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Editing Modification:The Long Night: Materials

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<del>Note that nanotechne can be produced from any type of metal, so if you don't pay attention your citizens will use nanotechne to make more nanotechne, which actually reduces the amount you have. Make sure you properly designate what metal you intend to make nanotechne from.</del>
 
<del>Note that nanotechne can be produced from any type of metal, so if you don't pay attention your citizens will use nanotechne to make more nanotechne, which actually reduces the amount you have. Make sure you properly designate what metal you intend to make nanotechne from.</del>
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<br>
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{| class="wikitable sortable" border="border"
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! Name
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! Density
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! Value Modifier
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! Melting Point
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! Uses
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|-
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| Grade-S || 2700 || 50 || 11188 || valuable crafts
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|-
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| Grade-C || 7850 || 10 || 12768 || nanotechne production, anvils
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|-
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| Grade-M || 7850 || 20 || 12718 || weapons, armor, ammo, anvils
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|-
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| Grade-A || 8850 || 40 || 12718 || weapons, ammo, anvils
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|-
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| Grade-N || 8850 || 60 || 12718 || weapons, armor, ammo, anvils
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|-
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| Grade-K || 8850 || 60 || 12718 || weapons, armor, ammo, anvils
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|-
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| Grade-X || 8850 || 60 || 12718 || weapons, armor, ammo, anvils
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|-
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| Ancient || 200 || 300 || 25000 || all
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|}
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<br>
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{| class="wikitable sortable" border="border"
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|+ Weapon and Armor Qualities
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! Name
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! Impact Yield
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! Impact Fracture
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! Impact Elasticity
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! Compressive Yield
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! Compressive Fracture
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! Compressive Elasticity
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! Tensile Yield
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! Tensile Fracture
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! Tensile Elasticity
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! Torsion Yield
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! Torsion Fracture
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! Torsion Elasticity
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! Shear Yield
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! Shear Fracture
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! Shear Elasticity
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! Bending Yield
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! Bending Fracture
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! Bending Elasticity
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! Max Edge
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|-
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| Grade-M || 1505 || 2520 || 940 || 1505 || 2520 || 940 || 430 || 720 || 225 || 430 || 720 || 215 || 430 || 720 || 215 || 430 || 720 || 215 || 30000
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|-
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| Grade-A || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000
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|-
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| Grade-N || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 35000
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|-
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| Grade-K || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000
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|-
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| Grade-X || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000
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|-
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| Ancient || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 100000
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|}
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For comparison, view the [[DF2014:Metal#Weapon and armor quality|base game metals]]. Grade-M is identical to steel except for max edge and it is unclear how that affects calculations.<br>
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The material qualities of the metals affect the calculations that occur in combat for a variety of different attacks with a different type of attack being countered by a different resisting characteristic.
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* '''Impact''' measures the resistance to blunt attacks.
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* '''Compressive''' measures the resistance to pinching and strangulation attacks.
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* '''Tensile''' measures the resistance to latched-on tearing attacks.
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* '''Torsion''' measures the resistance to latched-on blunt attacks.
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* '''Shear''' measures the resistance to cutting attacks.
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* '''Bending''' measures the resistance to joint locking attacks.
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Each characteristic is further broken down to form a series of setpoints:
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* '''Yield''': the force at which the material will begin to deform.
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* '''Fracture''': the force at which the material will completely break.
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* '''Elasticity''': how much the material will deform once the yield point is exceeded.
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Likewise, offensive capabilities are also determined by material properties:
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* '''Max Edge''' measures the offensive cutting ability.
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* '''Density''' measures the severity of offensive blunt impact.
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<br>
  
 
==== Stone ====
 
==== Stone ====

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