Difference between revisions of "Resources"

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(Created page with "This page lists an overview of the types of '''resources''' that can be found. ==List of resources== * Food [apple]: Used to feed units. * Growth [plant sprout]: When a City...")
 
(Undo revision 787 by 94.134.92.165 (talk) Settlers, Workers, Scouts and Milita are all built with Growth production, but only the Settler requires additionnal Food cost)
Tag: Undo
 
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This page lists an overview of the types of '''resources''' that can be found.
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 resources==
== List of tradeable resources ==
* Food [apple]: Used to feed units.  
{|class="wikitable sortable"
* Growth [plant sprout]: When a City's Growth fills up, the City gains a Laborer. Basic ways to improve Growth include training Farmers and Baths.  
!style="text-align:center;"|Icon
* Civic [Hammer]: 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 I.  
!style="text-align:center;"|Name
* Culture [Blue Column]: 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 Theaters.
!style="text-align:center;"|Description
* Science [Purple Beaker]: Used to research technology
|-
* Training [Red Shield]: Used to train military units
|{{icon|food}}
* Unrest [Black circle]: Unknown
|[[Food]]
* Orders [Scroll]: Amount of actions a player can take per turn.
|Used to build settlers, train mounted units and urban specialists .
* Stone [Grey Stone]: Used to build certain buildings, such as wonders or shrines, or improvements.
|-
* Gold [Coin]: Used for any activity that requires gold. It's the main monetary unit.
|{{icon|Stone}}
* Iron [Hammer and Anvil]: Used for military units.
|[[Stone]]
* Wood [Yellow Tree]: Used for certain buildings or improvements.
|Used for most urban improvements and wonders.
* Luxuries [Diamond]: Used to improve opinion with families or rival empires.
|-
|{{icon|Money}}
|[[Money]]
|Used for any activity that requires money, as well as buying and selling other resources.
|-
|{{icon|Iron}}
|[[Iron]]
|Used for most military units.
|-
|{{icon| Wood}}
|[[Wood]]
|Used for some military units and improvements.
|-
|}
 
== List of non-tradeable resources ==
{|class="wikitable sortable"
!style="text-align:center;"|Icon
!style="text-align:center;"|Name
!style="text-align:center;"|Description
|-
|{{icon| Science}}
|[[Science]]
|Used to research technology.
|-
|{{icon| Training}}
|[[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.
|-
|{{icon|Civics}}
|[[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.
|-
|{{icon| Orders}}
|[[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.
|-
|{{icon| Luxuries}}
|[[Luxuries]]
|Used to improve opinion with families or reduce city discontent.
|}
 
== List of per-city resources ==
{|class="wikitable sortable"
!style="text-align:center;"|Icon
!style="text-align:center;"|Name
!style="text-align:center;"|Description
|-
|{{icon|growth}}
|[[Growth]]
|When a city's Growth fills up, the city gains a citizen. Basic ways to improve Growth include training farmers and baths.
|-
|{{icon|Culture}}
|[[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.
|-
|{{icon| Discontent}}
|[[Discontent]]
|As your city gains discontent its levels of unrest increase.  
|-
|}

Latest revision as of 18:46, 10 July 2022

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[edit]

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

List of non-tradeable resources[edit]

Icon Name Description
Science.png Science Used to research technology.
Training.png 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.png 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.png 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[edit]

Icon Name Description
Growth.png Growth When a city's Growth fills up, the city gains a citizen. Basic ways to improve Growth include training farmers and baths.
Culture.png 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.png Discontent As your city gains discontent its levels of unrest increase.