List of Resource Nodes
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with a natural yield of 4




Also shown is a Ruins Cache
and


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:
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Primarily obtained via Farms and its upgrades. | ||
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Hunting Camps are only a modest source of Wealth early on. | ||
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Logging Camps and its upgrades are a great source of Timber. | ||
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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.
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Node | Outputs | Spawns in | Rarity / Other | |||
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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 ![]() ![]() | |||
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Savanna Temperate Grassland | ||||
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Savanna Temperate Grassland | ||||
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Savanna Temperate Grassland | ||||
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Mediterranean Temperate Grassland |
Common | |||
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Mediterranean, Svanna Temperate Grassland, Xeric Shrubland |
Uncommon If you love money, you'll love Tobacco. | |||
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Arid Desert, Mediterranean Xeric Shrubland |
Uncommon | |||
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Temperate Forest | Uncommon | |||
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![]() ![]() (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 ![]() ![]() | |||
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Mediterranean, Savanna Temperate Grassland | ||||
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Temperate Forest, Taiga Temperate Grassland, Savanna |
Common | |||
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Mediterranean, Savanna Taiga, Temperate Grassland |
Common | |||
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Mediterranean, Savanna Taiga, Temperate Grassland |
Common | |||
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Tropical Forest Tropical Rainforest |
Uncommon | |||
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Tropical Forest, Temperate Grassland Tropical Rainforest, Temperate Rainforest |
Uncommon | |||
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Tropical Forest Tropical Rainforest |
Rare | |||
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Mediterranean, Savanna Temperate Forest, Temperate Grassland Temperate Rainforest, Tropical Forest Tropical Rainforest |
Common | |||
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Mediterranean, Savanna Tropical Rainforest, Xeric Shrubland |
Uncommon Can make ![]() Normally this requires a Fermenting Pit. | |||
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Tropical Forest Tropical Rainforest | ||||
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Tropical Forest Tropical Rainforest |
Rare | |||
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Mediterranean Temperate Grassland, Xeric Shrubland |
Epic | |||
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Temperate Forest Temperate Rainforest |
Uncommon | |||
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Mediterranean, Temperate Grassland Savanna |
Common | |||
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Mediterranean, Savanna Tropical Forest |
Common | |||
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Tropical Forest Tropical Rainforest |
Rare |
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Node | Outputs | Spawns in | Rarity / Other | |||
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Mediterranean Savanna |
Rare | |||
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Temperate Forest, Taiga Temperate Grassland, Tundra Temperate Rainforest |
Uncommon | |||
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Temperate Forest, Taiga Temperate Grassland, Savanna Temperate Rainforest, Mediterranean |
Common | |||
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Arid Desert | Uncommon Besides Horses and Cows, Camels are the only way to make Carriages at any reasonable speed without spending a ton of ![]() | |||
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Savanna Temperate Grassland |
Uncommon | |||
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Tropical Forest, Mediterranean Tropical Rainforest, Savanna |
Rare |
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Node | Outputs | Spawns in | Rarity / Other | |||
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Coastal Water | Common You can combine Fish with Salt to make ![]() ![]() ![]() Same goes for ![]() ![]() | |||
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Coastal Water | ||||
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Coastal Water | Rare |
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Node | Outputs | Spawns in | Rarity / Other | |||
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All Biomes except Coastal Water and Mountains |
Common (Lead Uncommon) Copper/Iron are your main source of ![]() ![]() Copper, Iron, and Lead have a "BonusForNearbyPlacedResources" in the game files suggesting they have a higher chance to spawn together. | |||
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All Biomes except Coastal Water and Mountains | ||||
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Temperate Forest Temperate Grassland Temperate Rainforest | ||||
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All Biomes except Coastal Water and Mountains |
Epic Can make ![]() Normally this requires a Blacksmith. | |||
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Arid Desert, Savanna Cold Desert, Taiga Polar Desert, Tundra |
Rare | |||
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Cold Desert, Tropical Rainforest Tundra, Xeric Shrubland |
Common | |||
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Arid Desert, Mediterranean, Savanna Cold Desert, Taiga, Xeric Shrubland |
Uncommon | |||
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Arid Desert, Savanna Cold Desert, Taiga Polar Desert, Tundra Xeric Shrubland |
Common | |||
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All Biomes except Coastal Water and Mountains |
Common | |||
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All Biomes except Coastal Water and Mountains |
Common | |||
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Arid Desert, Taiga Cold Desert, Tundra Polar Desert |
Rare | |||
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![]() ![]() (Industrialization, Stained Glass, The Scientific Method) |
Arid Desert, Mediterranean Savanna, Taiga Tundra, Xeric Shrubland |
Rare | |||
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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.
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Node | Outputs | Spawns in | Rarity / Other | |||
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Arid Desert, Taiga Cold Desert, Tundra Polar Desert, Xeric Shrubland |
Common | |||
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Arid Desert, Taiga Cold Desert, Tundra Polar Desert, Xeric Shrubland |
Common |
See Also[edit | edit source]
- List of Goods (Amenities, Supplies, etc)
- List of Improvements