List of Resource Nodes: Difference between revisions
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|itemname=Copper Deposit | |itemname=Copper Deposit | ||
|output={{Materials}} Materials {{Prod|20}}<br />{{Itemil-ext|Copper.png|List_of_Goods|Copper|100|([[Bronze Working]])}}<br />{{Itemil-ext|Tallow.png|List_of_Goods|Silicates|50|([[Engineering]], [[Gunpowder]])}} | |output={{Materials}} Materials {{Prod|20}}<br />{{Itemil-ext|Copper.png|List_of_Goods|Copper|100|([[Bronze Working]])}}<br />{{Itemil-ext|Tallow.png|List_of_Goods|Silicates|50|([[Engineering]], [[Gunpowder]])}} | ||
|biomes= | |biomes=All Biomes except Water and Mountains | ||
}} | }} | ||
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|itemname=Iron Deposit | |itemname=Iron Deposit | ||
|output={{Itemil-ext|Iron.png|List_of_Goods|Iron|100|([[Bronze Working]])}}<br />{{Itemil-ext|Tallow.png|List_of_Goods|Silicates|50|([[Engineering]], [[Gunpowder]])}} | |output={{Itemil-ext|Iron.png|List_of_Goods|Iron|100|([[Bronze Working]])}}<br />{{Itemil-ext|Tallow.png|List_of_Goods|Silicates|50|([[Engineering]], [[Gunpowder]])}} | ||
|biomes= | |biomes=All Biomes except Water and Mountains | ||
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{{ResourceNode | {{ResourceNode | ||
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|itemname=Meteorite | |itemname=Meteorite | ||
|output={{Itemil-ext|MetalIngot.png|List_of_Goods|Metal Ingot|200|([[Bronze Working]])}}<br />{{Itemil-ext|PreciousMetal.png|List_of_Goods|Precious Metal|275|5=}}<br />{{Itemil-ext|HeavyMetal.png|List_of_Goods|Heavy Metal|250|<br />([[Industrialization]], [[Stained Glass]], [[The Scientific Method]])}} | |output={{Itemil-ext|MetalIngot.png|List_of_Goods|Metal Ingot|200|([[Bronze Working]])}}<br />{{Itemil-ext|PreciousMetal.png|List_of_Goods|Precious Metal|275|5=}}<br />{{Itemil-ext|HeavyMetal.png|List_of_Goods|Heavy Metal|250|<br />([[Industrialization]], [[Stained Glass]], [[The Scientific Method]])}} | ||
|biomes= | |biomes=All Biomes except Water and Mountains | ||
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Revision as of 03:55, 15 October 2024
Under Construction |
This page is still under construction. It might not be complete or formatted properly. |
Some resources need a specific Technology before the map will reveal them. For example you need to research Animal Husbandry before the icons for Pigs 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 Pigs and Wild Llamas but the latter already has an icon on the map for it.
Basic Resources
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
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 what improvement is needed, when you unlock it, and has grouped similar resource nodes together. The Guide column is meant to be a general overview, not a comprehensive strategy guide because there is a lot of overlap between the resource nodes in terms of output.
Farms and its upgrades | ||||||
Node | Outputs | Spawns in | Guide | |||
|
Food 25 Grain 100 Malt 100 Brewing |
Tropical Forest, Temperate Grasslands, Tropical Rainforest, Mediterranean |
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 Stores 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 | ||||
|
Syrup 30 (Cartography) Malt 40 (Brewing) |
Mediterranean, Savanna Tropical Rainforest, Xeric Shrubland |
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 |
Guide needed here | |||
|
Saffron 50 (Seafaring) Spice 100 (Iron Working) |
Mediterranean Temperate Grassland, Xeric Shrubland |
Guide needed here | |||
|
Spice 30 (Iron Working) | Tropical Forest Tropical Rainforest |
Guide needed here | |||
|
Wealth 10 | Mediterranean, Svanna Temperate Grassland, Xeric Shrubland |
If you love money, you'll love Tobacco. | |||
|
Tea Leaves 100 (Herbalism) | Tropical Forest, Temperate Grassland Tropical Rainforest, Temperate Rainforest |
Guide needed here | |||
|
Mandrake 150 | Temperate Forest | Guide needed here | |||
|
Silk 90 (Seafaring) | Temperate Forest Temperate Rainforest |
Guide needed here | |||
|
Food 50 Grape 150 |
Mediterranean Temperate Grassland |
Guide needed here | |||
|
Cotton 50 (Feudalism) | Mediterranean, Temperate Grassland Savanna |
Guide needed here | |||
|
Coffee Beans 40 (Coffee Houses) | Mediterranean, Savanna Tropical Forest |
Guide needed here | |||
|
Rubber 50 (Industrialization) | Tropical Forest Tropical Rainforest |
Guide needed here | |||
|
Dye 150 (Haberdashery, Respective Art, Weaving) |
Mediterranean, Savanna Temperate Forest, Temperate Grassland Temperate Rainforest, Tropical Forest Tropical Rainforest |
Guide needed here | |||
|
Wealth 10 Incense 20 |
Arid Desert, Mediterranean Xeric Shrubland |
Guide needed here | |||
|
Horse 100 (Animal Husbandry, Chariots, Heavy Plows, Horseshoes) |
Mediterranean, Savanna Taiga, Temperate Grassland Xeric Shrubland |
Once you have Horses, build Stables in every city just for the Expert slot giving +10 City Build Production. | |||
|
Cattle 150 (Animal Husbandry) | Mediterranean, Savanna Temperate Grassland |
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. | |||
|
Live Hogs 150 (Animal Husbandry) Tallow 200 (Candles) |
Temperate Forest, Taiga Temperate Grassland, Savanna |
Guide needed here | |||
|
Wool 155 Domestic Sheep 100 (Animal Husbandry) |
Mediterranean, Savanna Taiga, Temperate Grassland |
Guide needed here | |||
|
Wool 145 Domestic Goat 100 (Animal Husbandry) |
Mediterranean, Savanna Taiga, Temperate Grassland | ||||
|
Wool 150 Llama 150 (Animal Husbandry) |
Tropical Forest Tropical Rainforest | ||||
Hunting Camp and its upgrades | ||||||
Node | Outputs | Spawns in | Guide | |||
|
Camel 50 (Animal Husbandry) | Arid Desert |
Besides Horses and Cows, Camels are the only way to make Carriages at any reasonable speed without spending a ton of Wealth. | |||
|
Fur 40 | Mediterranean Savanna |
Guide needed here | |||
|
Fur 50 | Temperate Forest, Taiga Temperate Grassland, Tundra Temperate Rainforest |
Guide needed here | |||
|
Food 25 Fur 75 Venison 75 (Animal Husbandry) |
Temperate Forest, Taiga Temperate Grassland, Savanna Temperate Rainforest, Mediterranean |
Guide needed here | |||
|
Bison 175 (Animal Husbandry) | Savanna Temperate Grassland |
Guide needed here | |||
|
Elephant 50 (Animal Husbandry) Ivory 30 (Animal Husbandry) |
Tropical Forest, Mediterranean Tropical Rainforest, Savanna |
Guide needed here | |||
Fishing Net and its upgrade | ||||||
Node | Outputs | Spawns in | Guide | |||
|
Food 10 Fish 20 (Ropemaking, Sails, Seafaring) Tallow 40 (Candles) |
Coastal Water | Guide needed here | |||
|
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 | ||||
Stone Pit and its upgrades | ||||||
Node | Outputs | Spawns in | Guide | |||
|
Materials 20 Copper 100 (Bronze Working) Silicates 50 (Engineering, Gunpowder) |
All Biomes except Water and Mountains |
Your primary source of Metal Ingots if you don't have a Meteorite. Iron is more efficient than Copper. | |||
|
Iron 100 (Bronze Working) Silicates 50 (Engineering, Gunpowder) |
All Biomes except Water and Mountains | ||||
|
Metal Ingot 200 (Bronze Working) Precious Metal 275 Heavy Metal 250 (Industrialization, Stained Glass, The Scientific Method) |
All Biomes except Water and Mountains | Can make Metal Ingots directly, normally this requires a Blacksmith using either of the two resources above. | |||
|
Precious Metal 275 Wealth 5 |
Arid Desert, Savanna Cold Desert, Taiga Polar Desert, Tundra |
Guide needed here | |||
|
Precious Stones 150 Wealth 25 |
Cold Desert, Tropical Rainforest Tundra, Xeric Shrubland |
Guide needed here | |||
|
Guide needed here | |||||
|
Guide needed here | |||||
|
Guide needed here | |||||
|
Guide needed here | |||||
|
Guide needed here | |||||
|
Guide needed here | |||||
|
Guide needed here | |||||
|
Guide needed here | |||||
Oil Well | ||||||
Node | Outputs | Spawns in | Guide | |||
|
Guide needed here | |||||
|
Guide needed here |
See Also
- List of Goods (Amenities, Supplies, etc)
- List of Improvements