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== National resources ==
There are two types of resources a Nation must always keep track of: city resources and national resources. City resources are specific to each City while national resources are used by the entire Nation.
National resources are refined from natural resources and used directly by a Nation.


=== Food ===
== City resources ==
Food is needed to feed the Population and produce new Settlers.
[[File:City resources.png|thumb|The three city resources, with increasing Discontent]]
Each City has three resources that the Nation must keep track of:
* [[File:YIELD GROWTH.png]] '''Growth:''' Determines how fast the City can produce civilian units. When the Growth Bar fills the City will gain a new Citizen. Ways to increase a City's Growth include building Farms or Nets on certain resources and training Farmers and Fishers.
* [[File:YIELD CULTURE.png]] '''Culture:''' When the bar fills the City's Culture Level increases and a positive Event occurs. Ways to increase a City's Culture include building Shrines and Odeons, training certain Specialists, spreading a Religion to the City and adopting certain Laws.
* [[File:YIELD HAPPINESS.png]] '''Happiness:''' Visible when the city has more Happiness than Discontent. When the bar fills the city will gain a Happiness Level. Each Happiness Level gives <span style="color:green;">'''+5%'''</span> [[File:YIELD GROWTH.png|25px]] Growth and <span style="color:green;">'''-5%'''</span> [[File:YIELD MAINTENANCE.png|25px]] Maintenance. Ways to increase a City's Happiness include connecting the city to the Trade Network, Festival projects, adopting certain Laws, having a positive Opinion with the city's Religion and building Baths.
* [[File:YIELD DISCONTENT.png]] '''Discontent:''' Visible when the city has more Discontent than Happiness. When the bar fills the city will gain a Discontent Level. Each Discontent Level gives <span style="color:red;">'''-5%'''</span> [[File:YIELD SCIENCE.png|25px]] Science, <span style="color:red;">'''+5%'''</span> [[File:YIELD MAINTENANCE.png|25px]] Maintenance and <span style="color:red;">'''-20'''</span> Opinion with the City's Family.


Food is primarily produced from Farms. It can also be obtained from Farmers, Fishers and Ranchers.
== National resources ==
National resources are refined from natural resources and used directly by a Nation. Some national resources can be bought and sold for [[File:YIELD MONEY.png|25px]] Money, with the price slowly increasing or decreasing based on demand. The option will appear by hovering over the resource.
* Regular click buys 1 resource
* SHIFT+click buys 10 resources
* CTRL+click buys 100 resources
* Holding ALT while pressing on an object the Nation doesn't have the resources to produce will automatically buy sufficient resources for it as long as there is sufficient [[File:YIELD MONEY.png|25px]] Money.


=== Iron ===
Iron is needed to build many types of Military Units, including Warriors and Axemen, which also require some Iron each turn as upkeep.
Iron is primarily obtained from Mines.
=== Orders ===
Orders are needed for various Unit actions such as moving, attacking, and building Improvements. They are also needed for such actions as assigning Governors and sending Councilors on Missions. Unused orders are sold for [[File:YIELD MONEY.png|25px]] Money at the end of the Turn.
Orders are primarily obtained by improving Legitimacy and building Garrisons.
=== Science ===
Science is needed to research new Technologies.
Science is primarily obtained by adopting the Freedom Law, producing Archives I, and by training Specialists. Members of the Court with high Wisdom can also contribute to Science yields.
== Natural resources ==
Natural resources appear on certain hexes on the map and are used to refine national resources. They can also be harvested by units that have the ability to do so.
{| class="wikitable"
{| class="wikitable"
! Resource !! Yearly resources (no improvement) !! Yearly resources (mine) !! Harvest
! Resource !! Uses !! Primary sources !! Can be bought and sold
|-
| [[File:YIELD FOOD.png|35px]] Food
| Feeding the population<br>Producing settlers
| [[File:SPECIALIST FARMER.png|25px]] Farmer specialists<br>[[File:SPECIALIST FISHER.png|25px]] Fisher specialists<br>[[File:SPECIALIST RANCHER.png|25px]] Rancher specialists<br>[[File:IMPROVEMENT FARM.png|25px]] Farm improvements<br>[[File:IMPROVEMENT NETS.png|25px]] Nets improvements
| <span style="color:green;">'''Yes'''</span>
|-
| [[File:YIELD IRON.png|35px]] Iron
| Producing military units<br>Upkeep of certain military units
| [[File:IMPROVEMENT MINE.png|25px]] Mine improvements
| <span style="color:green;">'''Yes'''</span>
|-
| [[File:YIELD MONEY.png|35px]] Money
| Buyng resources
| [[File:YIELD MONEY.png|25px]] Selling other resources<br>[[File:IMPROVEMENT HAMLET.png|25px]] Hamlet improvements<br>[[File:IMPROVEMENT VILLAGE.png|25px]] Village improvements<br>[[File:IMPROVEMENT TOWN.png|25px]] Town improvements<br>[[File:IMPROVEMENT MARKET.png|25px]] Markets<br>[[File:PROJECT TREASURY 1.png|25px]] Treasury projects<br>[[File:RATING DISCIPLINE.png|25px]] Discipline attribute
| <span style="color:green;">'''Yes'''</span>
|-
| [[File:YIELD ORDERS.png|35px]] Orders
| Unit actions<br>Assigning governors<br>Sending councilors of missions<br>Unused orders are automatically sold at the end of the turn
| [[File:YIELD LEGITIMACY.png|25px]] Legitimacy<br>[[File:IMPROVEMENT GARRISON 1.png|25px]] Garrison improvements
| <span style="color:green;">'''Yes'''</span>
|-
| [[File:YIELD STONE.png|35px]] Stone
| Producing improvements<br>Producing projects
| [[File:IMPROVEMENT QUARRY.png|25px]] Quarry improvements
| <span style="color:green;">'''Yes'''</span>
|-
| [[File:YIELD WOOD.png|35px]] Wood
| Producing improvements<br>Producing some military units<br>Upkeep of certain military units
| [[File:REMOVE TREES.png|25px]] Cut Trees action<br>[[File:REMOVE SCRUB.png|25px]] Cut Scrub action<br>[[File:IMPROVEMENT LUMBERMILL.png|25px]] Lumbermill improvements
| <span style="color:green;">'''Yes'''</span>
|-
| [[File:YIELD CIVICS.png|35px]] Civics
| Producing specialists<br>Producing projects<br>Enacting Laws<br>Establishing Theologies<br>Constructing Wonders<br>Hurry Production<br>Missions
| [[File:SPECIALIST STONECUTTER.png|25px]] Stonecutter specialists<br>[[File:PROJECT FORUM 1.png|25px]] Forum projects<br>[[File:RATING CHARISMA.png|25px]] Charisma attribute
| <span style="color:red;">'''No'''</span>
|-
| [[File:YIELD SCIENCE.png|35px]] Science
| Researching new technologies
| [[File:PROJECT ARCHIVE 1.png|25px]] Archive projects<br>[[File:RATING WISDOM.png|25px]] Wisdom attribute<br>Specialists
| <span style="color:red;">'''No'''</span>
|-
| [[File:YIELD TRAINING.png|35px]] Training
| Producing military units<br>Buying Orders<br>Moving units beyond their Movement stat<br>Assigning generals<br>Promotions
| [[File:SPECIALIST MINER.png|25px]] Miner specialists<br>[[File:IMPROVEMENT BARRACKS.png|25px]] Barracks improvements<br>[[File:IMPROVEMENT RANGE.png|25px]] Ranges improvements<br>[[File:RATING COURAGE.png|25px]] Courage attribute
| <span style="color:red;">'''No'''</span>
|-
|-
| [[File:RESOURCE IRON.png|50px]] Ore || [[File:YIELD IRON.png|25px]] 1 Iron || [[File:YIELD TRAINING.png|25px]] 2 Training<br>[[File:YIELD IRON.png|25px]] 5 Iron || [[File:YIELD IRON.png|25px]] 10 Iron
| [[File:UI HUD Icon Luxury.png|35px]] Luxuries
| Sending them to Cities<br>Diplomacy
| Specialists working on Improvements built upon Natural Resources<br>Patrons families
| <span style="color:red;">'''No'''</span>
|}
|}

Latest revision as of 15:22, 13 March 2023

There are two types of resources a Nation must always keep track of: city resources and national resources. City resources are specific to each City while national resources are used by the entire Nation.

City resources

The three city resources, with increasing Discontent

Each City has three resources that the Nation must keep track of:

  • Growth: Determines how fast the City can produce civilian units. When the Growth Bar fills the City will gain a new Citizen. Ways to increase a City's Growth include building Farms or Nets on certain resources and training Farmers and Fishers.
  • Culture: When the bar fills the City's Culture Level increases and a positive Event occurs. Ways to increase a City's Culture include building Shrines and Odeons, training certain Specialists, spreading a Religion to the City and adopting certain Laws.
  • Happiness: Visible when the city has more Happiness than Discontent. When the bar fills the city will gain a Happiness Level. Each Happiness Level gives +5% Growth and -5% Maintenance. Ways to increase a City's Happiness include connecting the city to the Trade Network, Festival projects, adopting certain Laws, having a positive Opinion with the city's Religion and building Baths.
  • Discontent: Visible when the city has more Discontent than Happiness. When the bar fills the city will gain a Discontent Level. Each Discontent Level gives -5% Science, +5% Maintenance and -20 Opinion with the City's Family.

National resources

National resources are refined from natural resources and used directly by a Nation. Some national resources can be bought and sold for Money, with the price slowly increasing or decreasing based on demand. The option will appear by hovering over the resource.

  • Regular click buys 1 resource
  • SHIFT+click buys 10 resources
  • CTRL+click buys 100 resources
  • Holding ALT while pressing on an object the Nation doesn't have the resources to produce will automatically buy sufficient resources for it as long as there is sufficient Money.
Resource Uses Primary sources Can be bought and sold
Food Feeding the population
Producing settlers
Farmer specialists
Fisher specialists
Rancher specialists
Farm improvements
Nets improvements
Yes
Iron Producing military units
Upkeep of certain military units
Mine improvements Yes
Money Buyng resources Selling other resources
Hamlet improvements
Village improvements
Town improvements
Markets
Treasury projects
Discipline attribute
Yes
Orders Unit actions
Assigning governors
Sending councilors of missions
Unused orders are automatically sold at the end of the turn
Legitimacy
Garrison improvements
Yes
Stone Producing improvements
Producing projects
Quarry improvements Yes
Wood Producing improvements
Producing some military units
Upkeep of certain military units
Cut Trees action
Cut Scrub action
Lumbermill improvements
Yes
Civics Producing specialists
Producing projects
Enacting Laws
Establishing Theologies
Constructing Wonders
Hurry Production
Missions
Stonecutter specialists
Forum projects
Charisma attribute
No
Science Researching new technologies Archive projects
Wisdom attribute
Specialists
No
Training Producing military units
Buying Orders
Moving units beyond their Movement stat
Assigning generals
Promotions
Miner specialists
Barracks improvements
Ranges improvements
Courage attribute
No
Luxuries Sending them to Cities
Diplomacy
Specialists working on Improvements built upon Natural Resources
Patrons families
No