Last Updated: 28/08/2021
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- Run the [[Help:How to play|<code>$$tutorial</code> ]] command to learn about some of the commands you will be frequently using during your first playthrough, and set your first facilities up. This command is going to introduce you to the game's mechanics and help you get a general sense of how things work.<br>
- Table of Contents:
:* Assets
:* Modifiers & Services
:* Reincorporation & Miscellaneous
__TOC__
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== <u>'''DISCLAIMER:'''</u> ==
- This message may see changes over time, depending on changes made to IdleCorp. The date of the last [[Updates|update ]] will be shown.
- This guide does not cover all of IdleCorp's features. Extensive guide can be accessed by running $$help or by visiting the Wiki that's run, edited and updated by both the bot developer and IdleCorp players.
- If this text lacks the information you need, feel free to ask a question in <span style="color:blue">'''#help'''</span> (You are<!--not--> here!).
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== <u>'''ASSETS[[:Category:Asset|ASSET]]S'''</u> == - Assets [[:Category:Asset|Asset]]s from [[:Category:Facility|facilities ]] are generated within a time frame. Those assets can then be sold to get [[capital]]. Certain assets are considered prerequisites, meaning they are required to either build facilities or be consumed to make another asset. The best example to this is the [[steel mill]], which you may build early on, which consumes 4 [[coal ]] and 1 [[iron ]] to produce 1 [[steel]].
- A lot of the assets can be purchased with <code>$$buy</code>. This command, like many commands, has certain specifiers. This command is commonly used by players who are focusing on producing a certain asset that requires more than 2 prerequisites. It is a key command you will be frequently using early-mid stages.
- A lot of the assets can also be scrapped with <code>$$scrap</code>. This command does not give you an asset that you can sell. You can use scraps [[scrap]]s to give your factories experience and level them up with <code>$$addxp <facility> <amount></code>.
- Facilities with experience can produce the Plus variant of an asset, given that the produced asset's Plus variant exists. Plus variants cost more than the normal asset. When your factories have more experience, the chances of an asset being a Plus variant increases. Another method to increase the chance is using plus variants of prerequisites or using [[:Category:Technology|technology]]. Consumption of Plus assets are turned OFF by default. You need to use the command <code>$$scp <facility></code> to have them consume said assets. This can be turned off by <code>$$ucp <facility></code>.
- Lands [[Land]]s are the only exception to most of these rules. They cannot be sold or transported.
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== <u>'''FACILITIES & PRODUCTION'''</u> ==