Difference between revisions of "Resources"
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(Split the resources by type into multiple tables.) |
(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. 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 | 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 == | == List of tradeable resources == | ||
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|{{icon|food}} | |{{icon|food}} | ||
|[[Food]] | |[[Food]] | ||
|Used to | |Used to build settlers, train mounted units and urban specialists . | ||
|- | |- | ||
|{{icon|Stone}} | |{{icon|Stone}} | ||
|[[Stone]] | |[[Stone]] | ||
|Used | |Used for most urban improvements and wonders. | ||
|- | |- | ||
|{{icon| | |{{icon|Money}} | ||
|[[ | |[[Money]] | ||
|Used for any activity that requires | |Used for any activity that requires money, as well as buying and selling other resources. | ||
|- | |- | ||
|{{icon|Iron}} | |{{icon|Iron}} | ||
|[[Iron]] | |[[Iron]] | ||
|Used for military units. | |Used for most military units. | ||
|- | |- | ||
|{{icon| Wood}} | |{{icon| Wood}} | ||
|[[Wood]] | |[[Wood]] | ||
|Used for | |Used for some military units and improvements. | ||
|- | |- | ||
|} | |} | ||
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|{{icon| Training}} | |{{icon| Training}} | ||
|[[Training]] | |[[Training]] | ||
|Used to train military units. | |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| | |{{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. | |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}} | |{{icon| Orders}} | ||
|[[Orders]] | |[[Orders]] | ||
|Amount of actions a player can take per turn. | |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}} | |{{icon| Luxuries}} | ||
|[[Luxuries]] | |[[Luxuries]] | ||
|Used to improve opinion with families or | |Used to improve opinion with families or reduce city discontent. | ||
|} | |} | ||
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|{{icon|Culture}} | |{{icon|Culture}} | ||
|[[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 | |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| | |{{icon| Discontent}} | ||
|[[ | |[[Discontent]] | ||
|As your city gains discontent its levels of unrest increase. | |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 | 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[edit]
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[edit]
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. |