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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 ==
[[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.
== National resources ==
== National resources ==
National resources are refined from natural resources and used directly by a Nation.
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.


{| class="wikitable"
{| class="wikitable"
! Resource !! Use !! Primary sources
! Resource !! Uses !! Primary sources !! Can be bought and sold
|-
|-
| [[File:YIELD FOOD.png|35px]] Food
| [[File:YIELD FOOD.png|35px]] Food
| Feeding the population<br>Producing settlers
| Feeding the population<br>Producing settlers
| Farms<br>Farmers<br>Fishers<br>Ranchers
| [[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
| [[File:YIELD IRON.png|35px]] Iron
| Producing military units<br>Upkeep of certain military units
| Producing military units<br>Upkeep of certain military units
| Mines
| [[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
| [[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
| Legitimacy<br>Garrissons
| [[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
| [[File:YIELD SCIENCE.png|35px]] Science
| Researching new technologies
| Researching new technologies
| Freedom Law<br>Archives I project<br>Training specialists<br>Members of the Court with high Wisdom
| [[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
| [[File:YIELD TRAINING.png|35px]] Training
| Producing military units<br>Buying Orders<br>Moving units beyond their Movement stat<br>Assigning generals<br>Promotions
| Producing military units<br>Buying Orders<br>Moving units beyond their Movement stat<br>Assigning generals<br>Promotions
| Miners<br>Barracks<br>Ranges<br>Members of the Court with high Courage
| [[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>
 
== 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"
! Resource !! Yearly resources (no improvement) !! Yearly resources (mine) !! Harvest
|-
|-
| [[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:

  • 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.
  • 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.
  • 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 +5% YIELD GROWTH.png Growth and -5% YIELD MAINTENANCE.png 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.
  • 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 -5% YIELD SCIENCE.png Science, +5% YIELD MAINTENANCE.png 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 YIELD MONEY.png 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 YIELD MONEY.png Money.
Resource Uses Primary sources Can be bought and sold
YIELD FOOD.png Food Feeding the population
Producing settlers
SPECIALIST FARMER.png Farmer specialists
SPECIALIST FISHER.png Fisher specialists
SPECIALIST RANCHER.png Rancher specialists
IMPROVEMENT FARM.png Farm improvements
IMPROVEMENT NETS.png Nets improvements
Yes
YIELD IRON.png Iron Producing military units
Upkeep of certain military units
IMPROVEMENT MINE.png Mine improvements Yes
YIELD MONEY.png Money Buyng resources YIELD MONEY.png Selling other resources
IMPROVEMENT HAMLET.png Hamlet improvements
IMPROVEMENT VILLAGE.png Village improvements
IMPROVEMENT TOWN.png Town improvements
IMPROVEMENT MARKET.png Markets
PROJECT TREASURY 1.png Treasury projects
RATING DISCIPLINE.png Discipline attribute
Yes
YIELD ORDERS.png Orders Unit actions
Assigning governors
Sending councilors of missions
Unused orders are automatically sold at the end of the turn
YIELD LEGITIMACY.png Legitimacy
IMPROVEMENT GARRISON 1.png Garrison improvements
Yes
YIELD STONE.png Stone Producing improvements
Producing projects
IMPROVEMENT QUARRY.png Quarry improvements Yes
YIELD WOOD.png Wood Producing improvements
Producing some military units
Upkeep of certain military units
REMOVE TREES.png Cut Trees action
REMOVE SCRUB.png Cut Scrub action
IMPROVEMENT LUMBERMILL.png Lumbermill improvements
Yes
YIELD CIVICS.png Civics Producing specialists
Producing projects
Enacting Laws
Establishing Theologies
Constructing Wonders
Hurry Production
Missions
SPECIALIST STONECUTTER.png Stonecutter specialists
PROJECT FORUM 1.png Forum projects
RATING CHARISMA.png Charisma attribute
No
YIELD SCIENCE.png Science Researching new technologies PROJECT ARCHIVE 1.png Archive projects
RATING WISDOM.png Wisdom attribute
Specialists
No
YIELD TRAINING.png Training Producing military units
Buying Orders
Moving units beyond their Movement stat
Assigning generals
Promotions
SPECIALIST MINER.png Miner specialists
IMPROVEMENT BARRACKS.png Barracks improvements
IMPROVEMENT RANGE.png Ranges improvements
RATING COURAGE.png Courage attribute
No
UI HUD Icon Luxury.png Luxuries Sending them to Cities
Diplomacy
Specialists working on Improvements built upon Natural Resources
Patrons families
No