List of Resource Nodes: Difference between revisions
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{{PagePatchVersion|patch=1.1}} | |||
[[file:RegionExampleCrop.png|frame|A '''[[Region]]''' with '''[[Temperate Grassland]]'''<br /> | [[file:RegionExampleCrop.png|frame|A '''[[Region]]''' with '''[[Temperate Grassland]]'''<br /> | ||
with a natural yield of 4{{Food}}, 1{{Timber}}, 2{{Materials}}, and 2{{Wealth}}.<br /> | with a natural yield of 4{{Food}}, 1{{Timber}}, 2{{Materials}}, and 2{{Wealth}}.<br /> | ||
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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 [[List_of_Improvements|Harvesting Improvements]] ([[List_of_Improvements#Farm|Farms]], [[List_of_Improvements#FishingNet|Fishing Nets]], etc) on top of that node. You can often select what the [[List_of_Improvements|Harvesting Improvements]] does with the resource node.<br />For example a [[List_of_Improvements|Farm]] on {{Itemil|Rice.png|List_of_Resource_Nodes#Rice|Rice}} can be set to make {{Food}} Food, {{Itemil|Grain.png|List_of_Goods#Grain|Grain}} (Stored, for use in [[List_of_Goods|Crafting]]), or later in the game {{Itemil|Malt.png|List_of_Goods#Malt|Malt}}. | 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 [[List_of_Improvements|Harvesting Improvements]] ([[List_of_Improvements#Farm|Farms]], [[List_of_Improvements#FishingNet|Fishing Nets]], etc) on top of that node. You can often select what the [[List_of_Improvements|Harvesting Improvements]] does with the resource node.<br />For example a [[List_of_Improvements|Farm]] on {{Itemil|Rice.png|List_of_Resource_Nodes#Rice|Rice}} can be set to make {{Food}} Food, {{Itemil|Grain.png|List_of_Goods#Grain|Grain}} (Stored, for use in [[List_of_Goods|Crafting]]), or later in the game {{Itemil|Malt.png|List_of_Goods#Malt|Malt}}. | ||
This list has been sorted roughly based on '''which improvement''' is needed, when you '''unlock it''', and has grouped '''similar resource nodes''' together.<br /> | This list has been sorted roughly based on '''which improvement''' is needed, when you '''unlock it''', and has grouped '''similar resource nodes''' together.<br /><br /> | ||
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. | 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.<br /> | ||
It's merely the rarity as listed in the '''game files''' and does not always represent the actual in-game experience. | |||
{|width="940px" align="center" cellpadding="4" cellspacing="0" style="border:0; border-radius:0;" | {|width="940px" align="center" cellpadding="4" cellspacing="0" style="border:0; border-radius:0;" | ||
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|itemId=WildHorses | |itemId=WildHorses | ||
|itemname=Wild Horses | |itemname=Wild Horses | ||
|output={{Itemil-ext|Horse.png|List_of_Goods#Horse|Horse| | |output={{Itemil-ext|Horse.png|List_of_Goods#Horse|Horse|150|<br />([[Animal Husbandry]], [[Chariots]], [[Heavy Plows]], [[Horseshoes]])}} | ||
|biomes=Mediterranean, Savanna<br />Taiga, Temperate Grassland<br />Xeric Shrubland | |biomes=Mediterranean, Savanna<br />Taiga, Temperate Grassland<br />Xeric Shrubland | ||
}} | }} | ||
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|style="background:#F0F0F0;border-bottom:3px solid #909090; border-left:0; border-right:0; border-top:0;" width="20px" rowspan="3"| | |style="background:#F0F0F0;border-bottom:3px solid #909090; border-left:0; border-right:0; border-top:0;" width="20px" rowspan="3"| | ||
|style="background:#F0F0F0;border-bottom:3px solid #909090; border-left:0; border-right:0; border-top:0;" rowspan="3"|<span style="color:grey; font-weight:bold;">Common</span> (Lead <span style="color:darkgreen; font-weight:bold;">Uncommon</span>)<br /><br />Copper, Iron, and Lead have a<br />"BonusForNearbyPlacedResources"<br />in the game files suggesting they have a higher chance to spawn together.<br /><br /> | |style="background:#F0F0F0;border-bottom:3px solid #909090; border-left:0; border-right:0; border-top:0;" rowspan="3"|<span style="color:grey; font-weight:bold;">Common</span> (Lead <span style="color:darkgreen; font-weight:bold;">Uncommon</span>)<br /><br />Copper, Iron, and Lead have a<br />"BonusForNearbyPlacedResources"<br />in the game files suggesting they have a higher chance to spawn together.<br /><br /> | ||
Your primary source of<br />{{Itemil|MetalIngot.png|List_of_Goods#MetalIngots|Metal | Your primary source of<br />{{Itemil|MetalIngot.png|List_of_Goods#MetalIngots|Metal Ingots}} if you don't have <br />{{Itemil|Meteorite.png|List_of_Resource_Nodes#Meteorite|Meteorite}}. Iron is more efficient than Copper when crafting Metal Ingots in a [[List_of_Improvements#Blacksmith|Blacksmith]]. | ||
{{ResourceNode | {{ResourceNode | ||
|itemfile=IronDeposit.png | |itemfile=IronDeposit.png | ||
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|itemId=Meteorite | |itemId=Meteorite | ||
|itemname=Meteorite | |itemname=Meteorite | ||
|output={{Itemil-ext|MetalIngot.png|List_of_Goods#MetalIngot|Metal Ingot|200|([[Bronze Working]]) | |output={{Itemil-ext|MetalIngot.png|List_of_Goods#MetalIngot|Metal Ingot|200|([[Bronze Working]])}}<br />{{Itemil-ext|HeavyMetal.png|List_of_Goods#HeavyMetal|Heavy Metal|250|<br />([[Industrialization]], [[Stained Glass]], [[The Scientific Method]])}} | ||
|biomes=All Biomes except<br />Coastal Water and Mountains | |biomes=All Biomes except<br />Coastal Water and Mountains | ||
}} | }} | ||
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|style="background:#F0F0F0;border-bottom:3px solid #909090; border-left:0; border-right:0; border-top:0;" rowspan="1"|<span style="color:blue; font-weight:bold;">Rare</span> | |style="background:#F0F0F0;border-bottom:3px solid #909090; border-left:0; border-right:0; border-top:0;" rowspan="1"|<span style="color:blue; font-weight:bold;">Rare</span> | ||
|} | |} | ||
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.<br /> | |||
It's merely the rarity as listed in the '''game files''' and does not always represent the actual in-game experience. | |||
{|width="940px" align="center" cellpadding="4" cellspacing="0" style="border:0; border-radius:0;" | {|width="940px" align="center" cellpadding="4" cellspacing="0" style="border:0; border-radius:0;" | ||
|style="background:#CFCFCF; border-bottom:0px solid #909090; border-left:0; border-right:0; border-top:0; text-align:center; font-size: 24pt;" colspan="6">|'''[[File:OilWell.png|frameless|80px]][[List_of_Improvements#OilWell|Oil Well]]'''<div id="OilWell" style="display:inline;"></div> | |style="background:#CFCFCF; border-bottom:0px solid #909090; border-left:0; border-right:0; border-top:0; text-align:center; font-size: 24pt;" colspan="6">|'''[[File:OilWell.png|frameless|80px]][[List_of_Improvements#OilWell|Oil Well]]'''<div id="OilWell" style="display:inline;"></div> |
Latest revision as of 22:20, 14 November 2024
Updated for patch: 1.1 |
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 | |||
|
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. | |||
|
Grain 100 Malt 60 (Brewing) |
Savanna Temperate Grassland | ||||
|
Grain 125 | Savanna Temperate Grassland | ||||
|
Grain 150 | Savanna Temperate Grassland | ||||
|
Food 50 Grape 150 |
Mediterranean Temperate Grassland |
Common | |||
|
Wealth 25 | Mediterranean, Svanna Temperate Grassland, Xeric Shrubland |
Uncommon If you love money, you'll love Tobacco. | |||
|
Wealth 10 Incense 20 |
Arid Desert, Mediterranean Xeric Shrubland |
Uncommon | |||
|
Mandrake 150 | Temperate Forest | Uncommon | |||
|
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. | |||
|
Cattle 150 (Animal Husbandry) | Mediterranean, Savanna Temperate Grassland | ||||
|
Live Hogs 150 (Animal Husbandry) Tallow 200 (Candles) |
Temperate Forest, Taiga Temperate Grassland, Savanna |
Common | |||
|
Wool 155 Domestic Sheep 100 (Animal Husbandry) |
Mediterranean, Savanna Taiga, Temperate Grassland |
Common | |||
|
Wool 145 Domestic Goat 100 (Animal Husbandry) |
Mediterranean, Savanna Taiga, Temperate Grassland |
Common | |||
|
Wool 150 Llama 150 (Animal Husbandry) |
Tropical Forest Tropical Rainforest |
Uncommon | |||
|
Tea Leaves 100 (Herbalism) | Tropical Forest, Temperate Grassland Tropical Rainforest, Temperate Rainforest |
Uncommon | |||
|
Spice 30 (Iron Working) | Tropical Forest Tropical Rainforest |
Rare | |||
|
Dye 150 (Haberdashery, Respective Art, Weaving) |
Mediterranean, Savanna Temperate Forest, Temperate Grassland Temperate Rainforest, Tropical Forest Tropical Rainforest |
Common | |||
|
Syrup 30 (Cartography) Malt 40 (Brewing) |
Mediterranean, Savanna Tropical Rainforest, Xeric Shrubland |
Uncommon Can make Syrup directly. Normally this requires a Fermenting Pit. | |||
|
Syrup 60 (Cartography) Food Oil 80 (Brewing, Coffee Houses, Germ Theory, Herbalism) |
Tropical Forest Tropical Rainforest | ||||
|
Vanilla Beans 60 (Seafaring) Spice 70 (Iron Working) Food Oil 80 (Brewing, Coffee Houses, Germ Theory, Herbalism) |
Tropical Forest Tropical Rainforest |
Rare | |||
|
Saffron 50 (Seafaring) Spice 100 (Iron Working) |
Mediterranean Temperate Grassland, Xeric Shrubland |
Epic | |||
|
Silk 90 (Seafaring) | Temperate Forest Temperate Rainforest |
Uncommon | |||
|
Cotton 50 (Feudalism) | Mediterranean, Temperate Grassland Savanna |
Common | |||
|
Coffee Beans 40 (Coffee Houses) | Mediterranean, Savanna Tropical Forest |
Common | |||
|
Rubber 50 (Industrialization) | Tropical Forest Tropical Rainforest |
Rare |
Hunting Camp and its upgrades | ||||||
Node | Outputs | Spawns in | Rarity / Other | |||
|
Fur 40 | Mediterranean Savanna |
Rare | |||
|
Fur 50 | Temperate Forest, Taiga Temperate Grassland, Tundra Temperate Rainforest |
Uncommon | |||
|
Food 25 Fur 75 Venison 75 (Animal Husbandry) |
Temperate Forest, Taiga Temperate Grassland, Savanna Temperate Rainforest, Mediterranean |
Common | |||
|
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 175 (Animal Husbandry) | Savanna Temperate Grassland |
Uncommon | |||
|
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 | |||
|
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. | |||
|
Food 10 Salt 20 Precious Stones 100 |
Coastal Water | ||||
|
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 | |||
|
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 | |||
|
Iron 100 (Bronze Working) Silicates 50 (Engineering, Gunpowder) |
All Biomes except Coastal Water and Mountains | ||||
|
Aluminum 150 (Aviation) Heavy Metal 150 (Industrialization, Stained Glass, The Scientific Method) |
Temperate Forest Temperate Grassland Temperate Rainforest | ||||
|
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. | |||
|
Precious Metal 150 Wealth 5 |
Arid Desert, Savanna Cold Desert, Taiga Polar Desert, Tundra |
Rare | |||
|
Precious Stones 150 Wealth 25 |
Cold Desert, Tropical Rainforest Tundra, Xeric Shrubland |
Common | |||
|
Salt 20 Aluminum 100 (Aviation) |
Arid Desert, Mediterranean, Savanna Cold Desert, Taiga, Xeric Shrubland |
Uncommon | |||
|
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 | |||
|
Aluminum 100 (Aviation) Heavy Metal 175 (Industrialization, Stained Glass, The Scientific Method) |
All Biomes except Coastal Water and Mountains |
Common | |||
|
Coal 50 (Industrialization) | All Biomes except Coastal Water and Mountains |
Common | |||
|
Sculpting Material 50 (Iron Working) Silicates 100 (Engineering, Gunpowder) |
Arid Desert, Taiga Cold Desert, Tundra Polar Desert |
Rare | |||
|
Heavy Metal 140 (Industrialization, Stained Glass, The Scientific Method) |
Arid Desert, Mediterranean Savanna, Taiga Tundra, Xeric Shrubland |
Rare | |||
|
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 | |||
|
Oil 25 (Industrialization) | Arid Desert, Taiga Cold Desert, Tundra Polar Desert, Xeric Shrubland |
Common | |||
|
Natural Gas 20 (Industrialization) | 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