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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.
Unless weather events have been disabled in the game setup, resources must be stored to be protected from the weather. Non-food resources are stored in a storehouse except for Timber which is stored at the Logging Camp. Ale and food are stored in granaries.  


== Treasury ==
== Treasury ==


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.
The treasury represents the personal wealth of the lord of the land, i.e., the player. This personal wealth can be used to hire mercenaries, retinue, and settle new regions claimed by the player. The Annual Royal Tax comes from here, if enabled in game setup. Any revenue collected through taxation via the manor is stored as personal wealth. However, a land tax incurs approval losses.
 
* If you raid a Bandit Camp, you can choose to keep the reward as part of your Treasury or as Regional Wealth. If you choose to put the reward toward your Regional Wealth, it will go to the nearest settled region.


== Influence ==
== Influence ==


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.
Influence is required for Diplomacy and pressing Claims. It can be gained from conquering Bandit Camps, enacting a Policy, raising your settlement level, setting a Tithe, and upgrading the Church and Manor buildings.


== Regional Wealth ==
== Regional Wealth ==
{{Main|{{tl}}Regional wealth|Regional Wealth}}


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.
Regional Wealth represents the amount of money owned by villagers in the region and is obtained by conquering Bandit Camps (if chosen), Exporting, and level 2 or higher Burgage Plots. Regional Wealth can be spent on Burgage Plots backyard extensions, converted to your Treasury via Land Tax, and Imports.


== Construction ==
== Construction ==


Construction resources are used to construct new buildings and upgrade them. There are 7 construction resources:
Construction resources are used for constructing new buildings and upgrading buildings.
* '''Timber''': obtained from trees at Logging Camp, used in construction and Planks production, requires oxen to be moved
* '''Blocks''': currently unobtainable.
* '''Planks''': obtained from Timber at Sawpit, used in construction
* '''Planks''': obtained from Timber at the Sawpit.
* '''Stone''': obtained from Stone deposits at Stonecutter Camp, used in construction
* '''Roof Tiles''': obtained from Clay at the Clay Furnace.
* '''Roof Tiles''': obtained from Clay at Clay Furnace, used in construction
* '''Stone''': obtained from Stone Deposits at the Stonecutter Camp.
* '''Tools''': obtained from Iron Slabs at Smithy or Blacksmith's Workshop backyard extension
* '''Timber''': obtained from Trees at the Logging Camp. It requires an ox to move and is also used in Planks production.
* '''Wooden Parts''': obtained from Planks at Joiner's Workshop backyard extension
* '''Tools''': obtained from Iron Slabs at the Blacksmith's Workshop backyard extension or Smithy.
* '''Blocks'''
* '''Wooden Parts''': obtained from Planks at the Joiner's Workshop backyard extension. These currently have no use except for trade.


== Food ==
== Food ==


Food resources are used to fill Hunger and are stored in the Granary. 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:
Food resources are used to fill Hunger and are stored in the Granary. Every Family consumes 1 food resource per month. Having more types of food resources increases Approval ratings and Disease resistance.
* '''Meat''': obtained from Wild Animals deposits at Hunting Camp
* '''Apples''': obtained from the Apple Orchard backyard extension if the Orchardry Development is chosen.
* '''Vegetables''': obtained at Vegetable Garden backyard extension
* '''Berries''': obtained from Wild Berries deposits at the Forager Hut.
* '''Berries''': obtained from Berry deposits at Forager Hut
* '''Bread''': obtained from Flour at the Bakery Extension backyard extension or Communal Oven.
* '''Bread''': obtained from Flour at Communal Oven or Bakery Extension backyard extension
* '''Eggs''': obtained from the Chicken Coop backyard extension.
* '''Eggs''': obtained at Chicken Coop backyard extension
* '''Fish''': obtained from Shoal of Fish deposits at the Fisherman's Hut.
* '''Apples''': obtained at Apple Orchard backyard extension
* '''Honey''': obtained from the Apiary if the Beekeeping Development is chosen.
* '''Honey''': obtained at Apiary
* '''Meat''': obtained from Wild Animals deposits at the Hunting Camp, a Butcher's Workshop backyard extension with sheep in the region to cull, or the Pig or Goat pens backyard extensions.
* '''Sausages''': obtained from Meat and Salt at the Butcher's Workshop backyard extension.
* '''Vegetables''': obtained from the Vegetable Garden backyard extension.


== Fuel ==
== Fuel ==


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:
Fuel resources are consumed by Burgage Plots and various workplaces. Every Burgage Plot consumes 1 per month during Spring, Summer, and Autumn, and 2 per month during Winter.
* '''Firewood''': obtained from trees at Woodcutter's Lodge
* '''Charcoal''': obtained from Firewood at the Charcoal Kiln, with 1 Firewood producing 2 Charcoal.
* '''Charcoal''': obtained from Firewood at Charcoal Kiln
* '''Firewood''': obtained from Trees at the Woodcutter's Lodge.


== Crops ==
== Crops ==


Crops resources are processed into crafting material resources. While they can be stored in the Granary or Storehouse they are usually kept in the Farmhouse. Hovering over the crops icon will show how many days are left until the closest harvest for each. There are 6 crops resources:
Crop resources are processed into crafting material resources. While they can be stored in the Granary or Storehouse they are usually kept in the Farmhouse.  
* '''Grain''': can be turned into Flour at Windmill
* '''Barley''': which can be turned into Malt at Malthouse.
* '''Flax''': can be turned into Linen at Weaver Workshop
* '''Flax''': which can be turned into Linen at the Weaver's Workshop.
* '''Barley''': can be turned into Malt at Malthouse
* '''Rye''': which is harvested as Grain. Requires the Orchardry and Rye Cultivation Developments to be chosen.
* '''Dung'''
* '''Wheat''': which is harvested as Grain.
* '''Fertilizer'''
** '''NOTE''': when choosing the field crop type it is called Wheat, when using the Overlay it is called Emmer.


== Crafting materials ==
== Crafting Materials ==


Crafting materials resources are processed into commodities resources. There are 13 crafting materials resources:
Crafting Material resources are processed into commodities resources.
* '''Grain''': obtained from Wheat at Farmhouse
* '''Clay''': obtained from Clay Deposits at the Mining Pit.
* '''Flour''': obtained from Grain at Windmill
* '''Dyes''': obtained from Wild Berries deposits at the Dyer's workshop.
* '''Hides''': obtained from Wild Animals deposits at Hunting Camp or at Goat Shed backyard extensions
* '''Flour''': obtained from Grain at the Windmill.
* '''Leather''': obtained from Leather at Tannery
* '''Grain''': obtained from Rye or Wheat at the Farmhouse.
* '''Wool''': obtained from sheep at Sheep Farm
* '''Hides''': obtained from Goats at the Animal Pen backyard extension or Wild Animals deposits at the Hunting camp.
* '''Yarn''': obtained from Wool at Weaver Workshop
* '''Iron Parts''': obtained from Iron Slabs at the Blacksmith's Workshop backyard extension.
* '''Linen''': obtained from Flax at Weaver Workshop
* '''Iron Ore''': obtained from Iron Deposits at the Mining Pit.
* '''Wax''': obtained at Apiary, requires the Advanced Beekeeping development branch
* '''Iron Slab''': obtained from Iron Ore at the Bloomery.
* '''Malt''': obtained from Barley at Malthouse
* '''Leather''': obtained from Hides at the Tannery.
* '''Clay''': obtained from Clay deposits at Mining Pit
* '''Linen''': obtained from Flax at Weaver's Workshop.
* '''Iron Ore''': obtained from Iron deposits at Mining Pit
* '''Malt''': obtained from Barley at the Malthouse.
* '''Iron Slab''': obtained from Iron Ore at Bloomery
* '''Wax''': obtained from the Apiary. Requires the Beekeeping and Advanced Beekeeping Developments. These currently have no use except for trade.
* '''Dyes''': obtained from Berries at Dyer's Workshop
* '''Wool''': obtained from Sheep at the Sheep Farm.
* '''Yarn''': obtained from Wool at the Weaver's Workshop.
* '''Salt''': obtained from Salt Deposits at the Mining Pit.


== Commodities ==
== Commodities ==


Commodities resources may be requested by the Burgage Plots, depending on their level and employment. There are 7 commodities resources:
Commodity resources may be requested by the Burgage Plots, depending on their level.
* '''Cloaks''': obtained from Dyes and Yarn at Tailor's Workshop backyard extension
* '''Ale''': obtained from Malt at the Brewery Extension backyard extension, consumed at the Tavern.
* '''Clothes''': obtained from Dyes and Linen at Tailor's Workshop backyard extension
* '''Candles''': currently unobtainable.
* '''Ale''': obtained from Malt at Brewery Extension, consumed at Tavern
* '''Cloaks''': obtained from Dyes and Yarn at the Tailor's Workshop backyard extension.
* '''Shoes''': obtained from Leather at Cobbler's Workshop
* '''Clothes''': obtained from Dyes and Linen at the Tailor's Workshop backyard extension.
* '''Herbs''': obtained at Forager Hut if the Herb Garden upgrade has been purchased, used to speed up recovery from diseases
* '''Herbs''': obtained from the Forager Hut if the Herb Garden upgrade has been purchased. Herbs are used to speed up the recovery from diseases.
* '''Candles'''
* '''Salt''': obtained from Salt Deposits at the Mining Pit.
* '''Salt'''
* '''Shoes''': obtained from Leather at the Cobbler's Workshop.


== Military ==
== Military ==


Military resources are used for upgrading the militia and the retinue and are created at certain backyard extenstions. There are 10 military resources:
Military resources are used for upgrading your militia and your retinue. They are created at certain backyard extensions.
* '''Sidearms''': obtained from Iron Slabs at Blacksmith's Workshop backyard extension
* '''Crossbows''': obtained from Planks and Iron Parts at the Bowyer's Workshop backyard extension.
* '''Spears''': obtained from Iron Slabs and Planks at Blacksmith's Workshop backyard extension
* '''Gambesons''': obtained from Linen at the Tailor's Workshop backyard extension.
* '''Polearms''': obtained from Iron Slabs and Planks at Blacksmith's Workshop backyard extension
* '''Helmets''': obtained from Iron Slabs at the Armorer's Workshop backyard extension. Requires the Basic Armormaking Development.
* '''Warbows''': obtained from Planks at Bowyer's Workshop backyard extension
* '''Large Shields''': obtained from Planks at the Joiner's Workshop backyard extension.
* '''Small Shields''': obtained from Planks at Joiner's Workshop backyard extension
* '''Mail Armor''': obtained from Iron Slabs at the Armorer's Workshop backyard extension. Requires the Basic Armormaking and Advanced Armormaking Developments.
* '''Large Shields''': obtained from Planks at Joiner's Workshop backyard extension
* '''Plate armor''': obtained from Iron Slabs at Armorer's Workshop backyard extension. Requires the Basic Armormaking, Advanced Armormaking, and Master Armormaking Developments.
* '''Gambesons''': obtained from Linen at Tailor's Workshop backyard extension
* '''Polearms''': obtained from Planks and Iron Slabs at the Blacksmith's Workshop backyard extension.
* '''Helmets''': obtained from Iron Slabs at Armorer's Workshop backyard extension
* '''Sidearms''': obtained from Iron Slabs at the Blacksmith's Workshop backyard extension.
* '''Mail Armor''': obtained from Iron Slabs at Armorer's Workshop backyard extension, requires Advanced Armormaking development branch
* '''Small Shields''': obtained from Planks at the Joiner's Workshop backyard extension.
* '''Plate Armor''': obtained from Iron Slabs at Armorer's Workshop backyard extension, requires Master Armormaking development branch
* '''Spears''': obtained from Planks and Iron Slabs at the Blacksmith's Workshop backyard extension.
* '''Warbows''': obtained from Planks at the Bowyer's Workshop backyard extension.

Latest revision as of 02:04, 2 April 2025

Unless weather events have been disabled in the game setup, resources must be stored to be protected from the weather. Non-food resources are stored in a storehouse except for Timber which is stored at the Logging Camp. Ale and food are stored in granaries.

Treasury

The treasury represents the personal wealth of the lord of the land, i.e., the player. This personal wealth can be used to hire mercenaries, retinue, and settle new regions claimed by the player. The Annual Royal Tax comes from here, if enabled in game setup. Any revenue collected through taxation via the manor is stored as personal wealth. However, a land tax incurs approval losses.

  • If you raid a Bandit Camp, you can choose to keep the reward as part of your Treasury or as Regional Wealth. If you choose to put the reward toward your Regional Wealth, it will go to the nearest settled region.

Influence

Influence is required for Diplomacy and pressing Claims. It can be gained from conquering Bandit Camps, enacting a Policy, raising your settlement level, setting a Tithe, and upgrading the Church and Manor buildings.

Regional Wealth

Main article: Regional Wealth.


Regional Wealth represents the amount of money owned by villagers in the region and is obtained by conquering Bandit Camps (if chosen), Exporting, and level 2 or higher Burgage Plots. Regional Wealth can be spent on Burgage Plots backyard extensions, converted to your Treasury via Land Tax, and Imports.

Construction

Construction resources are used for constructing new buildings and upgrading buildings.

  • Blocks: currently unobtainable.
  • Planks: obtained from Timber at the Sawpit.
  • Roof Tiles: obtained from Clay at the Clay Furnace.
  • Stone: obtained from Stone Deposits at the Stonecutter Camp.
  • Timber: obtained from Trees at the Logging Camp. It requires an ox to move and is also used in Planks production.
  • Tools: obtained from Iron Slabs at the Blacksmith's Workshop backyard extension or Smithy.
  • Wooden Parts: obtained from Planks at the Joiner's Workshop backyard extension. These currently have no use except for trade.

Food

Food resources are used to fill Hunger and are stored in the Granary. Every Family consumes 1 food resource per month. Having more types of food resources increases Approval ratings and Disease resistance.

  • Apples: obtained from the Apple Orchard backyard extension if the Orchardry Development is chosen.
  • Berries: obtained from Wild Berries deposits at the Forager Hut.
  • Bread: obtained from Flour at the Bakery Extension backyard extension or Communal Oven.
  • Eggs: obtained from the Chicken Coop backyard extension.
  • Fish: obtained from Shoal of Fish deposits at the Fisherman's Hut.
  • Honey: obtained from the Apiary if the Beekeeping Development is chosen.
  • Meat: obtained from Wild Animals deposits at the Hunting Camp, a Butcher's Workshop backyard extension with sheep in the region to cull, or the Pig or Goat pens backyard extensions.
  • Sausages: obtained from Meat and Salt at the Butcher's Workshop backyard extension.
  • Vegetables: obtained from the Vegetable Garden backyard extension.

Fuel

Fuel resources are consumed by Burgage Plots and various workplaces. Every Burgage Plot consumes 1 per month during Spring, Summer, and Autumn, and 2 per month during Winter.

  • Charcoal: obtained from Firewood at the Charcoal Kiln, with 1 Firewood producing 2 Charcoal.
  • Firewood: obtained from Trees at the Woodcutter's Lodge.

Crops

Crop resources are processed into crafting material resources. While they can be stored in the Granary or Storehouse they are usually kept in the Farmhouse.

  • Barley: which can be turned into Malt at Malthouse.
  • Flax: which can be turned into Linen at the Weaver's Workshop.
  • Rye: which is harvested as Grain. Requires the Orchardry and Rye Cultivation Developments to be chosen.
  • Wheat: which is harvested as Grain.
    • NOTE: when choosing the field crop type it is called Wheat, when using the Overlay it is called Emmer.

Crafting Materials

Crafting Material resources are processed into commodities resources.

  • Clay: obtained from Clay Deposits at the Mining Pit.
  • Dyes: obtained from Wild Berries deposits at the Dyer's workshop.
  • Flour: obtained from Grain at the Windmill.
  • Grain: obtained from Rye or Wheat at the Farmhouse.
  • Hides: obtained from Goats at the Animal Pen backyard extension or Wild Animals deposits at the Hunting camp.
  • Iron Parts: obtained from Iron Slabs at the Blacksmith's Workshop backyard extension.
  • Iron Ore: obtained from Iron Deposits at the Mining Pit.
  • Iron Slab: obtained from Iron Ore at the Bloomery.
  • Leather: obtained from Hides at the Tannery.
  • Linen: obtained from Flax at Weaver's Workshop.
  • Malt: obtained from Barley at the Malthouse.
  • Wax: obtained from the Apiary. Requires the Beekeeping and Advanced Beekeeping Developments. These currently have no use except for trade.
  • Wool: obtained from Sheep at the Sheep Farm.
  • Yarn: obtained from Wool at the Weaver's Workshop.
  • Salt: obtained from Salt Deposits at the Mining Pit.

Commodities

Commodity resources may be requested by the Burgage Plots, depending on their level.

  • Ale: obtained from Malt at the Brewery Extension backyard extension, consumed at the Tavern.
  • Candles: currently unobtainable.
  • Cloaks: obtained from Dyes and Yarn at the Tailor's Workshop backyard extension.
  • Clothes: obtained from Dyes and Linen at the Tailor's Workshop backyard extension.
  • Herbs: obtained from the Forager Hut if the Herb Garden upgrade has been purchased. Herbs are used to speed up the recovery from diseases.
  • Salt: obtained from Salt Deposits at the Mining Pit.
  • Shoes: obtained from Leather at the Cobbler's Workshop.

Military

Military resources are used for upgrading your militia and your retinue. They are created at certain backyard extensions.

  • Crossbows: obtained from Planks and Iron Parts at the Bowyer's Workshop backyard extension.
  • Gambesons: obtained from Linen at the Tailor's Workshop backyard extension.
  • Helmets: obtained from Iron Slabs at the Armorer's Workshop backyard extension. Requires the Basic Armormaking Development.
  • Large Shields: obtained from Planks at the Joiner's Workshop backyard extension.
  • Mail Armor: obtained from Iron Slabs at the Armorer's Workshop backyard extension. Requires the Basic Armormaking and Advanced Armormaking Developments.
  • Plate armor: obtained from Iron Slabs at Armorer's Workshop backyard extension. Requires the Basic Armormaking, Advanced Armormaking, and Master Armormaking Developments.
  • Polearms: obtained from Planks and Iron Slabs at the Blacksmith's Workshop backyard extension.
  • Sidearms: obtained from Iron Slabs at the Blacksmith's Workshop backyard extension.
  • Small Shields: obtained from Planks at the Joiner's Workshop backyard extension.
  • Spears: obtained from Planks and Iron Slabs at the Blacksmith's Workshop backyard extension.
  • Warbows: obtained from Planks at the Bowyer's Workshop backyard extension.