Resources: Difference between revisions
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There are two types of resources a Nation must always keep track of: city resources and national resources. | 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 | 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 == | ||
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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 | | 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> | ||
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| [[File:YIELD CIVICS.png|35px]] Civics | | [[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 | | 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> | | <span style="color:red;">'''No'''</span> | ||
|- | |- | ||
| [[File:YIELD SCIENCE.png|35px]] Science | | [[File:YIELD SCIENCE.png|35px]] Science | ||
| Researching new technologies | | Researching new technologies | ||
| | | [[File:PROJECT ARCHIVE 1.png|25px]] Archive projects<br>[[File:RATING WISDOM.png|25px]] Wisdom attribute<br>Specialists | ||
| <span style="color:red;">'''No'''</span> | | <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 | ||
| | | [[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> | | <span style="color:red;">'''No'''</span> | ||
|- | |- | ||
| [[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
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.