- [[Land]]s are the only exception to most of these rules. They cannot be sold or transported.
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== <u>'''[[:Category:Facility|FACILITIES ]] & PRODUCTION'''</u> == - Almost every [[:Category:Facility|facility ]] in game produces [[:Category:Facility|assets ]] which you can sell for [[capital]].
- Facility amount depends on how much [[land ]] you have. You cannot build 2 facilities on a single land.
- Production times can be shortened or extended. These mostly depend on the [[:Category:Technology|tech ]] you have in the [[region ]] and the regional production modifiers.
- Passive Efficiency is determined by the amount of prerequisite assets you're <u>'''producing'''</u> to continually supply a factory that needs one. If you are producing enough prerequisites, your factory's passive efficiency is going to be at 100% and will not need extra purchases to keep it running.
- There are LOTS of facilities in the game, don't be afraid to experiment with them! Try out different facilities and play-styles to see what suits you best. See <code>$$faclist</code> for a complete list of facilities you can build on IdleCorp.
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== <u>'''TRADING & [[market|MARKET]]'''</u> == - Trading with other players is a crucial part of IdleCorp. All sorts of [[Category:Asset|assets ]] can be traded on IdleCorp, ranging from [[wood ]] to trucks[[truck]]s.
- <code>$$price</code> command shows you the existing assets, how much they cost, if they're tradable, if they can be scrapped [[scrap]]ped and if they can be sold on [[retail ]] stores. The scale icon indicates that it's tradable. Shopping bags indicate that the asset can be sold on retail stores and is scrappable.
- Two types of markets [[market]]s exist. One of them is the [[market#NPC Market|NPC market]], the other is the global [[market#Player Market|player market]].
- NPC market has unlimited assets. The only restriction to your purchases from the NPC market is your '''hourly buy limit which can be viewed with $$cap'''. The hourly buy limit can be increased by building more [[logistics center|Logistics Centers]].
- Global market access always requires at least one Logistics Center to be built. Global market is where players sell to and buy from other players. However, assets on global market are limited, and asset prices may vary depending on who sells the asset. Hourly buy limit is not affected when you buy assets from the global market.
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== <u>'''[[Research|RESEARCH ]] & [[:Category:Technology|TECHNOLOGY]]'''</u> == - Researching [[Research]]ing is another crucial part of IdleCorp. Researching yields blueprints[[blueprint]]s, which you need to develop it into a technology with <code>$$dev <blueprint></code>. You need at least one [[research facility]], 1 million [[energy ]] and [[capital ]] to start a research.
- Researching requires energy, an [[asset ]] that can be generated using [[solar power plants plant]]s or [[coal power plantsplant]]s. Energy can be purchased on global market as well as the NPC market. Coal power plant, as the name suggests, requires a steady supply of [[coal ]] to continually produce energy. Solar power plants do not need to be supplied.
- You can build a maximum of 8 research facilities in one [[region]]. Each research facility in the region grants you one blueprint per research facility, up to a maximum of 8 blueprints. The rarity for the blueprints are random. After 6 research facilities, the research cost also goes up by 500k energy+, which cannot be purchased from NPC market. 8 research facilities need 1 million energy, 1 million energy+ and 1 million capital to start a research.
- A research can take up to 3 hours to finish, but can be completed instantly with 4 gratitude points, which are earned by voting.
- Some technologies can be stacked to multiply their effects.
  - Up to 6 technology slots can be unlocked by using [[reincorporation ]] tokens.
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== <u>'''[[region|REGION ]] & [[logistics|LOGISTICS]]'''</u> == - Regions [[Region]]s are individual servers with their own unique statistics. They are where your assets [[:Category:Asset|asset]]s are stored, and where your [[:Category:Facility|facilities ]] are located.
- Every region is assigned a region code that can be viewed with <code>$$rc</code>.
- Assets can be transported between regions with <code>$$export(all) <region code> <asset> <amount></code>. Exporting requires trucks, an asset which can be produced, or be bought from other players. Trucks [[Truck]]s need [[gasoline]], which can be purchased from [[market#NPC Market|NPC market]]. Exports normally take 30 minutes, this time can be decreased with truck+ by 15 minutes. You can export a maximum of three times from a region. [[:Categpory:Technology|Technologies ]] and blueprints [[blueprint]]s can also be transported. Lands [[Land]]s or facilities cannot be exported to another region. [[Capital ]] is shared across regions.
- Do <code>$$logistics</code> to view the amount of trucks and gasoline you have, and your inboxes.
- There are two types of inboxes, one of them is regional and one of them is global. Inboxes are where your trucks, assets and capital come to before you claim them with <code>$$claim <arrivals/inbox></code>.
- Each [[Logistics center|Logistics Center ]] increases your hourly buy limit by 2 million dollars.
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== <u>'''[[Region#Modifiers|MODIFIERS ]] & [[service|SERVICES]]'''</u> == - Regions [[Region]]s have production modifiers that change every week. These modifiers affect the time it takes for a [[:Category:Facility|facility ]] to produce an [[:Category:Asset|asset]].
- Happiness is another production modifier that decreases production time if it is increased.
- Services [[:Category:Service|Service]]s are bonuses which modify various stats of your region. These range from happiness to a bonus on your factories' levels. These require a significant amount of money to unlock. Unlike assets, services are donated money to with <code>$$ds <service> <capital></code>. This means that you get to pay as small as you want, and unlock it over time.
- [[:Category:Policy|Policies ]] can be enacted to make significant boosts to your region. These can be viewed with <code>$$policies</code>.
- Policies can only be enacted by the [[Regional Legislator]]. Enacting policies require [[funding point|Funding Points Point]]s (FP).
- Regional policies require [[Region Office ]] service to be unlocked. This allows your players to participate in elections, any player who has the Voter's Boon and 10 million capital can become a candidate for the Regional Legislator spot by typing <code>$$joinballot</code>. Players then have to vote for the candidate they see fit with <code>$$voteballot <mention user></code>. Voters also need Voter's Boon to vote for a candidate.
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== <u>'''[[reincorporation|REINCORPORATION ]] & MISCELLANEOUS'''</u> ==
- As with all Idle Tycoon games, restarting your company is a really important part of IdleCorp. It unlocks significant bonuses, reincorporation points, reincorporation tokens and gives you 1,000 Pass XP for each billion of your net worth.
- It is recommended to reincorporate at 10 billion net worth, as no more [[reincorporation ]] token can be earned afterwards, unless you purchase any of the premium ranks. Reincorporation score is a value that can go up as high as your net worth, so is Pass XP.
- Reincorporation tokens can be used with <code>$$usetoken <bonus></code>. Using the command without specifying a bonus shows you a window displaying the bonuses you can use your tokens on.
- Your free starting [[land ]] is going to be given to you in the region you reincorporate.
- If you've progressed a bit in a [[region ]] different than the one you intended to, you can <code>$$liquidate</code> to sell and demolish everything (including land) to move to a different region.
- Before reincorporating or liquidating, make sure to remove installed [[:Category:Technology|technology ]] and check [[market#Player Market|player market ]] to see if you can sell your assets [[asset]]s to other people.
- Land prices are exponential. The more you buy land, the more its price increases.<br><br><br>