List of Resource Nodes

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Updated for patch: 1.1
A Region with Temperate Grassland
with a natural yield of 4, 1, 2, and 2.
Also shown is a Ruins Cache
and Rice guarded by a fierce Predator.

Resource Nodes are fixed points (Nodes) on the map generated when the game starts,
these cannot be moved (even if they have legs!) meaning it's best to plan your cities with them in mind.

Some resources need a specific Technology before the map will reveal them. For example you need to research Animal Husbandry before the icons for Pig and Wild Horses show up. However if you happen to zoom in far enough you can visually see these animals even before the game gives them an icon on your UI.

The game is not very consistent (as of Patch 1.0.3) when resource icons appear nor does it indicate this anywhere. For example the Animal Husbandry technology enables you to harvest both Pig and Wild Llamas but the latter already has an icon on the map for it.

Basic Resources[edit | edit source]

These are the most basic resources that will remain relevant throughout the game:

Food Primarily obtained via Farms and its upgrades.
Wealth Hunting Camps are only a modest source of Wealth early on.
Timber Logging Camps and its upgrades are a great source of Timber.
Materials Stone Pits and its upgrades are a great source of Materials.

Note that Regions on the map have a natural yield of these resources that you get just by claiming them. On top of that this yield not just determines the passive income they give, but also the efficiency of Farms, Logging Camps, and Stone Pits. If you plan on building a Triumph early on be prepared to gather a large quantity of these.

Resource Nodes[edit | edit source]

Besides the 4 basic resources outlined above, there are a large number of resources in specific Zones within Regions. In order to harvest these you have to build the appropriate Harvesting Improvements (Farms, Fishing Nets, etc) on top of that node. You can often select what the Harvesting Improvements does with the resource node.
For example a Farm on Rice can be set to make Food, Grain (Stored, for use in Crafting), or later in the game Malt.

This list has been sorted roughly based on which improvement is needed, when you unlock it, and has grouped similar resource nodes together.

The rarity listed is not the only factor in determining the amount you'll find. Biomes, fresh water, and other factors change the spawn rate.
It's merely the rarity as listed in the game files and does not always represent the actual in-game experience.

Farms and its upgrades
Node Outputs Spawns in Rarity / Other
Rice
Food 25
Grain 100
Malt 100 (Brewing)
Tropical Forest, Temperate Grasslands,
Tropical Rainforest, Mediterranean
Common

At least one of these should be close to where you spawned. They allow you to put Grain in a Granary which allow you to create Grain Store which are an excellent starter amenity for your cities allowing them to grow much faster.
Wheat
Grain 100
Malt 60 (Brewing)
Savanna
Temperate Grassland
Barley
Grain 125 Savanna
Temperate Grassland
Corn
Grain 150 Savanna
Temperate Grassland
Grapevines
Food 50
Grape 150
Mediterranean
Temperate Grassland
Common
Tobacco
Wealth 25 Mediterranean, Svanna
Temperate Grassland, Xeric Shrubland
Uncommon

If you love money, you'll love Tobacco.
Frankincense
Wealth 10
Incense 20
Arid Desert, Mediterranean
Xeric Shrubland
Uncommon
Mandrake Plants
Mandrake 150 Temperate Forest Uncommon
Wild Horses
Horse 150
(Animal Husbandry, Chariots, Heavy Plows, Horseshoes)
Mediterranean, Savanna
Taiga, Temperate Grassland
Xeric Shrubland
Common
The Expert in Stables giving
+10 City Build Production is great!
If you don't have Horses then Cattle can almost do everything Horses can except build a Stable.
If you do have Horses then make
Cured Meats and/or Leather.
Cow
Cattle 150 (Animal Husbandry) Mediterranean, Savanna
Temperate Grassland
Pig
Live Hogs 150 (Animal Husbandry)
Tallow 200 (Candles)
Temperate Forest, Taiga
Temperate Grassland, Savanna
Common
Sheep
Wool 155
Domestic Sheep 100 (Animal Husbandry)
Mediterranean, Savanna
Taiga, Temperate Grassland
Common
Goat
Wool 145
Domestic Goat 100 (Animal Husbandry)
Mediterranean, Savanna
Taiga, Temperate Grassland
Common
Wild Llamas
Wool 150
Llama 150 (Animal Husbandry)
Tropical Forest
Tropical Rainforest
Uncommon
Tea Grove
Tea Leaves 100 (Herbalism) Tropical Forest, Temperate Grassland
Tropical Rainforest, Temperate Rainforest
Uncommon
Cinnamon
Spice 30 (Iron Working) Tropical Forest
Tropical Rainforest
Rare
Natural Dyes
Dye 150
(Haberdashery, Respective Art, Weaving)
Mediterranean, Savanna
Temperate Forest, Temperate Grassland
Temperate Rainforest, Tropical Forest
Tropical Rainforest
Common
Sugar
Syrup 30 (Cartography)
Malt 40 (Brewing)
Mediterranean, Savanna
Tropical Rainforest, Xeric Shrubland
Uncommon

Can make Syrup directly.
Normally this requires a Fermenting Pit.
Cocoa
Syrup 60 (Cartography)
Food Oil 80
(Brewing, Coffee Houses, Germ Theory, Herbalism)
Tropical Forest
Tropical Rainforest
Vanilla
Vanilla Beans 60 (Seafaring)
Spice 70 (Iron Working)
Food Oil 80
(Brewing, Coffee Houses, Germ Theory, Herbalism)
Tropical Forest
Tropical Rainforest
Rare
Saffron Flowers
Saffron 50 (Seafaring)
Spice 100 (Iron Working)
Mediterranean
Temperate Grassland,
Xeric Shrubland
Epic
Silkworm
Silk 90 (Seafaring) Temperate Forest
Temperate Rainforest
Uncommon
Cotton Field
Cotton 50 (Feudalism) Mediterranean, Temperate Grassland
Savanna
Common
Coffee
Coffee Beans 40 (Coffee Houses) Mediterranean, Savanna
Tropical Forest
Common
Rubber
Rubber 50 (Industrialization) Tropical Forest
Tropical Rainforest
Rare


Hunting Camp and its upgrades
Node Outputs Spawns in Rarity / Other
Zebra
Fur 40 Mediterranean
Savanna
Rare
Fox
Fur 50 Temperate Forest, Taiga
Temperate Grassland, Tundra
Temperate Rainforest
Uncommon
White-tailed Deer
Food 25
Fur 75
Venison 75 (Animal Husbandry)
Temperate Forest, Taiga
Temperate Grassland, Savanna
Temperate Rainforest, Mediterranean
Common
Wild Camels
Camel 50 (Animal Husbandry) Arid Desert Uncommon

Besides Horses and Cows, Camels are the only way to make Carriages at any reasonable speed without spending a ton of Wealth.
Bison Herd
Bison 175 (Animal Husbandry) Savanna
Temperate Grassland
Uncommon
Elephant Herd
Elephant 50 (Animal Husbandry)
Ivory 30 (Animal Husbandry)
Tropical Forest, Mediterranean
Tropical Rainforest, Savanna
Rare


Fishing Net and its upgrade
Node Outputs Spawns in Rarity / Other
Coastal Fishery
Food 10
Fish 20 (Ropemaking, Sails, Seafaring)
Tallow 40 (Candles)
Coastal Water Common

You can combine Fish with Salt to make Salted Fish which are a decent amenity that gives food and health early on. Water regions are also a good alternative for
Tallow if you don't have Pigs.
Same goes for Salt if you don't have Rock Salt.
Shellfish
Food 10
Salt 20
Precious Stones 100
Coastal Water
Whale
Salt 100
Tallow 80 (Candles)
Food Oil 80
(Brewing, Coffee Houses, Germ Theory, Herbalism)
Coastal Water Rare


Stone Pit and its upgrades
Node Outputs Spawns in Rarity / Other
Copper Deposit
Materials 20
Copper 100 (Bronze Working)
Silicates 50 (Engineering, Gunpowder)
All Biomes except
Coastal Water and Mountains
Common (Lead Uncommon)

Copper, Iron, and Lead have a
"BonusForNearbyPlacedResources"
in the game files suggesting they have a higher chance to spawn together.

Your primary source of
Metal Ingots if you don't have
Meteorite. Iron is more efficient than Copper when crafting Metal Ingots in a Blacksmith.

Iron Deposit
Iron 100 (Bronze Working)
Silicates 50 (Engineering, Gunpowder)
All Biomes except
Coastal Water and Mountains
Lead
Aluminum 150 (Aviation)
Heavy Metal 150
(Industrialization, Stained Glass, The Scientific Method)
Temperate Forest
Temperate Grassland
Temperate Rainforest
Meteorite
Metal Ingot 200 (Bronze Working)
Heavy Metal 250
(Industrialization, Stained Glass, The Scientific Method)
All Biomes except
Coastal Water and Mountains
Epic

Can make Metal Ingot directly.
Normally this requires a Blacksmith.
Gold
Precious Metal 150
Wealth 5
Arid Desert, Savanna
Cold Desert, Taiga
Polar Desert, Tundra
Rare
Gemstone
Precious Stones 150
Wealth 25
Cold Desert, Tropical Rainforest
Tundra, Xeric Shrubland
Common
Rock Salt
Salt 20
Aluminum 100 (Aviation)
Arid Desert, Mediterranean, Savanna
Cold Desert, Taiga, Xeric Shrubland
Uncommon
Limestone
Sculpting Material 30 (Iron Working)
Marble 50 (Decorative Arts)
50 (Engineering, Gunpowder) {{{5}}}
Arid Desert, Savanna
Cold Desert, Taiga
Polar Desert, Tundra
Xeric Shrubland
Common
Manganese
Aluminum 100 (Aviation)
Heavy Metal 175
(Industrialization, Stained Glass, The Scientific Method)
All Biomes except
Coastal Water and Mountains
Common
Coal Deposit
Coal 50 (Industrialization) All Biomes except
Coastal Water and Mountains
Common
Obsidian
Sculpting Material 50 (Iron Working)
Silicates 100 (Engineering, Gunpowder)
Arid Desert, Taiga
Cold Desert, Tundra
Polar Desert
Rare
Titanium
Heavy Metal 140
(Industrialization, Stained Glass, The Scientific Method)
Arid Desert, Mediterranean
Savanna, Taiga
Tundra, Xeric Shrubland
Rare
Uranium Deposit
Uranium 40
(Atomic Theory, Nuclear Power)
Arid Desert, Taiga
Cold Desert, Tundra
Polar Desert, Xeric Shrubland
Rare


The rarity listed is not the only factor in determining the amount you'll find. Biomes, fresh water, and other factors change the spawn rate.
It's merely the rarity as listed in the game files and does not always represent the actual in-game experience.

Oil Well
Node Outputs Spawns in Rarity / Other
Crude Oil
Oil 25 (Industrialization) Arid Desert, Taiga
Cold Desert, Tundra
Polar Desert, Xeric Shrubland
Common
Natural Gas Deposit
Natural Gas 20 (Industrialization) Arid Desert, Taiga
Cold Desert, Tundra
Polar Desert, Xeric Shrubland
Common


See Also[edit | edit source]