Yields

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Revision as of 05:03, 28 February 2025 by Lord Emsworth (talk | contribs) (Lord Emsworth moved page Resources to Yields: The game consistently uses the word "Yield" for these currencies, and has a different meaning for the word "Resource". Moving the page allows the Resources page to be dedicated to what the game calls "Resources" (tile bonuses like Sorghum or Marble).)
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This page lists an overview of the types of resources that can be found. The game distinguishes between tradeable, non-tradeable and per-city resources. Both tradeable and non-tradeable resources are global, so they can be accessed and used anywhere in your empire. In addition, tradeable resources can be bought or sold using money, but non-tradeable resources can not be bought or sold. Per-city resources are specific to the city they are generated in, and cannot be transferred from one city to another city.

List of tradeable resources

Icon Name Description
Food Used to build settlers, train mounted units and urban specialists .
Stone Used for most urban improvements and wonders.
Money Used for any activity that requires money, as well as buying and selling other resources.
Iron Used for most military units.
Wood Used for some military units and improvements.

List of non-tradeable resources

Icon Name Description
Science Used to research technology.
Training Used to train military units. The maximum Training the player can hold is 2000. Any unused Training over 2000 is converted into Orders at rate of 100:1 at the end of the turn.
Civics Used to develop Specialists and finish Projects. Unused Civics go into the national stockpile, which can be used to enact Laws and establish Theologies. Increase Civics by building Courthouses and Forums. At the start of the game, the maximum Civics the player can hold is 2000. Any unused Civics over 2000 are converted into Science at a rate of 10:1 at the end of the turn.
Orders Amount of actions a player can take per turn. Any unused Orders are converted into Money at a rate of 1:10 at the end of the turn.
No Icon Found Luxuries Used to improve opinion with families or reduce city discontent.

List of per-city resources

Icon Name Description
Growth When a city's Growth fills up, the city gains a citizen. Basic ways to improve Growth include training farmers and baths.
Culture When a city's Culture fills up, a positive event occurs. The city's overall Culture Level affects what improvements and Wonders can be built. Improve Culture by building Shrines and Theatres.
Discontent As your city gains discontent its levels of unrest increase.