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== City resources ==
== City resources ==
[[File:City resources.png|thumb|The three city resources]]
[[File:City resources.png|thumb|The three city resources, with increasing Discontent]]
City resources are specific to each City. [[File:YIELD GROWTH.png|25px]] Growth and [[File:YIELD CULTURE.png|25px]] Culture are resources every City should seek to maximize while [[File:YIELD DISCONTENT.png|25px]] Discontent is something every city should minimize.  
Each City has three resources that the Nation must keep track of:
{| class="wikitable"
* [[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.
! Resource !! Uses !! Primary sources
* [[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 GROWTH.png]] Growth
* [[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.
| Growing Citizens<br>Producing Civilian Units
| [[File:SPECIALIST FARMER.png|25px]] Farmer specialists<br>[[File:SPECIALIST FISHER.png|25px]] Fisher specialists<br>[[File:IMPROVEMENT FARM.png|25px]] Farm improvements on certain Natural Resources<br>[[File:IMPROVEMENT NETS.png|25px]] Nets improvements on certain Natural Resources
|-
| [[File:YIELD CULTURE.png]] Culture
| Positive Events Triggering<br>Increasing the City's Culture Level
| [[File:IMPROVEMENT SHRINE LOVE.png|25px]] Shrine improvements<br>[[File:IMPROVEMENT ODEON.png|25px]] Odeon improvements<br>Certain Specialists<br>Spreading a Religion to a City<br>Certain Laws
|-
| [[File:YIELD DISCONTENT.png]] Discontent
| Reduces City Science<br>Increases City Maintenance<br>Reduces the Opinion of the City's Family
| [[File:YIELD HAPPINESS.png|25px]] Happiness amount
|}


== National resources ==
== National resources ==
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| [[File:UI HUD Icon Luxury.png|35px]] Luxuries
| [[File:UI HUD Icon Luxury.png|35px]] Luxuries
| Sending them to Cities<br>Diplomacy
| Sending them to Cities<br>Diplomacy
| Specialists working on Improvements built upon Natural Resources
| Specialists working on Improvements built upon Natural Resources<br>Patrons families
| <span style="color:red;">'''No'''</span>
| <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