Side&amp;quot; of the events in game.&lt;br /&gt;
&lt;br /&gt;
The main screen of the app is used to select the mode of the game, be it online or offline games, scenarios, adjust settings, logs, and other functions. Once into a game, the app will pull a selection of in range planets (from the republic space and beyond only when connected to the Exogen database), once a selection is made based on the available information, an aux fleet may be selected if applicable, and then the game will begin.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Screenshot Goes here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once the game has begun the display converts to a round tracker with five tabs detailing the important statistics of the colony.&lt;br /&gt;
&lt;br /&gt;
The first tab is the colony's states, happiness security and technical. These are shown in a simple green good, yellow orange red bad state with phrases assigned to the severity of the state when expanded. These stats lead to various occurrences as well as riots and catastrophes if not monitored.&lt;br /&gt;
&lt;br /&gt;
The second tab is the production and accumulators tab, which shows the production and storage of power, life support, gasses, and liquids. The accumulators (batteries) store overproduction for the event of a sudden drain on the system, and can be increased by both decrees and modules. Running out of these can start to burn stock very quickly.&lt;br /&gt;
&lt;br /&gt;
The third tab is the population and immigration tab, which keeps track of the number of available beds in the colony, the rate at which the population is growing, and what the assigned roles of the patrons are in the colony.&lt;br /&gt;
&lt;br /&gt;
Fourth is the special states tab. Riots, Terran Dependences, and Overcrowding conditions are viewed here.&lt;br /&gt;
&lt;br /&gt;
Finally is the stock tab. Stock production and values are shown here along with module construction statuses. This tab will give you a good idea of what is to come regarding supplies and if a Terran Dependence is looming.&lt;br /&gt;
&lt;br /&gt;
Additionally, every 6 months the app will inform the players of their standings with the populace of the colony. More popular managers are more likely to pass decrees.&lt;br /&gt;
&lt;br /&gt;
And finally, at the end of the game, the app will display its internal victory points for colony president and other special events, which is to be added to each manager's score in turn to determine the final outcome.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Modes ===&lt;br /&gt;
&lt;br /&gt;
=== Round Structure ===&lt;br /&gt;
&lt;br /&gt;
=== Win and Loss Conditions ===&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
=== Upcoming Features ===&lt;br /&gt;
&lt;br /&gt;
=== Companion App Notes ===&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=39</id>
		<title>Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=39"/>
		<updated>2022-03-12T22:55:53Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: /* Companion App */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Thousands of man hours between dozens of revisions, countless amounts of currency, and blood sweat and tears, have finally brought man kind to a time where it can be ready to leave Terra.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies is the first game in the Beyond Humanity series, and the first hybrid boardgame by Three Headed Monster. Featuring full integration with the Exogen database in the coming months, players take on the role of managers attempting to turn a freshly-landed ARC into a thriving colony on any of the hundreds of thousands of planets found throughout known space.&lt;br /&gt;
&lt;br /&gt;
Managers will face numerous daunting tasks as they choose to work together towards their colony's success, or behind the scenes for their own agendas. Often they will face difficult choices between what is best, what is easiest, and what they or their people want. &lt;br /&gt;
&lt;br /&gt;
Boasting a very limited array of truly random events, millions of lines of code in the game create a flowing structure of variables and results impossible for a human to keep track of, resulting in a difficult to predict but organic feeling chain of events that ensures no two games will ever play the same way.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies funded on Kickstarter in 2019 to the tune of over 500,000usd, and shipping is scheduled to begin early Q2 2022.&lt;br /&gt;
&lt;br /&gt;
== Assets ==&lt;br /&gt;
&lt;br /&gt;
Within the box there is: both the full color full rulebook and supplementary Annex, 9 directive cards, 9 double-sided assistant cards, 3 advisor cards, 68 or 108 RFID enabled decree cards, 40 artifact cards, 9 personal 25 semi co-op and 15 co-op goal cards, 4 aux fleet transfer cards, 5 double sided quick reference cards, 2 base endorsement tiles, 1 ARC tile and Module, 1 solo tile, 9 player boards, 31/32 modules/module tiles, 15 ability tiles, 15 corridor connections, 11 RFID-enabled tokens, and resource tokens of all 4 kinds as laid out below.&lt;br /&gt;
&lt;br /&gt;
=== Cards ===&lt;br /&gt;
&lt;br /&gt;
In Beyond Humanity: Colonies there are 5 principle card types:&lt;br /&gt;
&lt;br /&gt;
Decrees: RFID enabled cards used to influence the game state via communication within the ARC, or as module endorsements to promote the construction of module buildings.&lt;br /&gt;
Main Article -&amp;gt; Decrees&lt;br /&gt;
&lt;br /&gt;
Artifacts: Mysterious relics found on the surface of planets that need to be discovered via Expeditions, and then analyzed through Research actions. Each artifact takes a maximum of 3 Experience, 2 Terran Goods, 2 Credits, and 1 Political Advantage.&lt;br /&gt;
Main Article -&amp;gt; Artifacts&lt;br /&gt;
&lt;br /&gt;
Goals: Goals have 3 subtypes&amp;quot;: Personal goals, which are given to each player at the start of their game, and assigned to their character; Semi Coop Goals, which are randomized with each game; and Coop goals, which are used only in the coop mode, and feature a different colored back. Goals have both costs of failure and rewards of success in BHC, so it is better to find a way to get rid of goals you cannot complete in favor of other ones.&lt;br /&gt;
Main Article -&amp;gt; Goal Cards&lt;br /&gt;
&lt;br /&gt;
Assistants: These double sided cards are used exclusively for a unique set of actions, and are assigned per manager character at the start of the game. These cards all feature action sockets with actions not found on module tiles, and unlike module tile actions, have a cost associated with their use.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
Advisors: These specialized assistants are single sided, all cost a varying amount of Political Advantage, and all feature unique action sockets that can heavily shake up the game, from changing Governor to removing Terran Dependences.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
There are 5 resource types in BHC as well. Credits, the gold circles which represent universal currency used across known space; Terran Goods, exotic exports from Earth which are more rare resource; Experience, gained from module endorsements and used for abilities or expeditions; and Political Advantage, a reflection of a character's influence allowing them to take powerful actions unavailable to those without the required clout.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Modules in BHC are the backbone of the colony. New buildings allow for new opportunities, resource production and management, and new risks. There are a total of 28/29 unique modules in the BHC box along with the ARC, with 10 being reserved based on the managers in play for the game, the remaining are available in all games, and can be sorted into two categories for convenience, active modules, which have an action socket for use with the worker placement mechanics of the game, and passive modules, those with only effects on the colony statistics and in the companion app.&lt;br /&gt;
&lt;br /&gt;
*All* modules impact game state in a collection of varied ways. If a number is not provided for the module's effects, it may change due to various elements including but not limited to: planet selection, AUX fleet interactions, happiness security and technical state, etc, etc. All of this information can be found in the last three pages of the BHC Annex.&lt;br /&gt;
&lt;br /&gt;
==== Active Modules ====&lt;br /&gt;
Hydroponics Dome&lt;br /&gt;
Industrial Dome&lt;br /&gt;
Landing Pad&lt;br /&gt;
Storage&lt;br /&gt;
Community Dome&lt;br /&gt;
Temporary Residential Capsules&lt;br /&gt;
Technical Zone&lt;br /&gt;
Academy&lt;br /&gt;
Health and Sports Center&lt;br /&gt;
Galactic Market Place (This module is an addon)&lt;br /&gt;
&lt;br /&gt;
==== Passive Modules ====&lt;br /&gt;
Solar Power Plant (2x)&lt;br /&gt;
Nuclear Power Plant&lt;br /&gt;
Life Support System&lt;br /&gt;
Atmospheric Synthesizer&lt;br /&gt;
Automatic Well&lt;br /&gt;
Tanks&lt;br /&gt;
Residential Dome (3x)&lt;br /&gt;
Security Dome&lt;br /&gt;
&lt;br /&gt;
==== Specialty Modules ====&lt;br /&gt;
&lt;br /&gt;
Hangar: Paul Bloch, Giselle Carter, Athena Gore.&lt;br /&gt;
Test Chamber: Paul Bloch, Boris Artyomov.&lt;br /&gt;
Community Tower: Art Chen, Ava Xu, Vlad Pokorny&lt;br /&gt;
Obelisk: Art Chen&lt;br /&gt;
Consulate: Mac McCain&lt;br /&gt;
Laboratory: Boris Artyomov, Giselle Carter&lt;br /&gt;
Bunker: Athena Gore (Passive)&lt;br /&gt;
Prison Dome: Ava Xu, Lucas Johannes&lt;br /&gt;
Terran Embassy: Vlad Pokorny&lt;br /&gt;
Cryogenics Cubes: Lucas Johannes (Passive)&lt;br /&gt;
&lt;br /&gt;
=== Player Boards, Tokens, and Characters ===&lt;br /&gt;
&lt;br /&gt;
In addition to the modules, each Manager character has their own unique player board featuring their art, order of command (turn order identifier), their repositories (resource storage locations) ability and artifact management slots, their assigned assistants, and an RFID enabled token for interacting with the ARC for decrees, campaigns, and module building as required.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
=== Assistants ===&lt;br /&gt;
&lt;br /&gt;
Each manager is assigned their own pair of assistants at the start of the game, and may only put one into play (by facing that side of the card up) at a time. Various actions and decrees will allow or cause the manager to swap assistants by flipping the card. Assistants come with a variety of actions as well as costs, and can only be used during game phase 4, assistant actions. Likewise, any assistant may only be used once in a round, and assistant actions may be used by anyone that can pay for their services.&lt;br /&gt;
&lt;br /&gt;
=== Rulebooks and Quick Reference Content ===&lt;br /&gt;
&lt;br /&gt;
Finally, in the box there are the two main rulebooks.&lt;br /&gt;
&lt;br /&gt;
The Manager's Guide teaches the basic gameplay mode (Semi-Coop) along with the phase structure, necessary terminology, and rudimentary functions of the game such as the in-app statistics and interactions. This should be read cover to cover or all of its content absorbed before playing a regular game. It is unknown at this time how well the in-app tutorial covers this.&lt;br /&gt;
&lt;br /&gt;
The Annex is a much more detailed look at some mechanical elements, including listing all of the statistics and actions of all modules in the game, the alternative game modes (Coop and Solo), various special states, and a plethora of iconography (which there is LOTS of in the game.)&lt;br /&gt;
&lt;br /&gt;
Finally there are five double sided playing cards, one side covering the basic action sockets, with a reminder to check the Annex for others, and the other denoting the round structure by phases, including the necessary app interactions and upkeep phases.&lt;br /&gt;
&lt;br /&gt;
== Companion App ==&lt;br /&gt;
&lt;br /&gt;
The BHC Companion App is a necessary element of the game not found in the box. It is to be installed from the software provider of your choice (currently the Apple Store or Google Play only) and is used to connect to the ARC module and display the goings on of the &amp;quot;Colony Side&amp;quot; of the events in game.&lt;br /&gt;
&lt;br /&gt;
The main screen of the app is used to select the mode of the game, be it online or offline games, scenarios, adjust settings, logs, and other functions. Once into a game, the app will pull a selection of in range planets (from the republic space and beyond only when connected to the Exogen database), once a selection is made based on the available information, an aux fleet may be selected if applicable, and then the game will begin.&lt;br /&gt;
&lt;br /&gt;
[[File:Main App Screen.webp|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Modes ===&lt;br /&gt;
&lt;br /&gt;
=== Round Structure ===&lt;br /&gt;
&lt;br /&gt;
=== Win and Loss Conditions ===&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
=== Upcoming Features ===&lt;br /&gt;
&lt;br /&gt;
=== Companion App Notes ===&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=File:Main_App_Screen.webp&amp;diff=38</id>
		<title>File:Main App Screen.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=File:Main_App_Screen.webp&amp;diff=38"/>
		<updated>2022-03-12T22:55:39Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A screenshot of the app from Gplay&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=37</id>
		<title>Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=37"/>
		<updated>2022-03-12T22:35:15Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: /* Rulebooks and Quick Reference Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Thousands of man hours between dozens of revisions, countless amounts of currency, and blood sweat and tears, have finally brought man kind to a time where it can be ready to leave Terra.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies is the first game in the Beyond Humanity series, and the first hybrid boardgame by Three Headed Monster. Featuring full integration with the Exogen database in the coming months, players take on the role of managers attempting to turn a freshly-landed ARC into a thriving colony on any of the hundreds of thousands of planets found throughout known space.&lt;br /&gt;
&lt;br /&gt;
Managers will face numerous daunting tasks as they choose to work together towards their colony's success, or behind the scenes for their own agendas. Often they will face difficult choices between what is best, what is easiest, and what they or their people want. &lt;br /&gt;
&lt;br /&gt;
Boasting a very limited array of truly random events, millions of lines of code in the game create a flowing structure of variables and results impossible for a human to keep track of, resulting in a difficult to predict but organic feeling chain of events that ensures no two games will ever play the same way.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies funded on Kickstarter in 2019 to the tune of over 500,000usd, and shipping is scheduled to begin early Q2 2022.&lt;br /&gt;
&lt;br /&gt;
== Assets ==&lt;br /&gt;
&lt;br /&gt;
Within the box there is: both the full color full rulebook and supplementary Annex, 9 directive cards, 9 double-sided assistant cards, 3 advisor cards, 68 or 108 RFID enabled decree cards, 40 artifact cards, 9 personal 25 semi co-op and 15 co-op goal cards, 4 aux fleet transfer cards, 5 double sided quick reference cards, 2 base endorsement tiles, 1 ARC tile and Module, 1 solo tile, 9 player boards, 31/32 modules/module tiles, 15 ability tiles, 15 corridor connections, 11 RFID-enabled tokens, and resource tokens of all 4 kinds as laid out below.&lt;br /&gt;
&lt;br /&gt;
=== Cards ===&lt;br /&gt;
&lt;br /&gt;
In Beyond Humanity: Colonies there are 5 principle card types:&lt;br /&gt;
&lt;br /&gt;
Decrees: RFID enabled cards used to influence the game state via communication within the ARC, or as module endorsements to promote the construction of module buildings.&lt;br /&gt;
Main Article -&amp;gt; Decrees&lt;br /&gt;
&lt;br /&gt;
Artifacts: Mysterious relics found on the surface of planets that need to be discovered via Expeditions, and then analyzed through Research actions. Each artifact takes a maximum of 3 Experience, 2 Terran Goods, 2 Credits, and 1 Political Advantage.&lt;br /&gt;
Main Article -&amp;gt; Artifacts&lt;br /&gt;
&lt;br /&gt;
Goals: Goals have 3 subtypes&amp;quot;: Personal goals, which are given to each player at the start of their game, and assigned to their character; Semi Coop Goals, which are randomized with each game; and Coop goals, which are used only in the coop mode, and feature a different colored back. Goals have both costs of failure and rewards of success in BHC, so it is better to find a way to get rid of goals you cannot complete in favor of other ones.&lt;br /&gt;
Main Article -&amp;gt; Goal Cards&lt;br /&gt;
&lt;br /&gt;
Assistants: These double sided cards are used exclusively for a unique set of actions, and are assigned per manager character at the start of the game. These cards all feature action sockets with actions not found on module tiles, and unlike module tile actions, have a cost associated with their use.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
Advisors: These specialized assistants are single sided, all cost a varying amount of Political Advantage, and all feature unique action sockets that can heavily shake up the game, from changing Governor to removing Terran Dependences.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
There are 5 resource types in BHC as well. Credits, the gold circles which represent universal currency used across known space; Terran Goods, exotic exports from Earth which are more rare resource; Experience, gained from module endorsements and used for abilities or expeditions; and Political Advantage, a reflection of a character's influence allowing them to take powerful actions unavailable to those without the required clout.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Modules in BHC are the backbone of the colony. New buildings allow for new opportunities, resource production and management, and new risks. There are a total of 28/29 unique modules in the BHC box along with the ARC, with 10 being reserved based on the managers in play for the game, the remaining are available in all games, and can be sorted into two categories for convenience, active modules, which have an action socket for use with the worker placement mechanics of the game, and passive modules, those with only effects on the colony statistics and in the companion app.&lt;br /&gt;
&lt;br /&gt;
*All* modules impact game state in a collection of varied ways. If a number is not provided for the module's effects, it may change due to various elements including but not limited to: planet selection, AUX fleet interactions, happiness security and technical state, etc, etc. All of this information can be found in the last three pages of the BHC Annex.&lt;br /&gt;
&lt;br /&gt;
==== Active Modules ====&lt;br /&gt;
Hydroponics Dome&lt;br /&gt;
Industrial Dome&lt;br /&gt;
Landing Pad&lt;br /&gt;
Storage&lt;br /&gt;
Community Dome&lt;br /&gt;
Temporary Residential Capsules&lt;br /&gt;
Technical Zone&lt;br /&gt;
Academy&lt;br /&gt;
Health and Sports Center&lt;br /&gt;
Galactic Market Place (This module is an addon)&lt;br /&gt;
&lt;br /&gt;
==== Passive Modules ====&lt;br /&gt;
Solar Power Plant (2x)&lt;br /&gt;
Nuclear Power Plant&lt;br /&gt;
Life Support System&lt;br /&gt;
Atmospheric Synthesizer&lt;br /&gt;
Automatic Well&lt;br /&gt;
Tanks&lt;br /&gt;
Residential Dome (3x)&lt;br /&gt;
Security Dome&lt;br /&gt;
&lt;br /&gt;
==== Specialty Modules ====&lt;br /&gt;
&lt;br /&gt;
Hangar: Paul Bloch, Giselle Carter, Athena Gore.&lt;br /&gt;
Test Chamber: Paul Bloch, Boris Artyomov.&lt;br /&gt;
Community Tower: Art Chen, Ava Xu, Vlad Pokorny&lt;br /&gt;
Obelisk: Art Chen&lt;br /&gt;
Consulate: Mac McCain&lt;br /&gt;
Laboratory: Boris Artyomov, Giselle Carter&lt;br /&gt;
Bunker: Athena Gore (Passive)&lt;br /&gt;
Prison Dome: Ava Xu, Lucas Johannes&lt;br /&gt;
Terran Embassy: Vlad Pokorny&lt;br /&gt;
Cryogenics Cubes: Lucas Johannes (Passive)&lt;br /&gt;
&lt;br /&gt;
=== Player Boards, Tokens, and Characters ===&lt;br /&gt;
&lt;br /&gt;
In addition to the modules, each Manager character has their own unique player board featuring their art, order of command (turn order identifier), their repositories (resource storage locations) ability and artifact management slots, their assigned assistants, and an RFID enabled token for interacting with the ARC for decrees, campaigns, and module building as required.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
=== Assistants ===&lt;br /&gt;
&lt;br /&gt;
Each manager is assigned their own pair of assistants at the start of the game, and may only put one into play (by facing that side of the card up) at a time. Various actions and decrees will allow or cause the manager to swap assistants by flipping the card. Assistants come with a variety of actions as well as costs, and can only be used during game phase 4, assistant actions. Likewise, any assistant may only be used once in a round, and assistant actions may be used by anyone that can pay for their services.&lt;br /&gt;
&lt;br /&gt;
=== Rulebooks and Quick Reference Content ===&lt;br /&gt;
&lt;br /&gt;
Finally, in the box there are the two main rulebooks.&lt;br /&gt;
&lt;br /&gt;
The Manager's Guide teaches the basic gameplay mode (Semi-Coop) along with the phase structure, necessary terminology, and rudimentary functions of the game such as the in-app statistics and interactions. This should be read cover to cover or all of its content absorbed before playing a regular game. It is unknown at this time how well the in-app tutorial covers this.&lt;br /&gt;
&lt;br /&gt;
The Annex is a much more detailed look at some mechanical elements, including listing all of the statistics and actions of all modules in the game, the alternative game modes (Coop and Solo), various special states, and a plethora of iconography (which there is LOTS of in the game.)&lt;br /&gt;
&lt;br /&gt;
Finally there are five double sided playing cards, one side covering the basic action sockets, with a reminder to check the Annex for others, and the other denoting the round structure by phases, including the necessary app interactions and upkeep phases.&lt;br /&gt;
&lt;br /&gt;
== Companion App ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Modes ===&lt;br /&gt;
&lt;br /&gt;
=== Round Structure ===&lt;br /&gt;
&lt;br /&gt;
=== Win and Loss Conditions ===&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
=== Upcoming Features ===&lt;br /&gt;
&lt;br /&gt;
=== Companion App Notes ===&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=36</id>
		<title>Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=36"/>
		<updated>2022-03-12T22:29:06Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: /* Assistants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Thousands of man hours between dozens of revisions, countless amounts of currency, and blood sweat and tears, have finally brought man kind to a time where it can be ready to leave Terra.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies is the first game in the Beyond Humanity series, and the first hybrid boardgame by Three Headed Monster. Featuring full integration with the Exogen database in the coming months, players take on the role of managers attempting to turn a freshly-landed ARC into a thriving colony on any of the hundreds of thousands of planets found throughout known space.&lt;br /&gt;
&lt;br /&gt;
Managers will face numerous daunting tasks as they choose to work together towards their colony's success, or behind the scenes for their own agendas. Often they will face difficult choices between what is best, what is easiest, and what they or their people want. &lt;br /&gt;
&lt;br /&gt;
Boasting a very limited array of truly random events, millions of lines of code in the game create a flowing structure of variables and results impossible for a human to keep track of, resulting in a difficult to predict but organic feeling chain of events that ensures no two games will ever play the same way.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies funded on Kickstarter in 2019 to the tune of over 500,000usd, and shipping is scheduled to begin early Q2 2022.&lt;br /&gt;
&lt;br /&gt;
== Assets ==&lt;br /&gt;
&lt;br /&gt;
Within the box there is: both the full color full rulebook and supplementary Annex, 9 directive cards, 9 double-sided assistant cards, 3 advisor cards, 68 or 108 RFID enabled decree cards, 40 artifact cards, 9 personal 25 semi co-op and 15 co-op goal cards, 4 aux fleet transfer cards, 5 double sided quick reference cards, 2 base endorsement tiles, 1 ARC tile and Module, 1 solo tile, 9 player boards, 31/32 modules/module tiles, 15 ability tiles, 15 corridor connections, 11 RFID-enabled tokens, and resource tokens of all 4 kinds as laid out below.&lt;br /&gt;
&lt;br /&gt;
=== Cards ===&lt;br /&gt;
&lt;br /&gt;
In Beyond Humanity: Colonies there are 5 principle card types:&lt;br /&gt;
&lt;br /&gt;
Decrees: RFID enabled cards used to influence the game state via communication within the ARC, or as module endorsements to promote the construction of module buildings.&lt;br /&gt;
Main Article -&amp;gt; Decrees&lt;br /&gt;
&lt;br /&gt;
Artifacts: Mysterious relics found on the surface of planets that need to be discovered via Expeditions, and then analyzed through Research actions. Each artifact takes a maximum of 3 Experience, 2 Terran Goods, 2 Credits, and 1 Political Advantage.&lt;br /&gt;
Main Article -&amp;gt; Artifacts&lt;br /&gt;
&lt;br /&gt;
Goals: Goals have 3 subtypes&amp;quot;: Personal goals, which are given to each player at the start of their game, and assigned to their character; Semi Coop Goals, which are randomized with each game; and Coop goals, which are used only in the coop mode, and feature a different colored back. Goals have both costs of failure and rewards of success in BHC, so it is better to find a way to get rid of goals you cannot complete in favor of other ones.&lt;br /&gt;
Main Article -&amp;gt; Goal Cards&lt;br /&gt;
&lt;br /&gt;
Assistants: These double sided cards are used exclusively for a unique set of actions, and are assigned per manager character at the start of the game. These cards all feature action sockets with actions not found on module tiles, and unlike module tile actions, have a cost associated with their use.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
Advisors: These specialized assistants are single sided, all cost a varying amount of Political Advantage, and all feature unique action sockets that can heavily shake up the game, from changing Governor to removing Terran Dependences.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
There are 5 resource types in BHC as well. Credits, the gold circles which represent universal currency used across known space; Terran Goods, exotic exports from Earth which are more rare resource; Experience, gained from module endorsements and used for abilities or expeditions; and Political Advantage, a reflection of a character's influence allowing them to take powerful actions unavailable to those without the required clout.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Modules in BHC are the backbone of the colony. New buildings allow for new opportunities, resource production and management, and new risks. There are a total of 28/29 unique modules in the BHC box along with the ARC, with 10 being reserved based on the managers in play for the game, the remaining are available in all games, and can be sorted into two categories for convenience, active modules, which have an action socket for use with the worker placement mechanics of the game, and passive modules, those with only effects on the colony statistics and in the companion app.&lt;br /&gt;
&lt;br /&gt;
*All* modules impact game state in a collection of varied ways. If a number is not provided for the module's effects, it may change due to various elements including but not limited to: planet selection, AUX fleet interactions, happiness security and technical state, etc, etc. All of this information can be found in the last three pages of the BHC Annex.&lt;br /&gt;
&lt;br /&gt;
==== Active Modules ====&lt;br /&gt;
Hydroponics Dome&lt;br /&gt;
Industrial Dome&lt;br /&gt;
Landing Pad&lt;br /&gt;
Storage&lt;br /&gt;
Community Dome&lt;br /&gt;
Temporary Residential Capsules&lt;br /&gt;
Technical Zone&lt;br /&gt;
Academy&lt;br /&gt;
Health and Sports Center&lt;br /&gt;
Galactic Market Place (This module is an addon)&lt;br /&gt;
&lt;br /&gt;
==== Passive Modules ====&lt;br /&gt;
Solar Power Plant (2x)&lt;br /&gt;
Nuclear Power Plant&lt;br /&gt;
Life Support System&lt;br /&gt;
Atmospheric Synthesizer&lt;br /&gt;
Automatic Well&lt;br /&gt;
Tanks&lt;br /&gt;
Residential Dome (3x)&lt;br /&gt;
Security Dome&lt;br /&gt;
&lt;br /&gt;
==== Specialty Modules ====&lt;br /&gt;
&lt;br /&gt;
Hangar: Paul Bloch, Giselle Carter, Athena Gore.&lt;br /&gt;
Test Chamber: Paul Bloch, Boris Artyomov.&lt;br /&gt;
Community Tower: Art Chen, Ava Xu, Vlad Pokorny&lt;br /&gt;
Obelisk: Art Chen&lt;br /&gt;
Consulate: Mac McCain&lt;br /&gt;
Laboratory: Boris Artyomov, Giselle Carter&lt;br /&gt;
Bunker: Athena Gore (Passive)&lt;br /&gt;
Prison Dome: Ava Xu, Lucas Johannes&lt;br /&gt;
Terran Embassy: Vlad Pokorny&lt;br /&gt;
Cryogenics Cubes: Lucas Johannes (Passive)&lt;br /&gt;
&lt;br /&gt;
=== Player Boards, Tokens, and Characters ===&lt;br /&gt;
&lt;br /&gt;
In addition to the modules, each Manager character has their own unique player board featuring their art, order of command (turn order identifier), their repositories (resource storage locations) ability and artifact management slots, their assigned assistants, and an RFID enabled token for interacting with the ARC for decrees, campaigns, and module building as required.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
=== Assistants ===&lt;br /&gt;
&lt;br /&gt;
Each manager is assigned their own pair of assistants at the start of the game, and may only put one into play (by facing that side of the card up) at a time. Various actions and decrees will allow or cause the manager to swap assistants by flipping the card. Assistants come with a variety of actions as well as costs, and can only be used during game phase 4, assistant actions. Likewise, any assistant may only be used once in a round, and assistant actions may be used by anyone that can pay for their services.&lt;br /&gt;
&lt;br /&gt;
=== Rulebooks and Quick Reference Content ===&lt;br /&gt;
&lt;br /&gt;
== Companion App ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Modes ===&lt;br /&gt;
&lt;br /&gt;
=== Round Structure ===&lt;br /&gt;
&lt;br /&gt;
=== Win and Loss Conditions ===&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
=== Upcoming Features ===&lt;br /&gt;
&lt;br /&gt;
=== Companion App Notes ===&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=35</id>
		<title>Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=35"/>
		<updated>2022-03-12T22:26:47Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: /* Player Boards, Tokens, and Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Thousands of man hours between dozens of revisions, countless amounts of currency, and blood sweat and tears, have finally brought man kind to a time where it can be ready to leave Terra.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies is the first game in the Beyond Humanity series, and the first hybrid boardgame by Three Headed Monster. Featuring full integration with the Exogen database in the coming months, players take on the role of managers attempting to turn a freshly-landed ARC into a thriving colony on any of the hundreds of thousands of planets found throughout known space.&lt;br /&gt;
&lt;br /&gt;
Managers will face numerous daunting tasks as they choose to work together towards their colony's success, or behind the scenes for their own agendas. Often they will face difficult choices between what is best, what is easiest, and what they or their people want. &lt;br /&gt;
&lt;br /&gt;
Boasting a very limited array of truly random events, millions of lines of code in the game create a flowing structure of variables and results impossible for a human to keep track of, resulting in a difficult to predict but organic feeling chain of events that ensures no two games will ever play the same way.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies funded on Kickstarter in 2019 to the tune of over 500,000usd, and shipping is scheduled to begin early Q2 2022.&lt;br /&gt;
&lt;br /&gt;
== Assets ==&lt;br /&gt;
&lt;br /&gt;
Within the box there is: both the full color full rulebook and supplementary Annex, 9 directive cards, 9 double-sided assistant cards, 3 advisor cards, 68 or 108 RFID enabled decree cards, 40 artifact cards, 9 personal 25 semi co-op and 15 co-op goal cards, 4 aux fleet transfer cards, 5 double sided quick reference cards, 2 base endorsement tiles, 1 ARC tile and Module, 1 solo tile, 9 player boards, 31/32 modules/module tiles, 15 ability tiles, 15 corridor connections, 11 RFID-enabled tokens, and resource tokens of all 4 kinds as laid out below.&lt;br /&gt;
&lt;br /&gt;
=== Cards ===&lt;br /&gt;
&lt;br /&gt;
In Beyond Humanity: Colonies there are 5 principle card types:&lt;br /&gt;
&lt;br /&gt;
Decrees: RFID enabled cards used to influence the game state via communication within the ARC, or as module endorsements to promote the construction of module buildings.&lt;br /&gt;
Main Article -&amp;gt; Decrees&lt;br /&gt;
&lt;br /&gt;
Artifacts: Mysterious relics found on the surface of planets that need to be discovered via Expeditions, and then analyzed through Research actions. Each artifact takes a maximum of 3 Experience, 2 Terran Goods, 2 Credits, and 1 Political Advantage.&lt;br /&gt;
Main Article -&amp;gt; Artifacts&lt;br /&gt;
&lt;br /&gt;
Goals: Goals have 3 subtypes&amp;quot;: Personal goals, which are given to each player at the start of their game, and assigned to their character; Semi Coop Goals, which are randomized with each game; and Coop goals, which are used only in the coop mode, and feature a different colored back. Goals have both costs of failure and rewards of success in BHC, so it is better to find a way to get rid of goals you cannot complete in favor of other ones.&lt;br /&gt;
Main Article -&amp;gt; Goal Cards&lt;br /&gt;
&lt;br /&gt;
Assistants: These double sided cards are used exclusively for a unique set of actions, and are assigned per manager character at the start of the game. These cards all feature action sockets with actions not found on module tiles, and unlike module tile actions, have a cost associated with their use.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
Advisors: These specialized assistants are single sided, all cost a varying amount of Political Advantage, and all feature unique action sockets that can heavily shake up the game, from changing Governor to removing Terran Dependences.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
There are 5 resource types in BHC as well. Credits, the gold circles which represent universal currency used across known space; Terran Goods, exotic exports from Earth which are more rare resource; Experience, gained from module endorsements and used for abilities or expeditions; and Political Advantage, a reflection of a character's influence allowing them to take powerful actions unavailable to those without the required clout.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Modules in BHC are the backbone of the colony. New buildings allow for new opportunities, resource production and management, and new risks. There are a total of 28/29 unique modules in the BHC box along with the ARC, with 10 being reserved based on the managers in play for the game, the remaining are available in all games, and can be sorted into two categories for convenience, active modules, which have an action socket for use with the worker placement mechanics of the game, and passive modules, those with only effects on the colony statistics and in the companion app.&lt;br /&gt;
&lt;br /&gt;
*All* modules impact game state in a collection of varied ways. If a number is not provided for the module's effects, it may change due to various elements including but not limited to: planet selection, AUX fleet interactions, happiness security and technical state, etc, etc. All of this information can be found in the last three pages of the BHC Annex.&lt;br /&gt;
&lt;br /&gt;
==== Active Modules ====&lt;br /&gt;
Hydroponics Dome&lt;br /&gt;
Industrial Dome&lt;br /&gt;
Landing Pad&lt;br /&gt;
Storage&lt;br /&gt;
Community Dome&lt;br /&gt;
Temporary Residential Capsules&lt;br /&gt;
Technical Zone&lt;br /&gt;
Academy&lt;br /&gt;
Health and Sports Center&lt;br /&gt;
Galactic Market Place (This module is an addon)&lt;br /&gt;
&lt;br /&gt;
==== Passive Modules ====&lt;br /&gt;
Solar Power Plant (2x)&lt;br /&gt;
Nuclear Power Plant&lt;br /&gt;
Life Support System&lt;br /&gt;
Atmospheric Synthesizer&lt;br /&gt;
Automatic Well&lt;br /&gt;
Tanks&lt;br /&gt;
Residential Dome (3x)&lt;br /&gt;
Security Dome&lt;br /&gt;
&lt;br /&gt;
==== Specialty Modules ====&lt;br /&gt;
&lt;br /&gt;
Hangar: Paul Bloch, Giselle Carter, Athena Gore.&lt;br /&gt;
Test Chamber: Paul Bloch, Boris Artyomov.&lt;br /&gt;
Community Tower: Art Chen, Ava Xu, Vlad Pokorny&lt;br /&gt;
Obelisk: Art Chen&lt;br /&gt;
Consulate: Mac McCain&lt;br /&gt;
Laboratory: Boris Artyomov, Giselle Carter&lt;br /&gt;
Bunker: Athena Gore (Passive)&lt;br /&gt;
Prison Dome: Ava Xu, Lucas Johannes&lt;br /&gt;
Terran Embassy: Vlad Pokorny&lt;br /&gt;
Cryogenics Cubes: Lucas Johannes (Passive)&lt;br /&gt;
&lt;br /&gt;
=== Player Boards, Tokens, and Characters ===&lt;br /&gt;
&lt;br /&gt;
In addition to the modules, each Manager character has their own unique player board featuring their art, order of command (turn order identifier), their repositories (resource storage locations) ability and artifact management slots, their assigned assistants, and an RFID enabled token for interacting with the ARC for decrees, campaigns, and module building as required.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
=== Assistants ===&lt;br /&gt;
&lt;br /&gt;
=== Rulebooks and Quick Reference Content ===&lt;br /&gt;
&lt;br /&gt;
== Companion App ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Modes ===&lt;br /&gt;
&lt;br /&gt;
=== Round Structure ===&lt;br /&gt;
&lt;br /&gt;
=== Win and Loss Conditions ===&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
=== Upcoming Features ===&lt;br /&gt;
&lt;br /&gt;
=== Companion App Notes ===&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=34</id>
		<title>Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=34"/>
		<updated>2022-03-12T22:26:24Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: /* Assets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Thousands of man hours between dozens of revisions, countless amounts of currency, and blood sweat and tears, have finally brought man kind to a time where it can be ready to leave Terra.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies is the first game in the Beyond Humanity series, and the first hybrid boardgame by Three Headed Monster. Featuring full integration with the Exogen database in the coming months, players take on the role of managers attempting to turn a freshly-landed ARC into a thriving colony on any of the hundreds of thousands of planets found throughout known space.&lt;br /&gt;
&lt;br /&gt;
Managers will face numerous daunting tasks as they choose to work together towards their colony's success, or behind the scenes for their own agendas. Often they will face difficult choices between what is best, what is easiest, and what they or their people want. &lt;br /&gt;
&lt;br /&gt;
Boasting a very limited array of truly random events, millions of lines of code in the game create a flowing structure of variables and results impossible for a human to keep track of, resulting in a difficult to predict but organic feeling chain of events that ensures no two games will ever play the same way.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies funded on Kickstarter in 2019 to the tune of over 500,000usd, and shipping is scheduled to begin early Q2 2022.&lt;br /&gt;
&lt;br /&gt;
== Assets ==&lt;br /&gt;
&lt;br /&gt;
Within the box there is: both the full color full rulebook and supplementary Annex, 9 directive cards, 9 double-sided assistant cards, 3 advisor cards, 68 or 108 RFID enabled decree cards, 40 artifact cards, 9 personal 25 semi co-op and 15 co-op goal cards, 4 aux fleet transfer cards, 5 double sided quick reference cards, 2 base endorsement tiles, 1 ARC tile and Module, 1 solo tile, 9 player boards, 31/32 modules/module tiles, 15 ability tiles, 15 corridor connections, 11 RFID-enabled tokens, and resource tokens of all 4 kinds as laid out below.&lt;br /&gt;
&lt;br /&gt;
=== Cards ===&lt;br /&gt;
&lt;br /&gt;
In Beyond Humanity: Colonies there are 5 principle card types:&lt;br /&gt;
&lt;br /&gt;
Decrees: RFID enabled cards used to influence the game state via communication within the ARC, or as module endorsements to promote the construction of module buildings.&lt;br /&gt;
Main Article -&amp;gt; Decrees&lt;br /&gt;
&lt;br /&gt;
Artifacts: Mysterious relics found on the surface of planets that need to be discovered via Expeditions, and then analyzed through Research actions. Each artifact takes a maximum of 3 Experience, 2 Terran Goods, 2 Credits, and 1 Political Advantage.&lt;br /&gt;
Main Article -&amp;gt; Artifacts&lt;br /&gt;
&lt;br /&gt;
Goals: Goals have 3 subtypes&amp;quot;: Personal goals, which are given to each player at the start of their game, and assigned to their character; Semi Coop Goals, which are randomized with each game; and Coop goals, which are used only in the coop mode, and feature a different colored back. Goals have both costs of failure and rewards of success in BHC, so it is better to find a way to get rid of goals you cannot complete in favor of other ones.&lt;br /&gt;
Main Article -&amp;gt; Goal Cards&lt;br /&gt;
&lt;br /&gt;
Assistants: These double sided cards are used exclusively for a unique set of actions, and are assigned per manager character at the start of the game. These cards all feature action sockets with actions not found on module tiles, and unlike module tile actions, have a cost associated with their use.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
Advisors: These specialized assistants are single sided, all cost a varying amount of Political Advantage, and all feature unique action sockets that can heavily shake up the game, from changing Governor to removing Terran Dependences.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
There are 5 resource types in BHC as well. Credits, the gold circles which represent universal currency used across known space; Terran Goods, exotic exports from Earth which are more rare resource; Experience, gained from module endorsements and used for abilities or expeditions; and Political Advantage, a reflection of a character's influence allowing them to take powerful actions unavailable to those without the required clout.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Modules in BHC are the backbone of the colony. New buildings allow for new opportunities, resource production and management, and new risks. There are a total of 28/29 unique modules in the BHC box along with the ARC, with 10 being reserved based on the managers in play for the game, the remaining are available in all games, and can be sorted into two categories for convenience, active modules, which have an action socket for use with the worker placement mechanics of the game, and passive modules, those with only effects on the colony statistics and in the companion app.&lt;br /&gt;
&lt;br /&gt;
*All* modules impact game state in a collection of varied ways. If a number is not provided for the module's effects, it may change due to various elements including but not limited to: planet selection, AUX fleet interactions, happiness security and technical state, etc, etc. All of this information can be found in the last three pages of the BHC Annex.&lt;br /&gt;
&lt;br /&gt;
==== Active Modules ====&lt;br /&gt;
Hydroponics Dome&lt;br /&gt;
Industrial Dome&lt;br /&gt;
Landing Pad&lt;br /&gt;
Storage&lt;br /&gt;
Community Dome&lt;br /&gt;
Temporary Residential Capsules&lt;br /&gt;
Technical Zone&lt;br /&gt;
Academy&lt;br /&gt;
Health and Sports Center&lt;br /&gt;
Galactic Market Place (This module is an addon)&lt;br /&gt;
&lt;br /&gt;
==== Passive Modules ====&lt;br /&gt;
Solar Power Plant (2x)&lt;br /&gt;
Nuclear Power Plant&lt;br /&gt;
Life Support System&lt;br /&gt;
Atmospheric Synthesizer&lt;br /&gt;
Automatic Well&lt;br /&gt;
Tanks&lt;br /&gt;
Residential Dome (3x)&lt;br /&gt;
Security Dome&lt;br /&gt;
&lt;br /&gt;
==== Specialty Modules ====&lt;br /&gt;
&lt;br /&gt;
Hangar: Paul Bloch, Giselle Carter, Athena Gore.&lt;br /&gt;
Test Chamber: Paul Bloch, Boris Artyomov.&lt;br /&gt;
Community Tower: Art Chen, Ava Xu, Vlad Pokorny&lt;br /&gt;
Obelisk: Art Chen&lt;br /&gt;
Consulate: Mac McCain&lt;br /&gt;
Laboratory: Boris Artyomov, Giselle Carter&lt;br /&gt;
Bunker: Athena Gore (Passive)&lt;br /&gt;
Prison Dome: Ava Xu, Lucas Johannes&lt;br /&gt;
Terran Embassy: Vlad Pokorny&lt;br /&gt;
Cryogenics Cubes: Lucas Johannes (Passive)&lt;br /&gt;
&lt;br /&gt;
=== Player Boards, Tokens, and Characters ===&lt;br /&gt;
&lt;br /&gt;
In addition to the modules, each Manager character has their own unique player board featuring their art, order of command (turn order identifier), their repositories (resource storage locations) ability and artifact management slots, their assigned assistants, and an RFID enabled token for interacting with the ARC for decrees, campaigns, and module building as required.&lt;br /&gt;
Main Article -&amp;gt; Managers of BHC&lt;br /&gt;
&lt;br /&gt;
=== Assistants ===&lt;br /&gt;
&lt;br /&gt;
=== Rulebooks and Quick Reference Content ===&lt;br /&gt;
&lt;br /&gt;
== Companion App ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Modes ===&lt;br /&gt;
&lt;br /&gt;
=== Round Structure ===&lt;br /&gt;
&lt;br /&gt;
=== Win and Loss Conditions ===&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
=== Upcoming Features ===&lt;br /&gt;
&lt;br /&gt;
=== Companion App Notes ===&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=33</id>
		<title>Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=33"/>
		<updated>2022-03-12T22:18:20Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: /* Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Thousands of man hours between dozens of revisions, countless amounts of currency, and blood sweat and tears, have finally brought man kind to a time where it can be ready to leave Terra.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies is the first game in the Beyond Humanity series, and the first hybrid boardgame by Three Headed Monster. Featuring full integration with the Exogen database in the coming months, players take on the role of managers attempting to turn a freshly-landed ARC into a thriving colony on any of the hundreds of thousands of planets found throughout known space.&lt;br /&gt;
&lt;br /&gt;
Managers will face numerous daunting tasks as they choose to work together towards their colony's success, or behind the scenes for their own agendas. Often they will face difficult choices between what is best, what is easiest, and what they or their people want. &lt;br /&gt;
&lt;br /&gt;
Boasting a very limited array of truly random events, millions of lines of code in the game create a flowing structure of variables and results impossible for a human to keep track of, resulting in a difficult to predict but organic feeling chain of events that ensures no two games will ever play the same way.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies funded on Kickstarter in 2019 to the tune of over 500,000usd, and shipping is scheduled to begin early Q2 2022.&lt;br /&gt;
&lt;br /&gt;
== Assets ==&lt;br /&gt;
&lt;br /&gt;
Within the box there are 9 directive cards, 9 double-sided assistant cards, 3 advisor cards, 11 RFID-enabled tokens, 68 or 108 RFID enabled decree cards, 40 artifact cards, 1 ARC tile and Module, 1 solo tile, 9 player boards, 31/32 modules/module tiles, 15 ability tiles, and resource&lt;br /&gt;
&lt;br /&gt;
=== Cards ===&lt;br /&gt;
&lt;br /&gt;
In Beyond Humanity: Colonies there are 5 principle card types:&lt;br /&gt;
&lt;br /&gt;
Decrees: RFID enabled cards used to influence the game state via communication within the ARC, or as module endorsements to promote the construction of module buildings.&lt;br /&gt;
Main Article -&amp;gt; Decrees&lt;br /&gt;
&lt;br /&gt;
Artifacts: Mysterious relics found on the surface of planets that need to be discovered via Expeditions, and then analyzed through Research actions. Each artifact takes a maximum of 3 Experience, 2 Terran Goods, 2 Credits, and 1 Political Advantage.&lt;br /&gt;
Main Article -&amp;gt; Artifacts&lt;br /&gt;
&lt;br /&gt;
Goals: Goals have 3 subtypes&amp;quot;: Personal goals, which are given to each player at the start of their game, and assigned to their character; Semi Coop Goals, which are randomized with each game; and Coop goals, which are used only in the coop mode, and feature a different colored back. Goals have both costs of failure and rewards of success in BHC, so it is better to find a way to get rid of goals you cannot complete in favor of other ones.&lt;br /&gt;
Main Article -&amp;gt; Goal Cards&lt;br /&gt;
&lt;br /&gt;
Assistants: These double sided cards are used exclusively for a unique set of actions, and are assigned per manager character at the start of the game. These cards all feature action sockets with actions not found on module tiles, and unlike module tile actions, have a cost associated with their use.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
Advisors: These specialized assistants are single sided, all cost a varying amount of Political Advantage, and all feature unique action sockets that can heavily shake up the game, from changing Governor to removing Terran Dependences.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
There are 5 resource types in BHC as well. Credits, the gold circles which represent universal currency used across known space; Terran Goods, exotic exports from Earth which are more rare resource; Experience, gained from module endorsements and used for abilities or expeditions; and Political Advantage, a reflection of a character's influence allowing them to take powerful actions unavailable to those without the required clout.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Modules in BHC are the backbone of the colony. New buildings allow for new opportunities, resource production and management, and new risks. There are a total of 28/29 unique modules in the BHC box along with the ARC, with 10 being reserved based on the managers in play for the game, the remaining are available in all games, and can be sorted into two categories for convenience, active modules, which have an action socket for use with the worker placement mechanics of the game, and passive modules, those with only effects on the colony statistics and in the companion app.&lt;br /&gt;
&lt;br /&gt;
*All* modules impact game state in a collection of varied ways. If a number is not provided for the module's effects, it may change due to various elements including but not limited to: planet selection, AUX fleet interactions, happiness security and technical state, etc, etc. All of this information can be found in the last three pages of the BHC Annex.&lt;br /&gt;
&lt;br /&gt;
==== Active Modules ====&lt;br /&gt;
Hydroponics Dome&lt;br /&gt;
Industrial Dome&lt;br /&gt;
Landing Pad&lt;br /&gt;
Storage&lt;br /&gt;
Community Dome&lt;br /&gt;
Temporary Residential Capsules&lt;br /&gt;
Technical Zone&lt;br /&gt;
Academy&lt;br /&gt;
Health and Sports Center&lt;br /&gt;
Galactic Market Place (This module is an addon)&lt;br /&gt;
&lt;br /&gt;
==== Passive Modules ====&lt;br /&gt;
Solar Power Plant (2x)&lt;br /&gt;
Nuclear Power Plant&lt;br /&gt;
Life Support System&lt;br /&gt;
Atmospheric Synthesizer&lt;br /&gt;
Automatic Well&lt;br /&gt;
Tanks&lt;br /&gt;
Residential Dome (3x)&lt;br /&gt;
Security Dome&lt;br /&gt;
&lt;br /&gt;
==== Specialty Modules ====&lt;br /&gt;
&lt;br /&gt;
Hangar: Paul Bloch, Giselle Carter, Athena Gore.&lt;br /&gt;
Test Chamber: Paul Bloch, Boris Artyomov.&lt;br /&gt;
Community Tower: Art Chen, Ava Xu, Vlad Pokorny&lt;br /&gt;
Obelisk: Art Chen&lt;br /&gt;
Consulate: Mac McCain&lt;br /&gt;
Laboratory: Boris Artyomov, Giselle Carter&lt;br /&gt;
Bunker: Athena Gore (Passive)&lt;br /&gt;
Prison Dome: Ava Xu, Lucas Johannes&lt;br /&gt;
Terran Embassy: Vlad Pokorny&lt;br /&gt;
Cryogenics Cubes: Lucas Johannes (Passive)&lt;br /&gt;
&lt;br /&gt;
=== Player Boards, Tokens, and Characters ===&lt;br /&gt;
&lt;br /&gt;
=== Assistants ===&lt;br /&gt;
&lt;br /&gt;
=== Rulebooks and Quick Reference Content ===&lt;br /&gt;
&lt;br /&gt;
== Companion App ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Modes ===&lt;br /&gt;
&lt;br /&gt;
=== Round Structure ===&lt;br /&gt;
&lt;br /&gt;
=== Win and Loss Conditions ===&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
=== Upcoming Features ===&lt;br /&gt;
&lt;br /&gt;
=== Companion App Notes ===&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=32</id>
		<title>Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=32"/>
		<updated>2022-03-12T22:10:53Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Thousands of man hours between dozens of revisions, countless amounts of currency, and blood sweat and tears, have finally brought man kind to a time where it can be ready to leave Terra.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies is the first game in the Beyond Humanity series, and the first hybrid boardgame by Three Headed Monster. Featuring full integration with the Exogen database in the coming months, players take on the role of managers attempting to turn a freshly-landed ARC into a thriving colony on any of the hundreds of thousands of planets found throughout known space.&lt;br /&gt;
&lt;br /&gt;
Managers will face numerous daunting tasks as they choose to work together towards their colony's success, or behind the scenes for their own agendas. Often they will face difficult choices between what is best, what is easiest, and what they or their people want. &lt;br /&gt;
&lt;br /&gt;
Boasting a very limited array of truly random events, millions of lines of code in the game create a flowing structure of variables and results impossible for a human to keep track of, resulting in a difficult to predict but organic feeling chain of events that ensures no two games will ever play the same way.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies funded on Kickstarter in 2019 to the tune of over 500,000usd, and shipping is scheduled to begin early Q2 2022.&lt;br /&gt;
&lt;br /&gt;
== Assets ==&lt;br /&gt;
&lt;br /&gt;
Within the box there are 9 directive cards, 9 double-sided assistant cards, 3 advisor cards, 11 RFID-enabled tokens, 68 or 108 RFID enabled decree cards, 40 artifact cards, 1 ARC tile and Module, 1 solo tile, 9 player boards, 31/32 modules/module tiles, 15 ability tiles, and resource&lt;br /&gt;
&lt;br /&gt;
=== Cards ===&lt;br /&gt;
&lt;br /&gt;
In Beyond Humanity: Colonies there are 5 principle card types:&lt;br /&gt;
&lt;br /&gt;
Decrees: RFID enabled cards used to influence the game state via communication within the ARC, or as module endorsements to promote the construction of module buildings.&lt;br /&gt;
Main Article -&amp;gt; Decrees&lt;br /&gt;
&lt;br /&gt;
Artifacts: Mysterious relics found on the surface of planets that need to be discovered via Expeditions, and then analyzed through Research actions. Each artifact takes a maximum of 3 Experience, 2 Terran Goods, 2 Credits, and 1 Political Advantage.&lt;br /&gt;
Main Article -&amp;gt; Artifacts&lt;br /&gt;
&lt;br /&gt;
Goals: Goals have 3 subtypes&amp;quot;: Personal goals, which are given to each player at the start of their game, and assigned to their character; Semi Coop Goals, which are randomized with each game; and Coop goals, which are used only in the coop mode, and feature a different colored back. Goals have both costs of failure and rewards of success in BHC, so it is better to find a way to get rid of goals you cannot complete in favor of other ones.&lt;br /&gt;
Main Article -&amp;gt; Goal Cards&lt;br /&gt;
&lt;br /&gt;
Assistants: These double sided cards are used exclusively for a unique set of actions, and are assigned per manager character at the start of the game. These cards all feature action sockets with actions not found on module tiles, and unlike module tile actions, have a cost associated with their use.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
Advisors: These specialized assistants are single sided, all cost a varying amount of Political Advantage, and all feature unique action sockets that can heavily shake up the game, from changing Governor to removing Terran Dependences.&lt;br /&gt;
Main Article -&amp;gt; Characters and Assistants&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
There are 5 resource types in BHC as well. Credits, the gold circles which represent universal currency used across known space; Terran Goods, exotic exports from Earth which are more rare resource; Experience, gained from module endorsements and used for abilities or expeditions; and Political Advantage, a reflection of a character's influence allowing them to take powerful actions unavailable to those without the required clout.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
==== Active Modules ====&lt;br /&gt;
Hydroponics Dome&lt;br /&gt;
Industrial Dome&lt;br /&gt;
Landing Pad&lt;br /&gt;
Storage&lt;br /&gt;
Community Dome&lt;br /&gt;
Temporary Residential Capsules&lt;br /&gt;
Technical Zone&lt;br /&gt;
Academy&lt;br /&gt;
Health and Sports Center&lt;br /&gt;
Galactic Market Place (This module is an addon)&lt;br /&gt;
&lt;br /&gt;
==== Passive Modules ====&lt;br /&gt;
Solar Power Plant (2x)&lt;br /&gt;
Nuclear Power PLant&lt;br /&gt;
Life Support System&lt;br /&gt;
Atmospheric Synthesizer&lt;br /&gt;
Automatic Well&lt;br /&gt;
Tanks&lt;br /&gt;
Residential Dome (3x)&lt;br /&gt;
Security Dome&lt;br /&gt;
&lt;br /&gt;
==== Specialty Modules ====&lt;br /&gt;
&lt;br /&gt;
Hangar: Paul Bloch, Giselle Carter, Athena Gore.&lt;br /&gt;
Test Chamber: Paul Bloch, Boris Artyomov.&lt;br /&gt;
Community Tower: Art Chen, Ava Xu, Vlad Pokorny&lt;br /&gt;
Obelisk: Art Chen&lt;br /&gt;
Consulate: Mac McCain&lt;br /&gt;
Laboratory: Boris Artyomov, Giselle Carter&lt;br /&gt;
Bunker: Athena Gore (Passive)&lt;br /&gt;
Prison Dome: Ava Xu, Lucas Johannes&lt;br /&gt;
Terran Embassy: Vlad Pokorny&lt;br /&gt;
Cryogenics Cubes: Lucas Johannes (Passive)&lt;br /&gt;
&lt;br /&gt;
=== Player Boards, Tokens, and Characters ===&lt;br /&gt;
&lt;br /&gt;
=== Assistants ===&lt;br /&gt;
&lt;br /&gt;
=== Rulebooks and Quick Reference Content ===&lt;br /&gt;
&lt;br /&gt;
== Companion App ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Modes ===&lt;br /&gt;
&lt;br /&gt;
=== Round Structure ===&lt;br /&gt;
&lt;br /&gt;
=== Win and Loss Conditions ===&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
=== Upcoming Features ===&lt;br /&gt;
&lt;br /&gt;
=== Companion App Notes ===&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=31</id>
		<title>Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=31"/>
		<updated>2022-03-12T20:49:08Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Thousands of man hours between dozens of revisions, countless amounts of currency, and blood sweat and tears, have finally brought man kind to a time where it can be ready to leave Terra.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies is the first game in the Beyond Humanity series, and the first hybrid boardgame by Three Headed Monster. Featuring full integration with the Exogen database in the coming months, players take on the role of managers attempting to turn a freshly-landed ARC into a thriving colony on any of the hundreds of thousands of planets found throughout known space.&lt;br /&gt;
&lt;br /&gt;
Managers will face numerous daunting tasks as they choose to work together towards their colony's success, or behind the scenes for their own agendas. Often they will face difficult choices between what is best, what is easiest, and what they or their people want. &lt;br /&gt;
&lt;br /&gt;
Boasting a very limited array of truly random events, millions of lines of code in the game create a flowing structure of variables and results impossible for a human to keep track of, resulting in a difficult to predict but organic feeling chain of events that ensures no two games will ever play the same way.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies funded on Kickstarter in 2019 to the tune of over 500,000usd, and shipping is scheduled to begin early Q2 2022.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Modes ===&lt;br /&gt;
&lt;br /&gt;
=== Round Structure ===&lt;br /&gt;
&lt;br /&gt;
=== Win and Loss Conditions ===&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
=== Upcoming Features ===&lt;br /&gt;
&lt;br /&gt;
=== Companion App Notes ===&lt;br /&gt;
&lt;br /&gt;
== Assets ==&lt;br /&gt;
&lt;br /&gt;
=== Cards ===&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
==== Active Modules ====&lt;br /&gt;
&lt;br /&gt;
==== Passive Modules ====&lt;br /&gt;
&lt;br /&gt;
==== Specialty Modules ====&lt;br /&gt;
&lt;br /&gt;
=== Player Boards, Tokens, and Characters ===&lt;br /&gt;
&lt;br /&gt;
=== Assistants ===&lt;br /&gt;
&lt;br /&gt;
=== Rulebooks and Quick Reference Content ===&lt;br /&gt;
&lt;br /&gt;
== Companion App ==&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=30</id>
		<title>Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Colonies&amp;diff=30"/>
		<updated>2022-03-12T20:09:27Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;== Overview ==  Thousands of man hours between dozens of revisions, countless amounts of currency, and blood sweat and tears, have finally brought man kind to a time where it...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Thousands of man hours between dozens of revisions, countless amounts of currency, and blood sweat and tears, have finally brought man kind to a time where it can be ready to leave Terra.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies is the first game in the Beyond Humanity series, and the first hybrid boardgame by Three Headed Monster. Featuring full integration with the Exogen database in the coming months, players take on the role of managers attempting to turn a freshly-landed ARC into a thriving colony on any of the hundreds of thousands of planets found throughout known space.&lt;br /&gt;
&lt;br /&gt;
Managers will face numerous daunting tasks as they choose to work together towards their colony's success, or behind the scenes for their own agendas. Often they will face difficult choices between what is best, what is easiest, and what they or their people want. &lt;br /&gt;
&lt;br /&gt;
Boasting a very limited array of truly random events, millions of lines of code in the game create a flowing structure of variables and results impossible for a human to keep track of, resulting in a difficult to predict but organic feeling chain of events that ensures no two games will ever play the same way.&lt;br /&gt;
&lt;br /&gt;
Beyond Humanity: Colonies funded on Kickstarter in 2019 to the tune of over 500,000usd, and shipping is scheduled to begin early Q2 2022.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Modes ===&lt;br /&gt;
&lt;br /&gt;
=== Round Structure ===&lt;br /&gt;
&lt;br /&gt;
=== Win and Loss Conditions ===&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
=== Upcoming Features ===&lt;br /&gt;
&lt;br /&gt;
== Assets ==&lt;br /&gt;
&lt;br /&gt;
=== Cards ===&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
==== Active Modules ====&lt;br /&gt;
&lt;br /&gt;
==== Passive Modules ====&lt;br /&gt;
&lt;br /&gt;
==== Specialty Modules ====&lt;br /&gt;
&lt;br /&gt;
=== Player Boards, Tokens, and Characters ===&lt;br /&gt;
&lt;br /&gt;
=== Assistants ===&lt;br /&gt;
&lt;br /&gt;
=== Rulebooks and Quick Reference Content ===&lt;br /&gt;
&lt;br /&gt;
== Companion App ==&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Exogen:Lunar-Base&amp;diff=29</id>
		<title>Exogen:Lunar-Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Exogen:Lunar-Base&amp;diff=29"/>
		<updated>2021-05-08T04:55:48Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lunar Bases (LB) ==&lt;br /&gt;
&amp;lt;Fluff goes here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&amp;lt;What it is&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Uses ===&lt;br /&gt;
&amp;lt;What it does&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
==== Special Requirements ====&lt;br /&gt;
&amp;lt;Anything other than resource costs, like requires pioneering&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Costs ====&lt;br /&gt;
&amp;lt;Resource Costs, unmodified by technology&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Technology Improvements ===&lt;br /&gt;
&amp;lt;Technology Tree Information&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supplementary Link -&amp;gt; Corporate Tech Tree&lt;br /&gt;
&lt;br /&gt;
=== Supplemental ===&lt;br /&gt;
&amp;lt;Extras go here&amp;gt;&lt;br /&gt;
[[Category:Exogen:Missions]]&lt;br /&gt;
[[Category:Exogen]]&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Exogen:Science-Vessel&amp;diff=28</id>
		<title>Exogen:Science-Vessel</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Exogen:Science-Vessel&amp;diff=28"/>
		<updated>2021-05-08T04:55:01Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Science Vessels (SV) ==&lt;br /&gt;
&amp;lt;Fluff goes here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&amp;lt;What it is&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Uses ===&lt;br /&gt;
&amp;lt;What it does&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
==== Special Requirements ====&lt;br /&gt;
&amp;lt;Anything other than resource costs, like requires pioneering&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Costs ====&lt;br /&gt;
&amp;lt;Resource Costs, unmodified by technology&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Technology Improvements ===&lt;br /&gt;
&amp;lt;Technology Tree Information&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supplementary Link -&amp;gt; Corporate Tech Tree&lt;br /&gt;
&lt;br /&gt;
=== Supplemental ===&lt;br /&gt;
&amp;lt;Extras go here&amp;gt;&lt;br /&gt;
[[Category:Exogen:Missions]]&lt;br /&gt;
[[Category:Exogen]]&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Exogen:Mining-Ops&amp;diff=27</id>
		<title>Exogen:Mining-Ops</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Exogen:Mining-Ops&amp;diff=27"/>
		<updated>2021-05-08T04:54:22Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mining Ops (MO) ==&lt;br /&gt;
&amp;lt;Fluff goes here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&amp;lt;What it is&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Uses ===&lt;br /&gt;
&amp;lt;What it does&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
==== Special Requirements ====&lt;br /&gt;
&amp;lt;Anything other than resource costs, like requires pioneering&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Costs ====&lt;br /&gt;
&amp;lt;Resource Costs, unmodified by technology&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Technology Improvements ===&lt;br /&gt;
&amp;lt;Technology Tree Information&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supplementary Link -&amp;gt; Corporate Tech Tree&lt;br /&gt;
&lt;br /&gt;
=== Supplemental ===&lt;br /&gt;
&amp;lt;Extras go here&amp;gt;&lt;br /&gt;
[[Category:Exogen:Missions]]&lt;br /&gt;
[[Category:Exogen]]&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Exogen:Small-Orbital-Station&amp;diff=26</id>
		<title>Exogen:Small-Orbital-Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Exogen:Small-Orbital-Station&amp;diff=26"/>
		<updated>2021-05-08T04:53:43Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Small Orbital Stations (SOS) ==&lt;br /&gt;
&amp;lt;Fluff goes here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&amp;lt;What it is&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Uses ===&lt;br /&gt;
&amp;lt;What it does&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
==== Special Requirements ====&lt;br /&gt;
&amp;lt;Anything other than resource costs, like requires pioneering&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Costs ====&lt;br /&gt;
&amp;lt;Resource Costs, unmodified by technology&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Technology Improvements ===&lt;br /&gt;
&amp;lt;Technology Tree Information&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supplementary Link -&amp;gt; Corporate Tech Tree&lt;br /&gt;
&lt;br /&gt;
=== Supplemental ===&lt;br /&gt;
&amp;lt;Extras go here&amp;gt;&lt;br /&gt;
[[Category:Exogen:Missions]]&lt;br /&gt;
[[Category:Exogen]]&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Exogen:Fuel-Station&amp;diff=25</id>
		<title>Exogen:Fuel-Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Exogen:Fuel-Station&amp;diff=25"/>
		<updated>2021-05-08T04:53:07Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Fuel Stations (FS) ==&lt;br /&gt;
&amp;lt;Fluff goes here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&amp;lt;What it is&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Uses ===&lt;br /&gt;
&amp;lt;What it does&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
==== Special Requirements ====&lt;br /&gt;
&amp;lt;Anything other than resource costs, like requires pioneering&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Costs ====&lt;br /&gt;
&amp;lt;Resource Costs, unmodified by technology&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Technology Improvements ===&lt;br /&gt;
&amp;lt;Technology Tree Information&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supplementary Link -&amp;gt; Corporate Tech Tree&lt;br /&gt;
&lt;br /&gt;
=== Supplemental ===&lt;br /&gt;
&amp;lt;Extras go here&amp;gt;&lt;br /&gt;
[[Category:Exogen]]&lt;br /&gt;
[[Category:Exogen:Missions]]&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Exogen:Pioneer&amp;diff=24</id>
		<title>Exogen:Pioneer</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Exogen:Pioneer&amp;diff=24"/>
		<updated>2021-05-08T04:52:31Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Pioneers ==&lt;br /&gt;
&amp;lt;Fluff goes here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&amp;lt;What it is&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Uses ===&lt;br /&gt;
&amp;lt;What it does&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
==== Special Requirements ====&lt;br /&gt;
&amp;lt;Anything other than resource costs, like requires pioneering&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Costs ====&lt;br /&gt;
&amp;lt;Resource Costs, unmodified by technology&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Technology Improvements ===&lt;br /&gt;
&amp;lt;Technology Tree Information&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supplementary Link -&amp;gt; Corporate Tech Tree&lt;br /&gt;
&lt;br /&gt;
=== Supplemental ===&lt;br /&gt;
&amp;lt;Extras go here&amp;gt;&lt;br /&gt;
[[Category:Exogen:Missions]]&lt;br /&gt;
[[Category:Exogen]]&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Exogen&amp;diff=23</id>
		<title>Exogen</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Exogen&amp;diff=23"/>
		<updated>2021-05-08T04:51:38Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Exogen Astrocartography Database is the result of an extensive collaboration project between Ventura Corporation, the Archangel Foundation, and a large collection of private entity corporations.&lt;br /&gt;
&lt;br /&gt;
Exogen is the online metagame used to actively impact the Beyond Humanity Universe. Players login using their unique tokens from the THM Kickstarters and take on the task of managing their corporation's infrastructure and overarching expansion across the galaxy. Players also take part in community missions, and receive news bulletins from the in-universe entities as they unfold. &lt;br /&gt;
&lt;br /&gt;
Currently Exogen is also planned to feature many exciting integrations with Beyond Humanity: Colonies, where game play in BHC will have an impact on the Exogen universe, and vice versa. &lt;br /&gt;
&lt;br /&gt;
== Using Exogen ==&lt;br /&gt;
&lt;br /&gt;
=== Left Side Toolbar ===&lt;br /&gt;
The left most toolbar is home to the personal corporation data and records keeping, including:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;My Corporation&amp;quot; tab, home to all of your corporate stats, as well as access to the managing technologies and corporation dialogues.&lt;br /&gt;
* &amp;quot;My MegaCorporation&amp;quot; tab, for all of the up and coming megacorp features. Main Article -&amp;gt; Exogen:Megacorps&lt;br /&gt;
* &amp;quot;My Library&amp;quot; tab, a convenient place to save planetary bodies for later uses such as sending missions or playing on in BHC.&lt;br /&gt;
* &amp;quot;My Missions&amp;quot; tab, a record of all ongoing missions in Exogen, and their statuses.&lt;br /&gt;
&lt;br /&gt;
Supplementary Article -&amp;gt; Corporate Technology Tree&lt;br /&gt;
&lt;br /&gt;
=== Resources Display ===&lt;br /&gt;
The resources display in the top right corner displays each resource's available quantity, followed by it's hourly income. These displays update every hour on the hour, as well as when any action is taken to cause them to change. From left to right the resources are Xenon, Water, Ore, Plasteel, and Licenses.&lt;br /&gt;
&lt;br /&gt;
Supplementary Article -&amp;gt; Exogen:Resources&lt;br /&gt;
&lt;br /&gt;
=== Right Side Toolbar ===&lt;br /&gt;
The right side toolbar has an additional three tabs:&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Terran Republic Exchange Market&amp;quot; or TREM, where resources can be converted for whatever purpose. The TREM traditionally takes a 10% fee on any transaction made this way.&lt;br /&gt;
* The global statistics tab, which shows statistics about all players/corporations in the Exogen project including record holders and running totals.&lt;br /&gt;
* Settings, where one can change their small orbital station behavior (share your SOS with others and opt to use other's SOS when needed) and the logout button.&lt;br /&gt;
&lt;br /&gt;
=== Bottom Display ===&lt;br /&gt;
From left to right on the bottom display we have:&lt;br /&gt;
&lt;br /&gt;
* The cursor's current coordinates in RAD-Z.&lt;br /&gt;
* The zoom controls for system, region, and cluster view.&lt;br /&gt;
* The current in-game time in YYYY:MM:DD:HH:MM format.&lt;br /&gt;
* A graphical scale showing how far a jump unit (JU) is at current zoom level.&lt;br /&gt;
&lt;br /&gt;
=== Main Display ===&lt;br /&gt;
The remainder of the Exogen window is taken up with the galaxy display, where clusters of stars and systems can be viewed and interacted with via sending missions.&lt;br /&gt;
&lt;br /&gt;
=== Sending Missions ===&lt;br /&gt;
Sending missions is the primary function of the Exogen system. There are various types of mission which are listed below. All missions cost resources and influence the ongoing activity in the game, as well as unlock or reward their sender in a different way. Some missions must target a certain type of celestial body, which will be explained in their sections. For more information about a type of mission, see it's main article. &lt;br /&gt;
&lt;br /&gt;
===== Probes =====&lt;br /&gt;
Main Article -&amp;gt; [[Exogen:Probe]]&lt;br /&gt;
&lt;br /&gt;
Probes are the most basic of the mission types. Probes are sent to nearby stars, and report back the celestial bodies they discover in the star's orbit. Probes only gather cursory information about the goings on in a system, but thoroughly report back on their targetted stars. Probes are required before sending all forms of other missions to uncharted systems.&lt;br /&gt;
&lt;br /&gt;
===== Pioneers =====&lt;br /&gt;
Main Article -&amp;gt; [[Exogen:Pioneer|Exogen:Pioneers]]&lt;br /&gt;
&lt;br /&gt;
Pioneers are the second line of data gathering missions. Pioneers can only be sent to potentially-habitable Exoplanets and will collect much finer details about a specific Exoplanet for use later for a colonization attempt. Pioneers are required before sending out Mining Ops to qualifying planets.&lt;br /&gt;
&lt;br /&gt;
===== Fuel Stations (FS) =====&lt;br /&gt;
Main Article -&amp;gt; [[Exogen:Fuel-Station|Exogen:Fuel Station]]&lt;br /&gt;
&lt;br /&gt;
Fuel Stations act as temporary range extenders for missions, and are often used to optimize the placement of Small Orbital Stations or to extend range coverage on a temporary basis. Fuel Stations can only be sent to explored stars.&lt;br /&gt;
&lt;br /&gt;
===== Small Orbital Stations (SOS) =====&lt;br /&gt;
Main Article -&amp;gt; [[Exogen:Small-Orbital-Station|Exogen:Small Orbital Station]]&lt;br /&gt;
&lt;br /&gt;
Small Orbital Stations act as permanent range extenders for missions. These small scale infrastructure modules serve to refuel any passing mission vessel as needed along their course. SOS can also only be sent to explored stars.&lt;br /&gt;
&lt;br /&gt;
===== Mining Operations (MO) =====&lt;br /&gt;
Main Article -&amp;gt; [[Exogen:Mining-Ops|Exogen:Mining Ops]]&lt;br /&gt;
&lt;br /&gt;
Mining Operations are a special kind of mission that use a specialized crew. Currently all corporations without meeting certain requirements in a successful Beyond Humanity Colonies game are limited to having one crew deployed at a time. These crews descend on any habitable exoplanet, ringed planed, or moon, and increase the corporation's resource accumulation by 0.2/hr for that specific resource, for the duration of their mission. Mining ops on Exoplanets require Pioneering, however missions on rings and moons only require probes to have been sent to the system.&lt;br /&gt;
&lt;br /&gt;
===== Science Vessels (SV) =====&lt;br /&gt;
Main Article -&amp;gt; [[Exogen:Science-Vessel|Exogen:Science Vessel]]&lt;br /&gt;
&lt;br /&gt;
Science Vessels are another special kind of mission that use a specialized crew. Currently all corporations without meeting certain requirements in a successful Beyond Humanity Colonies game are limited to having one crew deployed at a time. Science vessels are sent only to unique celestial bodies called Anomalies (such as the Genesis 1 wreckage near SOL). These crew conduct specific studies of the Anomalies and are awarded licenses based on their findings. Science vessels only require probing, but will only be able to be sent to very specific places that will be plainly identifiable at system zoom.&lt;br /&gt;
&lt;br /&gt;
===== Lunar Bases (LB) =====&lt;br /&gt;
Main Article -&amp;gt; [[Exogen:Lunar-Base|Exogen:Lunar Base]]&lt;br /&gt;
&lt;br /&gt;
Lunar Bases are the most recent addition to the missions in Exogen. A highly expensive undertaking, a Lunar Base crew deploys a construction ship on any Rocky Moon orbiting an Exoplanet (not an Exoplanet orbiting another) and, after a lengthy build time, can serve not only the purpose of a refueling point identical to an SOS (without the sharing capability at this time) but also serve as a launch point for new missions in their nearby area. Missions will automatically select the closest point of origin available to their sender after a Lunar Base has been built. Lunar Bases also provide additional passive income with the appropriate technology upgrades, currently a unique feature.&lt;br /&gt;
&lt;br /&gt;
== Community Missions ==&lt;br /&gt;
Main Article -&amp;gt; Exogen:Community Missions&lt;br /&gt;
&lt;br /&gt;
Community Missions are a special type of global event which all of the Exogen Partners may participate in together. CM's often feature rewards for the highest performing individuals, as well as impacts to the story of the universe as they progress. Community Missions often feature specialized mission types with their own special functions, ranging from modified probes to supercomputer satellites and array telescopes. These will be announced in special dialogues just like Exogen News, and typically will be discussed, at great length, in the Beyond Humanity community Discord.&lt;br /&gt;
[[Category:Exogen]]&lt;br /&gt;
[[Category:Main Pages]]&lt;br /&gt;
[[Category:THM Projects]]&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Exogen:Lunar-Base&amp;diff=22</id>
		<title>Exogen:Lunar-Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Exogen:Lunar-Base&amp;diff=22"/>
		<updated>2021-05-08T04:51:10Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lunar Bases (LB) ==&lt;br /&gt;
&amp;lt;Fluff goes here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&amp;lt;What it is&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Uses ===&lt;br /&gt;
&amp;lt;What it does&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
==== Special Requirements ====&lt;br /&gt;
&amp;lt;Anything other than resource costs, like requires pioneering&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Costs ====&lt;br /&gt;
&amp;lt;Resource Costs, unmodified by technology&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Technology Improvements ===&lt;br /&gt;
&amp;lt;Technology Tree Information&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supplementary Link -&amp;gt; Corporate Tech Tree&lt;br /&gt;
&lt;br /&gt;
=== Supplemental ===&lt;br /&gt;
&amp;lt;Extras go here&amp;gt;&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Exogen:Probe&amp;diff=21</id>
		<title>Exogen:Probe</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Exogen:Probe&amp;diff=21"/>
		<updated>2021-05-08T04:47:41Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Probes ==&lt;br /&gt;
&amp;lt;Fluff goes here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&amp;lt;What it is&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Uses ===&lt;br /&gt;
&amp;lt;What it does&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
==== Special Requirements ====&lt;br /&gt;
&amp;lt;Anything other than resource costs, like requires pioneering&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Costs ====&lt;br /&gt;
&amp;lt;Resource Costs, unmodified by technology&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Technology Improvements ===&lt;br /&gt;
&amp;lt;Technology Tree Information&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supplementary Link -&amp;gt; Corporate Tech Tree&lt;br /&gt;
&lt;br /&gt;
=== Supplemental ===&lt;br /&gt;
&amp;lt;Extras go here&amp;gt;&lt;br /&gt;
[[Category:Exogen]]&lt;br /&gt;
[[Category:Exogen:Missions]]&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Exogen:Lunar-Base&amp;diff=20</id>
		<title>Exogen:Lunar-Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Exogen:Lunar-Base&amp;diff=20"/>
		<updated>2021-05-08T04:43:42Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;== Lunar Bases == &amp;lt;Fluff goes here&amp;gt;  === Basics === &amp;lt;What it is&amp;gt;  === Uses === &amp;lt;What it does&amp;gt;  === Requirements ===  ==== Special Requirements ==== &amp;lt;Anything other than resour...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lunar Bases ==&lt;br /&gt;
&amp;lt;Fluff goes here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&amp;lt;What it is&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Uses ===&lt;br /&gt;
&amp;lt;What it does&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
==== Special Requirements ====&lt;br /&gt;
&amp;lt;Anything other than resource costs, like requires pioneering&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Costs ====&lt;br /&gt;
&amp;lt;Resource Costs, unmodified by technology&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Technology Improvements ===&lt;br /&gt;
&amp;lt;Technology Tree Information&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supplementary Link -&amp;gt; Corporate Tech Tree&lt;br /&gt;
&lt;br /&gt;
=== Supplemental ===&lt;br /&gt;
&amp;lt;Extras go here&amp;gt;&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Exogen:Science-Vessel&amp;diff=19</id>
		<title>Exogen:Science-Vessel</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Exogen:Science-Vessel&amp;diff=19"/>
		<updated>2021-05-08T04:42:47Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;== Science Vessels == &amp;lt;Fluff goes here&amp;gt;  === Basics === &amp;lt;What it is&amp;gt;  === Uses === &amp;lt;What it does&amp;gt;  === Requirements ===  ==== Special Requirements ==== &amp;lt;Anything other than re...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Science Vessels ==&lt;br /&gt;
&amp;lt;Fluff goes here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&amp;lt;What it is&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Uses ===&lt;br /&gt;
&amp;lt;What it does&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
==== Special Requirements ====&lt;br /&gt;
&amp;lt;Anything other than resource costs, like requires pioneering&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Costs ====&lt;br /&gt;
&amp;lt;Resource Costs, unmodified by technology&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Technology Improvements ===&lt;br /&gt;
&amp;lt;Technology Tree Information&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supplementary Link -&amp;gt; Corporate Tech Tree&lt;br /&gt;
&lt;br /&gt;
=== Supplemental ===&lt;br /&gt;
&amp;lt;Extras go here&amp;gt;&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Exogen:Mining-Ops&amp;diff=18</id>
		<title>Exogen:Mining-Ops</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Exogen:Mining-Ops&amp;diff=18"/>
		<updated>2021-05-08T04:42:03Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;== Mining Ops (MO) == &amp;lt;Fluff goes here&amp;gt;  === Basics === &amp;lt;What it is&amp;gt;  === Uses === &amp;lt;What it does&amp;gt;  === Requirements ===  ==== Special Requirements ==== &amp;lt;Anything other than re...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mining Ops (MO) ==&lt;br /&gt;
&amp;lt;Fluff goes here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&amp;lt;What it is&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Uses ===&lt;br /&gt;
&amp;lt;What it does&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
==== Special Requirements ====&lt;br /&gt;
&amp;lt;Anything other than resource costs, like requires pioneering&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Costs ====&lt;br /&gt;
&amp;lt;Resource Costs, unmodified by technology&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Technology Improvements ===&lt;br /&gt;
&amp;lt;Technology Tree Information&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supplementary Link -&amp;gt; Corporate Tech Tree&lt;br /&gt;
&lt;br /&gt;
=== Supplemental ===&lt;br /&gt;
&amp;lt;Extras go here&amp;gt;&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
	<entry>
		<id>https://wiki.three-headed-monster.com/index.php?title=Exogen:Small-Orbital-Station&amp;diff=17</id>
		<title>Exogen:Small-Orbital-Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.three-headed-monster.com/index.php?title=Exogen:Small-Orbital-Station&amp;diff=17"/>
		<updated>2021-05-08T04:40:55Z</updated>

		<summary type="html">&lt;p&gt;Frontier Foundation: Created page with &amp;quot;== Small Orbital Stations (SOS) == &amp;lt;Fluff goes here&amp;gt;  === Basics === &amp;lt;What it is&amp;gt;  === Uses === &amp;lt;What it does&amp;gt;  === Requirements ===  ==== Special Requirements ==== &amp;lt;Anything...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Small Orbital Stations (SOS) ==&lt;br /&gt;
&amp;lt;Fluff goes here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&amp;lt;What it is&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Uses ===&lt;br /&gt;
&amp;lt;What it does&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
==== Special Requirements ====&lt;br /&gt;
&amp;lt;Anything other than resource costs, like requires pioneering&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Costs ====&lt;br /&gt;
&amp;lt;Resource Costs, unmodified by technology&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Technology Improvements ===&lt;br /&gt;
&amp;lt;Technology Tree Information&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supplementary Link -&amp;gt; Corporate Tech Tree&lt;br /&gt;
&lt;br /&gt;
=== Supplemental ===&lt;br /&gt;
&amp;lt;Extras go here&amp;gt;&lt;/div&gt;</summary>
		<author><name>Frontier Foundation</name></author>
	</entry>
</feed>