Resources: Difference between revisions

From Old World Official Wiki
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| [[File:YIELD ORDERS.png|35px]] Orders
| [[File:YIELD ORDERS.png|35px]] Orders
| Unit actions<br>Assigning governors<br>Sending councilors of missions<br>Unused orders are sold for [[File:YIELD MONEY.png|25px]] Money at the end of the turn
| 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
| [[File:YIELD LEGITIMACY.png|25px]] Legitimacy<br>[[File:IMPROVEMENT GARRISON 1.png|25px]] Garrison improvements
| <span style="color:green;">'''Yes'''</span>
| <span style="color:green;">'''Yes'''</span>

Revision as of 00:12, 12 March 2023

There are two types of resources a Nation must always keep track of: city resources and national resources. A third type of resources and the natural resources present on the map, which while less important should be a priority for conquest to gain their benefits.

City resources

The three city resources

City resources are specific to each City. Growth and Culture are resources every city should seek to maximize while Discontent is something every city should minimize.

Resource Uses Primary sources
Growth Growing Citizens
Producing Civilian Units
Farmer specialists
Fisher specialists
Farm improvements on certain Natural Resources
Nets improvements on certain Natural Resources
Culture Positive Events Triggering
Increasing the City's Culture Level
Shrine improvements
Odeon improvements
Certain Specialists
Spreading a Religion to a City
Certain Laws
Discontent Reduces City Science
Increases City Maintenance
Reduces the Opinion of the City's Family
Happiness amount

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 No

Natural resources

Natural resources appear on certain hexes on the map and can be refined into national resources. They can also be desired by certain Families. Natural resources can be exploited in three ways:

  • Having the natural resource within the Nation's borders provides a small amount of national resources each year
  • Constructing a certain improvement on the natural resource provides a large amount of national resources each year
  • Certain units may harvest from the natural resource every couple of years, providing a large amount of national resources
Resource Yearly resources (no Improvement) Yearly resources (Improvement) Luxury Resource Improvement
Barley 1 Food 5 Food
2 Growth
No Farm
Camels 5 Money 0.5 Orders No Camp
Cattle 1 Food 10 Food
2 Growth
No Pasture
Citrus 1 Food 10 Food
2 Growth
No Grove
Crabs 1 Food 10 Food
2 Growth
No Nets
Dyes 1 Culture 2 Culture
20 Money
Yes Nets
Elephants 5 Money 0.5 Orders No Camp
Fish 1 Food 10 Food
2 Growth
No Nets
Fur 1 Culture 2 Culture
20 Money
Yes Camp
Game 1 Food 10 Food
2 Growth
No Camp
Gems 1 Culture 2 Culture
20 Money
Unlocks Bullion
Yes Mine
Goats 1 Food 10 Food
2 Growth
No Pasture
Gold 5 Money 40 Money
Unlocks Bullion
No Mine
Honey 1 Culture 2 Culture
5 Food
Yes Grove
Horses 5 Money 0.5 Orders No Pasture
Incense 1 Culture 2 Culture
20 Money
Yes Grove
Lavender 1 Culture 2 Culture
20 Money
Yes Grove
Marble 1 Stone 5 Stone
2 Civics
No Quarry
Olives 1 Culture 2 Culture
5 Food
Yes Grove
Ore 1 Iron 5 Iron
2 Training
No Mine
Pearls 1 Culture 2 Culture
20 Money
Unlocks Bullion
Yes Nets
Pig 1 Food 10 Food
2 Growth
No Pasture
Sale 1 Culture 2 Culture
20 Money
Yes Mine
Sheep 1 Food 10 Food
2 Growth
No Pasture
Silver 5 Money 40 Money
Unlocks Bullion
No Mine
Sorghum 1 Food 5 Food
2 Growth
No Farm
Wheat 1 Food 5 Food
2 Growth
No Farm
Wine 1 Culture 2 Culture
5 Food
Yes Grove