What are the five sources useful?
Learn the weighted use area of each resource and why it should be kept balanced.
How it works
- Only wood, stone, food and iron can be listed on the player market; gold is the currency of those listings. NPC barter trades all five resources.
- Building upgrades never cost gold; gold goes to stage costs from Stage 6 onward, specialisations, founding villages and Market purchases.
- Repair costs 70% of the missing integrity in wood, 35% in stone and 12% in iron; no food or gold is spent.
- Founding a new village costs all five resources (2nd village: 24,300 wood, 14,850 stone, 20,250 food, 3,375 iron, 1,350 gold) and is paid from the capital's warehouse.
Step by step
- Open the costs of your nearby targets and determine which source is a common bottleneck.
- Develop production buildings not only according to their current stock, but according to the next two goals.
- Always leave a small march and a share of management for food and gold.
- Evaluate the accumulated resource in building, training, market, or alliance operations before overflowing.
Key numbers
- Wood
- Structure and preparation — It is the basic input of constructions, production buildings and many unit orders.
- Stone
- Permanent development — It is particularly prominent in building levels, walls and fortification investments.
- Food
- Army and march — Military training is important for road preparation and the continuity of the population.
- Iron
- Military technology — Further troops, weapons, and defense investments are needed more.
- Gold
- Management and trade — Used in the market, council, advanced development and elite units.
← Manage warehouse occupancy and overflow · How do production bonuses combine? →