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View Full Version : Ikariam 0.3.0 Changes



Kazeyonoma
12-08-2008, 03:44 PM
I'll try to post everything I can that is changing in the upcoming patch. There's a LOT of changes so excuse me if there's some sloppiness to how things are posted.

Units:

For ease of reading since the icons aren't showing up:

the numbers are:
atk def
endurance class
min_rax_level optimum_rax_level
special_ability speed
cargo_space occupied



Slinger

Many a slinger has brought down a giant with a single skilled shot. And because the clothing is light and stones are cheap, we hardly have to pay for their upkeep.

Requirement(s)

Research : none

Building : Barracks ( 1 )
Slinger
Unit values
7 6
7 Human
1 2
- 70
3
Unit costs

* Citizens: 1
* Building material: 40
* Upkeep per hour: 3
* Building time: 17m 11s

Possible upgrades
Attack power Endvalue Defensive power Endvalue
+1 8 +1 7
+1 9 +1 8
+1 10 +1 9



Swordsman

Those who are fearless enough to jump in to the front row of a battlefield will be given a sparkling sword. He also carries a light armor that doesn`t press on him when he runs towards his enemies. If his home town is attacked, though, he`d rather hide behind the shields of a phalanx.

Requirement(s)

Research : Professional Army

Building : Barracks ( 3 )
Swordsman
Unit values
18 11
4 Human
3 4
Assault 60
5
Unit costs

* Citizens: 2
* Building material: 28
* Sulphur: 36
* Upkeep per hour: 5
* Building time: 13m 34s

Possible upgrades
Attack power Endvalue Defensive power Endvalue
+2 20 +1 12
+3 23 +1 13
+4 27 +2 15


Phalanx

Many cities have been defended only with the shields of a phalanx. But they are also very heavy, so attacks become a burden even for the strongest fighter.

Requirement(s)

Research : Professional Army

Building : Barracks ( 4 )
Phalanx
Unit values
14 30
8 Human
4 6
Resistance 50
12
Unit costs

* Citizens: 3
* Building material: 46
* Sulphur: 52
* Upkeep per hour: 8
* Building time: 20m 51s

Possible upgrades
Attack power Endvalue Defensive power Endvalue
+2 16 +4 34
+2 18 +5 39
+2 20 +6 45


Archer

An Archer can fire arrows at his enemies from a safe distance.

Requirement(s)

Research : Ballistics

Building : Barracks ( 7 )
Archer
Unit values
26 23
4 Human
7 10
Resistance 60
8
Unit costs

* Citizens: 3
* Building material: 54
* Sulphur: 76
* Upkeep per hour: 8
* Building time: 14m 10s

Possible upgrades
Attack power Endvalue Defensive power Endvalue
+3 29 +1 24
+5 34 +1 25
+7 41 +1 26


Gunsman

A gunman can hit his target from long distances. The bullets he fires from the most modern muskets can even bring down the strongest man. Good for those who can get themselves to safety!

Requirement(s)

Research : Gunpowder

Building : Barracks ( 12 )
Gunsman
Unit values
42 21
5 Human
12 14
Assault 60
13
Unit costs

* Citizens: 4
* Building material: 73
* Sulphur: 122
* Upkeep per hour: 10
* Building time: 10m 31s

Possible upgrades
Attack power Endvalue Defensive power Endvalue
+5 47 +2 23
+8 55 +2 25
+11 66 +2 27


Gyrocopter

To become a pilot of a gyrocopter one has to be truly brave, as these weird and wonderful flying machines race over the heads of the enemies` heads with incredible speed!

Requirement(s)

Research : Bird`s Flight

Building : Barracks ( 15 )
Gyrocopter
Unit values
35 30
3 Machina
15 17
- 80
12
Unit costs

* Citizens: 4
* Building material: 91
* Sulphur: 164
* Upkeep per hour: 10
* Building time: 19m 57s

Possible upgrades
Attack power Endvalue Defensive power Endvalue
+4 39 +3 33
+5 44 +4 37
+6 50 +5 42


Steam Giant

These steel monsters spread fear and terror on the whole battlefield, and although they are only controlled by a single person they can take on a whole company single-handedly. Those who meet the Steam Giant for the first time believe that they are facing a fiend from the underworld itself.

Requirement(s)

Research : Robotics

Building : Barracks ( 19 )
Steam Giant
Unit values
67 50
4 Machina
19 22
- 50
23
Unit costs

* Citizens: 12
* Building material: 53
* Sulphur: 235
* Upkeep per hour: 15
* Building time: 24m 57s

Possible upgrades
Attack power Endvalue Defensive power Endvalue
+8 75 +8 58
+10 85 +10 68
+12 97 +12 80


Bombardier

These wonderful hot-air balloons bombard the unsuspecting enemy from above. They only need to protect themselves from enemy shooters... and birds with sharp beaks!

Requirement(s)

Research : The Archimedic Principle

Building : Barracks ( 22 )
Bombardier
Unit values
184 54
3 Machina
22 24
Assault 40
33
Unit costs

* Citizens: 8
* Building material: 317
* Sulphur: 640
* Upkeep per hour: 30
* Building time: 45m

Possible upgrades
Attack power Endvalue Defensive power Endvalue
+22 206 +6 60
+28 234 +8 68
+34 268 +10 78


Ram

With its giant metal head a Ram is a huge help whenever a town wall is in the way. It also has a large roof under which a number of soldiers can hide from arrows, stones and other mischief.

Requirement(s)

Research : Siege

Building : Barracks ( 6 )
Ram
Unit values
6 50
5 Machina
6 8
Ram 50
14
Unit costs

* Citizens: 8
* Building material: 97
* Sulphur: 112
* Upkeep per hour: 30
* Building time: 23m 3s

Possible upgrades
Attack power Endvalue Defensive power Endvalue
+2 8 +8 58
+2 10 +10 68
+2 12 +12 80


Catapult

When a Catapult lets its huge rocks fly through the air, our enemies and their town walls tremble with fear! Experienced siege-engineers can calculate the speed of wind and the right angle for a perfect shot.

Requirement(s)

Research : Law of the Lever

Building : Barracks ( 11 )
Catapult
Unit values
34 33
5 Machina
11 13
Ram 40
22
Unit costs

* Citizens: 6
* Building material: 144
* Sulphur: 311
* Upkeep per hour: 30
* Building time: 34m 28s

Possible upgrades
Attack power Endvalue Defensive power Endvalue
+8 42 +4 37
+10 52 +6 43
+12 64 +8 51


Mortar

The grenades a mortar fires bring doom an chaos in the enemies` rows and their walls. Only by hearing the thunder of the launch our enemies will want to hide.

Requirement(s)

Research : Canon Casting

Building : Barracks ( 24 )
Mortar
Unit values
142 92
5 Machina
24 24
Ram 30
54
Unit costs

* Citizens: 10
* Building material: 206
* Sulphur: 845
* Upkeep per hour: 60
* Building time: 34m

Possible upgrades
Attack power Endvalue Defensive power Endvalue
+15 157 +10 102
+18 175 +12 114
+21 196 +14 128


Doctor

Doctors take care of the wounded soldiers during the battle, to get them fighting fit again. And of course a doctor knows where his enemies are especially sensitive, in case he has to help out in the fight.

Requirement(s)

Research : Anatomy

Building : Barracks ( 16 )
Doctor
Unit values
8 22
10 Human
16 28
Healer 60
14
Unit costs

* Citizens: 1
* Building material: 83
* Crystal Glass: 622
* Upkeep per hour: 30
* Building time: 38m 13s

Possible upgrades
Attack power Endvalue Defensive power Endvalue
+ 8 + 22
+ 8 + 22
+ 8 + 22


Cook

Cooks supply the troops with strengthening food and revitalizing wine so our souldiers can fight much longer. And of course cooks can wield a knife outside the kitchen if the course of the battle demands it.

Requirement(s)

Research : Culinary Specialities

Building : Barracks ( 9 )
Cook
Unit values
12 18
10 Human
9 9
Regeneration 60
22
Unit costs

* Citizens: 1
* Building material: 107
* Wine: 345
* Upkeep per hour: 30
* Building time: 1h 52s

Possible upgrades
Attack power Endvalue Defensive power Endvalue
+ 12 + 18
+ 12 + 18
+ 12 + 18

Kazeyonoma
12-08-2008, 03:45 PM
Ships

Format:
attack defense
endurance class
min_shipyard_level optimal_shipyard_level
speed special_ability


Cargo Ship

Trade ships are the most important support for your island empire. No matter whether they have to transport goods, units or news: your seamen will make sure, that everything arrives at its destination quick and safely.

Requirement(s)

Research : none

Building : Trading port ( 1 )
Cargo Ship
Unit values
5 50
3 Steamship
1 1
60 -


Ram-Ship

Equipped with a ram this ship impales everything in its way and renders whole fleets worthless

Requirement(s)

Research : none

Building : Shipyard ( 1 )
Ram-Ship
Unit values
16 13
5 Sailer
1 3
40 Assault
Ship costs

* Citizens: 6
* Building material: 87
* Sulphur: 56
* Upkeep per hour: 13
* Building time: 28m 16s

Possible upgrades
Attack power Endvalue Defensive power Endvalue
+2 18 +1 14
+3 21 +1 15
+3 24 +2 17


Ballista Ship

A masterpiece from our inventors: With a huge crossbow the ballista-ship can fire gigantic spears in to the middle of the enemies` fleets and teach fear to even the proudest ship!

Requirement(s)

Research : Deck Weapons

Building : Shipyard ( 3 )
Ballista Ship
Unit values
15 17
6 Sailer
3 5
30 Resistance
Ship costs

* Citizens: 5
* Building material: 85
* Sulphur: 67
* Upkeep per hour: 14
* Building time: 34m 45s

Possible upgrades
Attack power Endvalue Defensive power Endvalue
+1 16 +3 20
+2 18 +3 23
+2 20 +4 27


Flamethrower

This ship spews a fiery doom no enemy ship can hide from!

Requirement(s)

Research : Greek Fire

Building : Shipyard ( 6 )
Flamethrower
Unit values
39 17
5 Steamship
6 8
33 Assault
Ship costs

* Citizens: 4
* Building material: 66
* Sulphur: 123
* Upkeep per hour: 20
* Building time: 32m 40s

Possible upgrades
Attack power Endvalue Defensive power Endvalue
+5 44 +2 19
+6 50 +3 22
+7 57 +4 26


Catapult Ship

A mighty catapult is enthroned on this ship and can sling giant rocks that can smash whole fleets and send them down into the depths!

Requirement(s)

Research : Counterweight

Building : Shipyard ( 8 )
Catapult Ship
Unit values
26 38
6 Steamship
8 10
26 Resistance
Ship costs

* Citizens: 5
* Building material: 121
* Sulphur: 135
* Upkeep per hour: 24
* Building time: 42m 30s

Possible upgrades
Attack power Endvalue Defensive power Endvalue
+3 29 +5 43
+4 33 +6 49
+5 38 +7 56


Paddle-Wheel-Ram

The paddle-wheel-ram is defies all unfavourable winds and the rough sea, so it can impale enemy ships with the power of a steam engine.

Requirement(s)

Research : Paddle Wheel Engine

Building : Shipyard ( 11 )
Paddle-Wheel-Ram
Unit values
84 25
5 Steamship
11 13
38 Assault
Ship costs

* Citizens: 7
* Building material: 89
* Sulphur: 256
* Upkeep per hour: 33
* Building time: 42m 18s

Possible upgrades
Attack power Endvalue Defensive power Endvalue
+10 94 +2 27
+13 107 +4 31
+16 123 +6 37


Mortar Ship

The steam powered mortar ship is infamous for its speed and the impact of its grenades that can pulverise the enemy from a great distance!

Requirement(s)

Research : Mortar Attachment

Building : Shipyard ( 13 )
Mortar Ship
Unit values
54 108
6 Steamship
13 15
24 Resistance
Ship costs

* Citizens: 10
* Building material: 163
* Sulphur: 367
* Upkeep per hour: 50
* Building time: 1h 2m

Possible upgrades
Attack power Endvalue Defensive power Endvalue
+6 60 +12 120
+8 68 +16 136
+10 78 +20 156


Diving Boat

The sneaky diving boat can stalk its enemies underwater and fire clockwork-driven torpedos in their direction!

Requirement(s)

Research : Pressure Chamber

Building : Shipyard ( 16 )
Diving Boat
Unit values
142 56
3 Steamship
16 16
32 -
Ship costs

* Citizens: 6
* Building material: 252
* Crystal Glass: 457
* Upkeep per hour: 50
* Building time: 1h 23m

Possible upgrades
Attack power Endvalue Defensive power Endvalue
+18 160 +6 62
+21 181 +8 70
+24 205 +10 80

Kazeyonoma
12-08-2008, 03:45 PM
Buildings


Town hall
Town hall

At the heart of the town you can find the town hall through which the town grows and flourishes. The smart civil servants, who work here, love to give you information about your local population Every expansion of the town hall increases the maxium number of citizens in this town.

Requirement(s)

Research : none
Back
Level wood marble time maximal citizens
1 60
2 154 59m 4s 96
3 328 1h 6m 142
4 610 1h 14m 200
5 904 279 1h 23m 262
6 1,362 539 1h 34m 332
7 1,974 917 1h 48m 410
8 2,651 1,382 2h 3m 492
9 3,587 2,049 2h 21m 580
10 4,680 2,886 2h 42m 672
11 6,049 3,990 3h 6m 768
12 7,912 5,550 3h 35m 870
13 10,075 7,484 4h 8m 976
14 12,762 10,009 4h 48m 1,086
15 16,095 13,303 5h 34m 1,200
16 20,566 17,888 6h 27m 1,320
17 24,914 22,785 7h 30m 1,440
18 31,639 30,401 8h 44m 1,566
19 39,427 39,787 10h 10m 1,696
20 48,300 51,171 11h 51m 1,828
21 59,982 66,707 13h 49m 1,964
22 73,307 85,569 16h 6m 2,102
23 92,076 112,798 18h 48m 2,246
24 110,774 142,419 21h 56m 2,390


Academy
Academy

The academy is a sublime place full of knowledge which combines the old traditions with modern technology. The wisest heads of your town await entrance! Consider that every scientist needs his own laboratory which costs money. The larger the academy the more scientists you can employ at the same time.

Requirement(s)

Research : none
Back
Level wood marble time Scientists
1 62 16m 48s 8
2 66 22m 34s 12
3 112 29m 28s 16
4 257 37m 46s 22
5 374 220 47m 43s 28
6 613 419 59m 40s 35
7 962 729 1h 14m 43
8 1,303 1,067 1h 31m 51
9 1,963 1,713 1h 51m 60
10 2,611 2,404 2h 16m 69
11 3,837 3,710 2h 46m 79
12 5,052 5,111 3h 21m 89
13 7,297 7,704 4h 4m 100
14 9,557 10,514 4h 56m 111
15 12,495 14,307 5h 57m 122
16 17,799 21,194 7h 11m 134


Warehouse
Warehouse

A part of your supplies is protected at the warehouse. It keeps mean pillagers, rain, birds and other pests away. The warehouse keeper is also always well informed about your resource storage. Expanding your warehouse allows you to protect more supplies

Requirement(s)

Research : Conservation
Back
Level wood marble time Capacity Building material Crystal glass Marble Sulphur Wine
1 156 18m 43s 8,000 8,000 8,000 8,000 8,000
2 282 26m 23s 16,000 16,000 16,000 16,000 16,000
3 433 35m 7s 24,000 24,000 24,000 24,000 24,000
4 613 94 45m 4s 32,000 32,000 32,000 32,000 32,000
5 830 206 56m 25s 40,000 40,000 40,000 40,000 40,000
6 1,090 342 1h 9m 48,000 48,000 48,000 48,000 48,000
7 1,402 504 1h 24m 56,000 56,000 56,000 56,000 56,000
8 1,776 699 1h 40m 64,000 64,000 64,000 64,000 64,000
9 2,226 933 2h 6s 72,000 72,000 72,000 72,000 72,000
10 2,765 1,215 2h 21m 80,000 80,000 80,000 80,000 80,000
11 3,413 1,552 2h 46m 88,000 88,000 88,000 88,000 88,000
12 4,189 1,957 3h 15m 96,000 96,000 96,000 96,000 96,000
13 5,121 2,442 3h 47m 104,000 104,000 104,000 104,000 104,000
14 6,240 3,024 4h 24m 112,000 112,000 112,000 112,000 112,000
15 7,582 3,724 5h 6m 120,000 120,000 120,000 120,000 120,000
16 9,192 4,562 5h 54m 128,000 128,000 128,000 128,000 128,000
17 11,125 5,569 6h 49m 136,000 136,000 136,000 136,000 136,000
18 13,444 6,776 7h 51m 144,000 144,000 144,000 144,000 144,000
19 16,227 8,226 9h 2m 152,000 152,000 152,000 152,000 152,000
20 19,567 9,965 10h 23m 160,000 160,000 160,000 160,000 160,000


Tavern
Tavern

After a day`s work there is nothing more pleasant than a cool jug of wine. That`s why your citizens love to meet at the tavern. And when the last old songs have been sung at the end of the day, they set out merrily and cheerfull for home. Every expansion of your tavern allows you to serve more wine

Requirement(s)

Research : Wine Press
Back
Level wood marble time Max. Wine Base bonus satisfaction Maximal Wine bonus
1 98 16m 48s 4 12 60
2 217 28m 15s 8 24 120
3 359 40m 23s 13 36 180
4 530 92 53m 15s 18 48 240
5 735 119 1h 6m 24 60 300
6 980 154 1h 21m 30 72 360
7 1,275 201 1h 36m 37 84 420
8 1,629 261 1h 52m 44 96 480
9 2,055 341 2h 10m 51 108 540
10 2,564 442 2h 28m 60 120 600
11 3,176 575 2h 47m 68 132 660
12 3,910 748 3h 8m 78 144 720
13 4,790 973 3h 29m 88 156 780
14 5,847 1,264 3h 52m 99 168 840
15 7,115 1,643 4h 17m 110 180 900
16 8,637 2,137 4h 43m 122 192 960
17 10,464 2,778 5h 10m 136 204 1,020
18 12,655 3,611 5h 39m 150 216 1,080
19 15,286 4,695 6h 10m 165 228 1,140
20 18,441 6,103 6h 43m 180 240 1,200
21 22,229 7,935 7h 17m 197 252 1,260
22 26,773 10,315 7h 54m 216 264 1,320
23 32,227 13,410 8h 33m 235 276 1,380
24 38,770 17,433 9h 14m 255 288 1,440


Palace/Governor's Residence
Palace

The palace is an excellent place to lead your empire into the future! It also provides a gorgeous view onto the sea. Every expansion of your capital`s palace allows you to set up a further colony.

Requirement(s)

Research : Expansion
Back
Level wood marble crystal sulfur time
1 697 4h 28m
2 5,707 1,405 6h 16m
3 15,727 4,455 3,027 8h 46m
4 35,766 10,680 10,554 10,094 12h 17m


Museum
Museum

At the museum your citizens are able to see how other nations try to copy our excellent culture. In order to host larger exhibitions you should upgrade your museum. Every expansion of your museum allows you to show a further culture good.

Requirement(s)

Research : Cultural Exchange
Back
Level wood marble time Base bonus satisfaction Maximal Cultural Goods bonus
1 548 274 1h 36m 20 50
2 1,406 1,166 2h 9m 40 100
3 2,693 2,521 2h 45m 60 150
4 4,621 4,582 3h 25m 80 200
5 7,515 7,713 4h 9m 100 250
6 11,857 12,474 4h 57m 120 300
7 18,369 19,709 5h 50m 140 350
8 28,135 30,708 6h 49m 160 400


Trading port
Trading port

The port is your gateway to the world. Here you can hire trade ships and ready them for long journeys. You can also receive precious goods from places far away Larger trading ports can load ships faster.

Requirement(s)

Research : none
Back
Level wood marble time Loading Speed
1 58 16m 48s 30
2 147 23m 6s 60
3 268 30m 21s 93
4 420 38m 41s 129
5 624 48m 15s 169
6 876 172 59m 17s 213
7 1,182 319 1h 11m 261
8 1,612 529 1h 26m 315
9 2,063 775 1h 43m 373
10 2,680 1,115 2h 2m 437
11 3,466 1,566 2h 24m 508
12 4,402 2,132 2h 50m 586
13 5,575 2,869 3h 19m 672
14 6,960 3,781 3h 53m 766
15 8,673 4,949 4h 31m 869
16 10,872 6,495 5h 16m 983
17 13,456 8,394 6h 7m 1,108
18 16,720 10,867 7h 6m 1,246
19 20,675 13,979 8h 14m 1,398
20 25,445 17,876 9h 32m 1,565
21 31,173 22,733 11h 2m 1,748
22 38,406 29,049 12h 45m 1,950
23 47,038 36,883 14h 43m 2,172
24 57,538 46,748 17h 14s 2,416


Shipyard
Shipyard

What would an island empire be without its fleet? 
At the shipyard, mighty battle ships are made ready and launched for long journeys over the oceans. May the seven seas tremble before them!
 Larger Shipyards can build the ships faster.

Requirement(s)

Research : Dry-Dock
Back
Level wood marble time allows:
1 102 43m 12s Ram-Ship
2 197 51m 18s
3 317 59m 48s Ballista Ship
4 467 1h 8m
5 657 1h 18m
6 895 762 1h 27m Flamethrower
7 1,197 1,030 1h 38m
8 1,576 1,369 1h 49m Catapult Ship
9 2,054 1,795 2h 33s
10 2,656 2,333 2h 12m
11 3,415 3,009 2h 25m Paddle-Wheel-Ram
12 4,370 3,863 2h 38m
13 5,575 4,937 2h 52m Mortar Ship
14 7,093 6,291 3h 6m
15 9,006 7,997 3h 21m
16 11,415 10,146 3h 37m Diving Boat


Barracks
Barracks

In the barracks the boisterous youth is instructed to become keen fighters. Your soldiers know how to handle swords, spears and catapults and are also able to lead the mightiest war machines safely over the field. The troops are instructed faster when you expand your barracks.

Requirement(s)

Research : none
Back
Level wood marble time allows:
1 48 13m 12s Slinger
2 111 17m 24s
3 191 22m 1s Swordsman
4 290 27m 6s Phalanx
5 411 32m 42s
6 562 38m 50s Ram
7 750 45m 36s Archer
8 982 53m 3s
9 1,271 174 1h 1m Cook
10 1,628 422 1h 10m
11 2,072 730 1h 20m Catapult
12 2,622 1,111 1h 31m Gunsman
13 3,303 1,583 1h 43m
14 4,149 2,169 1h 56m
15 5,197 2,896 2h 10m Gyrocopter
16 6,497 3,797 2h 26m Doctor
17 8,109 4,914 2h 44m
18 10,107 6,300 3h 3m
19 12,586 8,019 3h 24m Steam Giant
20 15,659 10,149 3h 48m
21 19,470 12,790 4h 13m
22 24,196 16,067 4h 42m Bombardier
23 30,055 20,129 5h 13m
24 37,321 25,166 5h 47m Mortar


Town wall
Town wall

The town wall protects your citizens against your enemies and the sun. Beware! Enemies will try to tear holes into your wall or to climb over it. Every level of your town wall gives your troops a 10% defence bonus.

Requirement(s)

Research : none
Back
Level wood marble time
1 111 42m
2 353 198 51m 36s
3 643 505 1h 2m
4 991 874 1h 13m
5 1,410 1,317 1h 26m
6 1,911 1,847 1h 40m
7 2,513 2,484 1h 56m
8 3,235 3,248 2h 13m
9 4,102 4,165 2h 31m
10 5,142 5,266 2h 52m
11 6,390 6,586 3h 15m
12 7,888 8,171 3h 39m
13 9,684 10,073 4h 7m
14 11,841 12,355 4h 37m
15 14,429 15,093 5h 10m
16 17,534 18,379 5h 47m
17 21,261 22,323 6h 27m
18 25,732 27,054 7h 11m
19 31,098 32,733 7h 59m
20 37,537 39,547 8h 53m
21 45,265 47,725 9h 51m
22 54,537 57,536 10h 56m
23 65,663 69,311 12h 7m
24 79,016 83,441 13h 25m


Hideout
Hideout

A wise leader always has a eye on both, his allies and his enemies. The hideout allows you to hire spies who are able to provide you with information from the inside of other towns. A larger hideout provides space for more spies.

Requirement(s)

Research : Espionage
Back
Level wood marble time
1 110 24m
2 243 36m
3 393 48m 36s
4 566 126 1h 1m
5 763 193 1h 15m
6 986 269 1h 30m
7 1,241 358 1h 45m
8 1,532 461 2h 1m
9 1,864 581 2h 18m
10 2,242 720 2h 36m
11 2,673 882 2h 54m
12 3,165 1,068 3h 14m
13 3,724 1,285 3h 35m
14 4,363 1,537 3h 56m
15 5,091 1,828 4h 19m
16 5,921 2,167 4h 42m