List of Resource Nodes: Difference between revisions
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|itemfile=Rice.png | |itemfile=Rice.png | ||
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|output={{Food}} Food {{Prod|25}}<br />{{Itemil-ext|Grain.png|List_of_Goods|Grain|100|5=}}<br />{{Itemil-ext|Malt.png|List_of_Goods|Malt|100|[[Brewing]]}} | |output={{Food}} Food {{Prod|25}}<br />{{Itemil-ext|Grain.png|List_of_Goods|Grain|100|5=}}<br />{{Itemil-ext|Malt.png|List_of_Goods|Malt|100|{[[Brewing]]}}} | ||
|biomes=Tropical Forest, Temperate Grasslands,<br />Tropical Rainforest, Mediterranean | |biomes=Tropical Forest, Temperate Grasslands,<br />Tropical Rainforest, Mediterranean | ||
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Revision as of 05:14, 15 October 2024
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This page is still under construction. It might not be complete or formatted properly. |

with a natural yield of 4




Also shown is a Ruins Cache
and


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:
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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
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 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.
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Node | Outputs | Spawns in | Guide | |||
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Tropical Forest, Temperate Grasslands, Tropical Rainforest, Mediterranean |
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, Savanna Tropical Rainforest, Xeric Shrubland |
Can make ![]() normally this requires a Fermenting Pit. | |||
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Tropical Forest Tropical Rainforest | ||||
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Tropical Forest Tropical Rainforest |
Guide needed here | |||
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Mediterranean Temperate Grassland, Xeric Shrubland |
Guide needed here | |||
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Tropical Forest Tropical Rainforest |
Guide needed here | |||
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Mediterranean, Svanna Temperate Grassland, Xeric Shrubland |
If you love money, you'll love Tobacco. | |||
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Tropical Forest, Temperate Grassland Tropical Rainforest, Temperate Rainforest |
Guide needed here | |||
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Temperate Forest | Guide needed here | |||
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Temperate Forest Temperate Rainforest |
Guide needed here | |||
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Mediterranean Temperate Grassland |
Guide needed here | |||
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Mediterranean, Temperate Grassland Savanna |
Guide needed here | |||
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Mediterranean, Savanna Tropical Forest |
Guide needed here | |||
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Tropical Forest Tropical Rainforest |
Guide needed here | |||
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![]() ![]() (Haberdashery, Respective Art, Weaving) |
Mediterranean, Savanna Temperate Forest, Temperate Grassland Temperate Rainforest, Tropical Forest Tropical Rainforest |
Guide needed here | |||
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Arid Desert, Mediterranean Xeric Shrubland |
Guide needed here | |||
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![]() ![]() (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. | |||
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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 ![]() ![]() | |||
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Temperate Forest, Taiga Temperate Grassland, Savanna |
Guide needed here | |||
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Mediterranean, Savanna Taiga, Temperate Grassland |
Guide needed here | |||
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Mediterranean, Savanna Taiga, Temperate Grassland | ||||
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Tropical Forest Tropical Rainforest | ||||
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Node | Outputs | Spawns in | Guide | |||
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Arid Desert |
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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Mediterranean Savanna |
Guide needed here | |||
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Temperate Forest, Taiga Temperate Grassland, Tundra Temperate Rainforest |
Guide needed here | |||
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Temperate Forest, Taiga Temperate Grassland, Savanna Temperate Rainforest, Mediterranean |
Guide needed here | |||
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Savanna Temperate Grassland |
Guide needed here | |||
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Tropical Forest, Mediterranean Tropical Rainforest, Savanna |
Guide needed here | |||
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Node | Outputs | Spawns in | Guide | |||
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Coastal Water | Guide needed here | |||
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Coastal Water | ||||
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![]() ![]() ![]() ![]() ![]() ![]() (Brewing, Coffee Houses, Germ Theory, Herbalism) |
Coastal Water | ||||
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Node | Outputs | Spawns in | Guide | |||
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All Biomes except Coastal Water and Mountains |
Your primary source of | |||
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All Biomes except Coastal Water and Mountains | ||||
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![]() ![]() ![]() ![]() ![]() ![]() (Industrialization, Stained Glass, The Scientific Method) |
All Biomes except Coastal Water and Mountains |
Can make ![]() normally this requires a Blacksmith using either of the two resources above. | |||
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Arid Desert, Savanna Cold Desert, Taiga Polar Desert, Tundra |
Guide needed here | |||
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Cold Desert, Tropical Rainforest Tundra, Xeric Shrubland |
Guide needed here | |||
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Guide needed here | |||||
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Guide needed here | |||||
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Guide needed here | |||||
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Guide needed here | |||||
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Guide needed here | |||||
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Guide needed here | |||||
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Guide needed here | |||||
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Guide needed here | |||||
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Node | Outputs | Spawns in | Guide | |||
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Guide needed here | |||||
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Guide needed here |
See Also
- List of Goods (Amenities, Supplies, etc)
- List of Improvements