Resources

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 storehouse while food and ale are stored in granaries. Timber does not occupy space at a storehouse; it is stored at the logging camp.

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 retinue and mercenaries, as well as to settle new regions claimed by the player. Any revenue collected through taxation via the manor is also stored as personal wealth. However, a 5% land tax incurs a predicted penalty of -4 approval loss.


 * If you raid a bandit camp, you can choose to keep the reward as part of your treasury or as regional wealth.

Influence
Influence is required 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.

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.

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

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:
 * Meat: obtained from Wild Animals deposits at Hunting Camp
 * Vegetables: obtained at Vegetable Garden backyard extension
 * Berries: obtained from Berry deposits at Forager Hut
 * Bread: obtained from Flour at Communal Oven or Bakery Extension backyard extension
 * Eggs: obtained at Chicken Coop backyard extension
 * Apples: obtained at Apple Orchard backyard extension
 * Honey: obtained at Apiary

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:
 * Firewood: obtained from trees at Woodcutter's Lodge
 * Charcoal: obtained from Firewood at Charcoal Kiln

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:
 * Grain: can be turned into Flour at Windmill
 * Flax: can be turned into Linen at Weaver Workshop
 * Barley: can be turned into Malt at Malthouse
 * Dung
 * Fertilizer

Crafting materials
Crafting materials resources are processed into commodities resources. There are 13 crafting materials resources:
 * Grain: obtained from Wheat at Farmhouse
 * Flour: obtained from Grain at Windmill
 * Hides: obtained from Wild Animals deposits at Hunting Camp or at Goat Shed backyard extensions
 * Leather: obtained from Leather at Tannery
 * Wool: obtained from sheep at Sheep Farm
 * Yarn: obtained from Wool at Weaver Workshop
 * Linen: obtained from Flax at Weaver Workshop
 * Wax: obtained at Apiary, requires the Advanced Beekeeping development branch. This has no current use except trade
 * Malt: obtained from Barley at Malthouse
 * Clay: obtained from Clay deposits at Mining Pit
 * Iron Ore: obtained from Iron deposits at Mining Pit
 * Iron Slab: obtained from Iron Ore at Bloomery
 * Dyes: obtained from Berries at Dyer's Workshop

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

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