|
|
(4 intermediate revisions by the same user not shown) |
Line 1: |
Line 1: |
| 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. | | 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 == | | == 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 == |
Line 46: |
Line 35: |
| |- | | |- |
| | [[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> |
Line 77: |
Line 66: |
| | [[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> |
| |}
| |
|
| |
| == 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
| |
| {| class="wikitable sortable"
| |
| ! Resource !! Yearly resources (no Improvement) !! Yearly resources (Improvement) !! Luxury Resource !! Improvement
| |
| |-
| |
| | [[File:RESOURCE BARLEY.png|50px]] Barley || [[File:YIELD FOOD.png|25px]] 1 Food || [[File:YIELD FOOD.png|25px]] 5 Food<br>[[File:YIELD GROWTH.png|25px]] 2 Growth || No || [[File:IMPROVEMENT FARM.png|25px]] Farm
| |
| |-
| |
| | [[File:RESOURCE CAMEL.png|50px]] Camels || [[File:YIELD MONEY.png|25px]] 5 Money || [[File:YIELD ORDERS.png|25px]] 0.5 Orders || No || [[File:IMPROVEMENT CAMP.png|25px]] Camp
| |
| |-
| |
| | [[File:RESOURCE CATTLE.png|50px]] Cattle || [[File:YIELD FOOD.png|25px]] 1 Food || [[File:YIELD FOOD.png|25px]] 10 Food<br>[[File:YIELD GROWTH.png|25px]] 2 Growth || No || [[File:IMPROVEMENT PASTURE.png|25px]] Pasture
| |
| |-
| |
| | [[File:RESOURCE CITRUS.png|50px]] Citrus || [[File:YIELD FOOD.png|25px]] 1 Food || [[File:YIELD FOOD.png|25px]] 10 Food<br>[[File:YIELD GROWTH.png|25px]] 2 Growth || No || [[File:IMPROVEMENT GROVE.png|25px]] Grove
| |
| |-
| |
| | [[File:RESOURCE CRAB.png|50px]] Crabs || [[File:YIELD FOOD.png|25px]] 1 Food || [[File:YIELD FOOD.png|25px]] 10 Food<br>[[File:YIELD GROWTH.png|25px]] 2 Growth || No || [[File:IMPROVEMENT NETS.png|25px]] Nets
| |
| |-
| |
| | [[File:RESOURCE DYE.png|50px]] Dyes || [[File:YIELD CULTURE.png|25px]] 1 Culture || [[File:YIELD CULTURE.png|25px]] 2 Culture<br>[[File:YIELD MONEY.png|25px]] 20 Money || Yes || [[File:IMPROVEMENT NETS.png|25px]] Nets
| |
| |-
| |
| | [[File:RESOURCE ELEPHANT.png|50px]] Elephants || [[File:YIELD MONEY.png|25px]] 5 Money || [[File:YIELD ORDERS.png|25px]] 0.5 Orders || No || [[File:IMPROVEMENT CAMP.png|25px]] Camp
| |
| |-
| |
| | [[File:RESOURCE FISH.png|50px]] Fish || [[File:YIELD FOOD.png|25px]] 1 Food || [[File:YIELD FOOD.png|25px]] 10 Food<br>[[File:YIELD GROWTH.png|25px]] 2 Growth || No || [[File:IMPROVEMENT NETS.png|25px]] Nets
| |
| |-
| |
| | [[File:RESOURCE FUR.png|50px]] Fur || [[File:YIELD CULTURE.png|25px]] 1 Culture || [[File:YIELD CULTURE.png|25px]] 2 Culture<br>[[File:YIELD MONEY.png|25px]] 20 Money || Yes || [[File:IMPROVEMENT CAMP.png|25px]] Camp
| |
| |-
| |
| | [[File:RESOURCE GAME.png|50px]] Game || [[File:YIELD FOOD.png|25px]] 1 Food || [[File:YIELD FOOD.png|25px]] 10 Food<br>[[File:YIELD GROWTH.png|25px]] 2 Growth || No || [[File:IMPROVEMENT CAMP.png|25px]] Camp
| |
| |-
| |
| | [[File:RESOURCE GEM.png|50px]] Gems || [[File:YIELD CULTURE.png|25px]] 1 Culture || [[File:YIELD CULTURE.png|25px]] 2 Culture<br>[[File:YIELD MONEY.png|25px]] 20 Money<br>Unlocks Bullion || Yes || [[File:IMPROVEMENT MINE.png|25px]] Mine
| |
| |-
| |
| | [[File:RESOURCE GOAT.png|50px]] Goats || [[File:YIELD FOOD.png|25px]] 1 Food || [[File:YIELD FOOD.png|25px]] 10 Food<br>[[File:YIELD GROWTH.png|25px]] 2 Growth || No || [[File:IMPROVEMENT PASTURE.png|25px]] Pasture
| |
| |-
| |
| | [[File:RESOURCE GOLD.png|50px]] Gold || [[File:YIELD MONEY.png|25px]] 5 Money || [[File:YIELD MONEY.png|25px]] 40 Money<br>Unlocks Bullion || No || [[File:IMPROVEMENT MINE.png|25px]] Mine
| |
| |-
| |
| | [[File:RESOURCE HONEY.png|50px]] Honey || [[File:YIELD CULTURE.png|25px]] 1 Culture || [[File:YIELD CULTURE.png|25px]] 2 Culture<br>[[File:YIELD FOOD.png|25px]] 5 Food || Yes || [[File:IMPROVEMENT GROVE.png|25px]] Grove
| |
| |-
| |
| | [[File:RESOURCE HORSE.png|50px]] Horses || [[File:YIELD MONEY.png|25px]] 5 Money || [[File:YIELD ORDERS.png|25px]] 0.5 Orders || No || [[File:IMPROVEMENT PASTURE.png|25px]] Pasture
| |
| |-
| |
| | [[File:RESOURCE INCENSE.png|50px]] Incense || [[File:YIELD CULTURE.png|25px]] 1 Culture || [[File:YIELD CULTURE.png|25px]] 2 Culture<br>[[File:YIELD MONEY.png|25px]] 20 Money || Yes || [[File:IMPROVEMENT GROVE.png|25px]] Grove
| |
| |-
| |
| | [[File:RESOURCE LAVENDER.png|50px]] Lavender || [[File:YIELD CULTURE.png|25px]] 1 Culture || [[File:YIELD CULTURE.png|25px]] 2 Culture<br>[[File:YIELD MONEY.png|25px]] 20 Money || Yes || [[File:IMPROVEMENT GROVE.png|25px]] Grove
| |
| |-
| |
| | [[File:RESOURCE STONE.png|50px]] Marble || [[File:YIELD STONE.png|25px]] 1 Stone || [[File:YIELD STONE.png|25px]] 5 Stone<br>[[File:YIELD CIVICS.png|25px]] 2 Civics || No || [[File:IMPROVEMENT QUARRY.png|25px]] Quarry
| |
| |-
| |
| | [[File:RESOURCE OLIVE.png|50px]] Olives || [[File:YIELD CULTURE.png|25px]] 1 Culture || [[File:YIELD CULTURE.png|25px]] 2 Culture<br>[[File:YIELD FOOD.png|25px]] 5 Food || Yes || [[File:IMPROVEMENT GROVE.png|25px]] Grove
| |
| |-
| |
| | [[File:RESOURCE IRON.png|50px]] Ore || [[File:YIELD IRON.png|25px]] 1 Iron || [[File:YIELD IRON.png|25px]] 5 Iron<br>[[File:YIELD TRAINING.png|25px]] 2 Training || No || [[File:IMPROVEMENT MINE.png|25px]] Mine
| |
| |-
| |
| | [[File:RESOURCE PEARL.png|50px]] Pearls || [[File:YIELD CULTURE.png|25px]] 1 Culture || [[File:YIELD CULTURE.png|25px]] 2 Culture<br>[[File:YIELD MONEY.png|25px]] 20 Money<br>Unlocks Bullion || Yes || [[File:IMPROVEMENT NETS.png|25px]] Nets
| |
| |-
| |
| | [[File:RESOURCE PIG.png|50px]] Pig || [[File:YIELD FOOD.png|25px]] 1 Food || [[File:YIELD FOOD.png|25px]] 10 Food<br>[[File:YIELD GROWTH.png|25px]] 2 Growth || No || [[File:IMPROVEMENT PASTURE.png|25px]] Pasture
| |
| |-
| |
| | [[File:RESOURCE SALT.png|50px]] Sale || [[File:YIELD CULTURE.png|25px]] 1 Culture || [[File:YIELD CULTURE.png|25px]] 2 Culture<br>[[File:YIELD MONEY.png|25px]] 20 Money || Yes|| [[File:IMPROVEMENT MINE.png|25px]] Mine
| |
| |-
| |
| | [[File:RESOURCE SHEEP.png|50px]] Sheep || [[File:YIELD FOOD.png|25px]] 1 Food || [[File:YIELD FOOD.png|25px]] 10 Food<br>[[File:YIELD GROWTH.png|25px]] 2 Growth || No || [[File:IMPROVEMENT PASTURE.png|25px]] Pasture
| |
| |-
| |
| | [[File:RESOURCE SILVER.png|50px]] Silver || [[File:YIELD MONEY.png|25px]] 5 Money || [[File:YIELD MONEY.png|25px]] 40 Money<br>Unlocks Bullion || No || [[File:IMPROVEMENT MINE.png|25px]] Mine
| |
| |-
| |
| | [[File:RESOURCE SORGHUM.png|50px]] Sorghum || [[File:YIELD FOOD.png|25px]] 1 Food || [[File:YIELD FOOD.png|25px]] 5 Food<br>[[File:YIELD GROWTH.png|25px]] 2 Growth || No || [[File:IMPROVEMENT FARM.png|25px]] Farm
| |
| |-
| |
| | [[File:RESOURCE WHEAT.png|50px]] Wheat || [[File:YIELD FOOD.png|25px]] 1 Food || [[File:YIELD FOOD.png|25px]] 5 Food<br>[[File:YIELD GROWTH.png|25px]] 2 Growth || No || [[File:IMPROVEMENT FARM.png|25px]] Farm
| |
| |-
| |
| | [[File:RESOURCE WINE.png|50px]] Wine || [[File:YIELD CULTURE.png|25px]] 1 Culture || [[File:YIELD CULTURE.png|25px]] 2 Culture<br>[[File:YIELD FOOD.png|25px]] 5 Food || Yes || [[File:IMPROVEMENT GROVE.png|25px]] Grove
| |
| |} | | |} |