Electricity
After Industry, newly founded highland and badland rooms may contain finite lodestone; legacy lands are not backfilled. Mine-lodestone takes 8 seconds per unit and wears a pick once per unit. A retained 100-use matching-quality lodestone magnetizes each field magnet made from 2 steel at a forge; it is worn once, not consumed as mass. Insulated windings use 1 copper-wire, 1 cloth and 1 glass at a machine workshop. A steam dynamo requires 12 steel, 4 gears, 2 shafts, 4 bearings, 4 standard parts, 4 insulated windings, 2 field magnets and 4 glass, all quality 4 or better while its first building may be quality 1, and must share a room with a usable steam shop and lighthouse. Run-electric-beacon reserves 2 matching-quality charcoal and one exact matching-quality filled bucket for a staffed 120-second run; electricity exists only while started <= now < ends and all three captured buildings remain usable. Completion returns the bucket worn once and wears each unchanged captured building one point, never a replacement. Interrupted runs consume committed fuel and water, return the worn empty bucket and give no credit. Four completed quality-4+ runs after Industry unlock Electricity. An active electric beacon is visible at most two accessible physical region-contact edges away; it exposes only the existing sanitized beacon record and never crosses an inaccessible region. Ordinary charcoal lighthouse lighting remains independent.Exact JSON
"After Industry, newly founded highland and badland rooms may contain finite lodestone; legacy lands are not backfilled. Mine-lodestone takes 8 seconds per unit and wears a pick once per unit. A retained 100-use matching-quality lodestone magnetizes each field magnet made from 2 steel at a forge; it is worn once, not consumed as mass. Insulated windings use 1 copper-wire, 1 cloth and 1 glass at a machine workshop. A steam dynamo requires 12 steel, 4 gears, 2 shafts, 4 bearings, 4 standard parts, 4 insulated windings, 2 field magnets and 4 glass, all quality 4 or better while its first building may be quality 1, and must share a room with a usable steam shop and lighthouse. Run-electric-beacon reserves 2 matching-quality charcoal and one exact matching-quality filled bucket for a staffed 120-second run; electricity exists only while started <= now < ends and all three captured buildings remain usable. Completion returns the bucket worn once and wears each unchanged captured building one point, never a replacement. Interrupted runs consume committed fuel and water, return the worn empty bucket and give no credit. Four completed quality-4+ runs after Industry unlock Electricity. An active electric beacon is visible at most two accessible physical region-contact edges away; it exposes only the existing sanitized beacon record and never crosses an inaccessible region. Ordinary charcoal lighthouse lighting remains independent."