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| Unless weather events have been disabled at game setup, resources need to be stored to be protected from weather. Non-food resources are stored in a Storehouses while food resources and Ale are stored in Granaries. Timber does not need storage.
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| == Treasury == | | {| class="wikitable" style="width: 100%; text-align: center;" |
| The treasury represents personal money, which can e used for diplomacy, hiring retinue and mercenaries, as well as settling a new region. Treasury is increased primarily by Taxes, which are set after a Manor has been constructed and decrease Approval.
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| | [[File:Construction.png|85px|link=Construction]] |
| | <br>'''[[Construction materials]]''' |
| | <br><small>Materials used for building structures, maintenance and expanding your settlement.</small> |
| | | style="vertical-align: top; padding: 15px;" | |
| | [[File:Rough stone.png|75px|link=Crafting materials]] |
| | <br>'''[[Crafting materials]]''' |
| | <br><small>Resources used to create equipment, commodities and food items. </small> |
| | | style="vertical-align: top; padding: 15px;" | |
| | [[File:Bread.png|78px|link=Food]] |
| | <br>'''[[Food]]''' |
| | <br><small>Consumable items that sustain your population.</small> |
| | | style="vertical-align: top; padding: 20px;" | |
| | [[File:Charcoal.png|75px|link=Fuel]] |
| | <br>'''[[Fuel]]''' |
| | <br><small>Energy sources used to power buildings and keep your families warm.</small> |
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| | [[File:Ale.png|75px|link=Commodities]] |
| | <br>'''[[Commodities]]''' |
| | <br><small>Final goods and luxury items.</small> |
| | | style="vertical-align: top; padding: 20px;" | |
| | [[File:Helmets.png|75px|link=Military]] |
| | <br>'''[[Military items]]''' |
| | <br><small>Weapons and armor for warfare. </small> |
| | |} |
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| == Influence ==
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| Influence is requires for diplomacy and pressing claims. It can be gained from raising the settlement level, enacting a policy, conquering bandit camps, upgrading Church and manor buildings and setting a Tithe.
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| == Regional Wealth ==
| | [[File:Flowchart.png|thumb|center|300px|Resource flowchart for version 0.8.065]] |
| Regional Wealth represents the amount of money owned by villagers in the region and is obtained by exporting and having level 2 Burgage Plots. Regional Wealth can be spent on imports or Burgage Plots backyard extensions or converted to Treasury via a Tax Policy.
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| == Construction ==
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| Construction resources are used to construct new buildings and upgrade them. There are 7 construction resources:
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| * Timber: obtained from trees at Logging Camp, used in construction and Planks production, requires oxen to be moved
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| * Planks: obtained from Timber at Sawpit, used in construction
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| * Stone: obtained from Stone deposits at Stonecutter Camp, used in construction
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| * Roof Tiles: obtained from Clay at Clay Furnace, used in construction
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| * Tools: obtained from Iron Slabs at Blacksmith's Workshop
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| * Wooden Parts: obtained from Planks at Joiner's Workshop
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| * Blocks
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| == Food ==
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| Food resources are used to fill Hunger. Every Burgage Plot consumes 1 food resource per month. Having more types of food resources increases Approval and Disease Resistance. There are 7 food resources:
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| * Meat: obtained from Wild Animals deposits at Hunting Camp
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| * Vegetables: obtained at Vegetable Garden backyard extension
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| * Berries: obtained from Berry deposits at Forager Hut
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| * Bread: obtained from Flour at Communal Oven or Bakery Extension backyard extension
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| * Eggs: obtained at Chicken Coop backyard extension
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| * Apples: obtained at Apple Orchard backyard extension
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| * Honey: obtained at Apiary
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| == Fuel ==
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| Fuel resources are consumed by Burgage Plots and various workplaces. Every Burgage Plot consumes 1 fuel resource per month outside Winter and 2 during Winter. There are 2 fuel resources:
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| * Firewood: obtained from trees at Woodcutter's Lodge
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| * Charcoal: obtained from Firewood at Charcoal Kiln
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| == Crops ==
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| Crops resources are processed into crafting material resources. There are 6 crops resources:
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| * Wheat
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| * Flax
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| * Barley
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| * Rye
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| * Dung
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| * Fertilizer
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| == Crafting materials ==
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| Crafting materials resources are processed into commodities resources. There are 13 crafting materials resources:
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| * Grain: obtained from Wheat at Farmhouse
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| * Flour: obtained from Grain at Windmill
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| * Hides: obtained from Wild Animals deposits at Hunting Camp
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| * Leather: obtained from Leather at Tannery
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| * Wool: obtained from sheep at Sheep Farm
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| * Yarn: obtained from Wool at Weaver Workshop
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| * Linen: obtained from Flax at Weaver Workshop
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| * Wax: obtained at Apiary, requires the Advanced Beekeeping development branch
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| * Malt: obtained from Barley at Malthouse
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| * Clay: obtained from Clay deposits at Mining Pit
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| * Iron Ore: obtained from Iron deposits at Mining Pit
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| * Iron Slab: obtained from Iron Ore at Bloomery
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| * Dyes: obtained from Berries at Dyer's Workshop
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| == Commodities ==
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| Commodities resources may be requested by the Burgage Plots, depending on their level and employment. There are 7 commodities resources:
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| * Cloaks: obtained from Dyes and Yarn at Tailor's Workshop backyard extension
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| * Clothes: obtained from Dyes and Linen at Tailor's Workshop backyard extension
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| * Ale: obtained from Malt at Brewery Extension, consumed at Tavern
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| * Shoes: obtained from Leather at Cobbler's Workshop
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| * Herbs: obtained at Forager Hut if the Herb Garden upgrade has been purchased, used to speed up recovery from diseases
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| * Candles
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| * Salt
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| == Military ==
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| Military resources are used for upgrading the militia and the retinue. There are 10 military resources:
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| * Sidearms
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| * Warbows
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| * Small Shields
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| * Large Shields
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| * Spears
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| * Helmets
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| * Mail Armor
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| * Plate Armor
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| * Gambesons
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| * Polearms
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