All factions have a resource pile, representing readily available resources. The core resources are gold, food, influence and mana, which is only relevant to wizards. Non-wizard factions cannot gain or spend mana.
Resources are gained each turn from sites, follower tasks, some spells and occasionally from military action by armies. Some can also be purchased on the market.
Resources can be spent on construction, recruitment and spells. Upkeep is a term describing a passive, non-optional expenditure of resources to maintain a site, a unit, an on-going spell, a building, etc. Being unable to pay upkeep usually results in losing full or partial control of the associated asset (e.g. an enchantment expires, a military regiment suffer desertion, a paid follower leaves) or the quality being impacted negatively (e.g. a building becoming damaged, a fortress losing defensive value).
The following resources exist:
Gold: The primary currency, all market prices are quoted in gold. Represents wealth in general, so can in practice comprise for example solid gold bars, electrum coins, orc teeth or IOU notes. It depends on the game world.
Food: Creatures eat this so they don't die and to grow bigger.
Influence: An abstraction representing a social leverage. It includes authority, respect, owed favors, loyalty or even knowledge.
Mana: Magical power - usually stored in crystals or other special physical objects, but can in principle include raw mana available to the wizard. An essential resource for wizards - as it is used to cast and upkeep spells, summons, enchantments and bound regiments. Primarily gained from the Wizard Tower and Mana Nodes, but certain buildings and events can also yield mana.
Lumber: Processed wood and similar durable organic materials. Used in many construction projects.
Granite: Covers any stone or mineral suitable for permanent construction and fortification.
Gemstones: Precious gems such as diamonds, emeralds, rubies and sapphires.
Iron: The workhorse of metals, iron can be used in anything from swords to plowshares.
Bronze: Primitive cultures utilize this, often as a step towards mastering iron working. More advanced cultures may use it for decorative or arcane purposes.
Copper: An ornamental metal, which is also a component of bronze. Has many useful properties for magic and technology.
Silver: Valued not only for it's appearance, silver is antithetical to many evil and supernatural creatures, being useful both defensively and offensively against such.
Platinum: A rare metal, highly prized by alchemists for its catalytical properties.
Mithril: A very light and durable metal, mithril is a perfect material for armor. Forgiving and easily worked - even an apprentice blacksmith can create useful mithril objects. A master of the craft has no better vessel for his or her skill, and if that was not enough, mithril is a willing conduit for magical energies. A realm with a steady supply of mithril has a massive military advantage.
Adamantite: An incredibly durable and hard metal, useful for producing weapons and armor of the highest quality. Interestingly, it is the in many ways an opposite of mithril, being heavier and extremely difficult to enchant. It requires a patient and strong smith, with equally powerful furnaces, to master this metal.
Necrotite: Infused with shadow and death magic.
Oricalchum: A strange material which is ceramic and metallic at once. Created from the fusion of raw matter from all for four elements, this is a highly magical substance. Glows with primal power.
Ectoplasm: Green ghost-goo.
Wyrdstone: Primal chunks of stone with mutating properties and the ability to fuse with other materials.
Faerie Dust: Ephemereal glimmering substance connected with the fae.
Eternal Fire: Supernatural fire that cannot be extinguished by any but the most powerful magics.
Obsidian: Volcanic rock. Sharp, but brittle.
Marble: A classical material for buildings.
Jade: Green, soft stone. Good for making golems.
Coal: Used for steel and steam power.
Spices: Conserves food and improves taste. May have medical or mystical properties.
Herbs: Useful for magic, poison, medicine and religious ceremonies.
Dye: Colors textile.
Furs: Covers leather, hides, fur, etc.
Ambrosia: Magic food.
Nectar: Magic beverage.
Perfume: Smells good. Luxury trade good.
Wine: Alcoholic beverages are much valued by many creatures.
Learn about the game mechanics and modding functionality.
1 post • Page 1 of 1
Who is online
Users browsing this forum: No registered users and 1 guest