Resources are the ingredients you need to build your empire.

Income[edit | edit source]

Most resources are gained as income from your Cities. Cities have an inherent amount of Gold Gold and Production Production they generate per turn, and they will project domain, allowing you to harvest resources from the Treasure Sites around your cities. Only explored, unoccupied treasure sites inside your domain will generate resources.

Domain[edit | edit source]

Domain represents the control your cities have over the lands around them, and will grow along with the City, allowing that city to harvest the resources from more treasure sites. Aside from growing by size, the domain radius will also grow from certain Buildings.

Happiness[edit | edit source]

Happiness Happiness will indirectly influence any resource gains from cities. If a city's Happiness Happiness exceeds 200, there will be a bonus to all resource income, and should it fall under -200, there will be a penalty. Note that unlike Gold Gold, Happiness Happiness does not accumulate over time but is always calculated from its currently active benefits and penalties.

The Happiness Happiness levels have the following effects:

Happiness Rebellious Very Unhappy Unhappy Content Happy Very Happy Cheerful
Symbol
Rebellious
Very Unhappy
Unhappy
Content
Happy
Very Happy
Cheerful
Range -600 and less -599 to -400 -399 to -200 -199 to 199 200 to 399 400 to 599 600 and more
Modifier -50 % -30 % -15 % - +15 % +30 % +50 %

Happiness Empire Happiness is the base value, after which any other values are added to become the eventual city Happiness Happiness. The following Buildings will increase city happiness:

  • +100 Happiness Public Baths
  • +100 Happiness Hospital
  • +100 Happiness Grand Palace

The following Treasure Sites generate Happiness Happiness:

  • + 30 Happiness Flowers of Solace
  • + 50 Happiness Ancient Ruins (Also produces: 10 Knowledge Knowledge)
  • +100 Happiness Spring of Life (Also produces: 150 Population)
  • +100 Happiness Inn
  • +200 Happiness Hearts
  • +150 Happiness Hall of the Forefathers (Also produces: 15Knowledge Knowledge and 150 Dead Population Dead Population)

Also, Happiness Happiness is influenced by the Terrain in the city's domain. Certain races either like, dislike, or hate terrain, which can massively affect Happiness Happiness. See the Terrain page for the race-specific modifiers.

Halfling cities have a race-inherent +50 bonus to Happiness Happiness.

Gold[edit | edit source]

Gold Gold is a resource required to build Units and Buildings in your cities, and is used to pay the Upkeep cost for most units. A City will generate the following amount of Gold Gold, depending on size:

City Size Outpost Village Town City Metropolis
Gold Income 2 10 20 30 40

Aside from inherent income from cities, Gold can be produced by having the following Treasure Sites in your domain:

  • +10 Gold Gold Mine
  • +10 Gold Lucky Cloverfield
  • +20 Gold Trading Post
  • +30 Gold Ziggurat
  • +15 Gold Lost City (Also produces: 15 Mana Mana and 100 Population Population)
  • + 5 Gold Master Shipyard (Also produces: 5 Mana Mana and 10 Production Production)
  • +10 Gold Sunken City (Also produces: 10 Mana Mana, 10 Knowledge Knowledge and 10 Production Production)
  • + 5 Gold Tomb (Also produces: 5 Mana Mana, 5 Knowledge Knowledge and 5 Production Production)
  • +10 Gold Sphinx Temple (Also produces 10 Mana Mana and 10 Knowledge Knowledge)

Certain Class Empire Upgrades can also increase Gold Gold income.

Tigran cities inherently generate an additional 5 Gold Gold.

While a city's production is set to Merchandise, its Gold Gold income is increased by 50%.

Mana[edit | edit source]

Mana Mana is used to cast spells, build some Units and Buildings, and pay the upkeep of summoned units. It is primarily generated by city Buildings and Treasure Sites. These city buildings are:

  • +10 Mana Shrine
  • +10 Mana Temple
  • +10 Mana Grand Temple
  • + 5 Mana Some Class Structures

Also, the following Treasure Sites increase Mana Mana income:

  • +10 Mana Mana Node
  • +10 Mana Well of Souls
  • +20 Mana Crystal Tree
  • +30 Mana Forbidden Sanctum
  • +15 Mana Lost City (Also produces: 15 Gold Gold and 100 Population Population)
  • + 5 Mana Master Shipyard (Also produces: 5 Gold Gold and 10 Production Production)
  • + 5 Mana Corrupted Spring (Cast Corrupt the Source.png Corrupt the Source on a Spring of Life)
  • +10 Mana Sunken City (Also produces: 10 Gold Gold, 10 Knowledge Knowledge and 10 Production Production)
  • + 5 Mana Tomb (Also produces: 5 Gold Gold, 5 Knowledge Knowledge and 5 Production Production)
  • +10 Mana Sphinx Temple (Also produces 10 Gold Gold and 10 Knowledge Knowledge)
  • +10 Mana Castle of the Lich King (Also produces 20 Production Production, 10 KnowledgeKnowledge and 200 Dead Population Dead Population)

Certain Class and Specialization Empire Upgrades will also increase Mana Mana income.

While a city's production is set to Generate Mana, its Mana Mana income is increased by 50%.

Draconian cities inherently generate an additional 3 Mana Mana.

Mana Cap[edit | edit source]

Unlike Gold Gold however, Mana Mana can not be accumulated in infinite amounts. There is a Mana Capacity Mana Cap, which is the maximum amount of Mana you can have at any given moment. Each player has a base Mana Capacity Mana Cap of 500, and it can be increased in one of the following ways:

  • Researching Casting Points Casting Point Empire Upgrades. These are located in the top-left corner of your research book, and there are seven of them, each one costing more Knowledge Research than the previous one. Each of these increases your Mana Capacity Mana Cap by 100.
  • The following Buildings will increase Mana Capacity by 100:

Casting Points[edit | edit source]

Aside from your Mana Mana reserves, the amount of Mana Mana you can pour into spells per turn is also limited by your Casting Points Casting Points. For your Leader, both the amount of remaining Casting Points Casting Points and the maximum are shown in your resource bar at the top of your screen. For your Heroes, the unit stats window will show these values.

Unlike other resources, your Casting Points Casting Points will always refill completely when your turn ends - both for your Leader and all of your Heroes. Every Leader starts a new game with 20 Casting Points Casting Points. The maximum amount of Casting Points Casting Points for your leader can be raised in one of three ways:

  • Researching Casting Points Casting Point Empire Upgrades. These are located in the top-left corner of your research book, and there are seven of them, each one costing more Knowledge Research than the previous one. Each of these gives your Leader +10 Casting Points Casting Points.
  • Including Hearts in your cities' Domains. Each of these gives +10 Casting Points Casting Points.
  • Building Grand Palaces in your Cities. Each of these gives +10 Casting Points Casting Points.

Sorcerer Leader and Heroes start with the Channeler.png Channeler ability, which provides an additional 5 Casting Points from the start.

Knowledge[edit | edit source]

Knowledge is required to research new spells and technologies. There is no current amount of Knowledge Knowledge that you can spend; instead, all Knowledge Knowledge income is directly used for the current Research. Knowledge Knowledge is gained in Cities with the following Buildings:

  • +10 Knowledge Laboratory
  • +10 Knowledge Observatory
  • +10 Knowledge Arcane Item Forge
  • + 5 Knowledge Some Class Structures

Also, the following Treasure Sites increase Knowledge Knowledge income:

  • +10 Knowledge Shrines to certain entities,
  • +10 Knowledge Lost Library
  • +20 Knowledge Vault of Knowledge
  • +30 Knowledge Wizard Tower Ruins
  • +10 Knowledge Ancient Ruins (Also produces: 50 Happiness Happiness)
  • +10 Knowledge Sunken City (Also produces: 10 Gold Gold, 10 Mana Mana and 10 Production Production)
  • + 5 Knowledge Tomb (Also produces: 5 Gold Gold, 5 Mana Mana and 5 Production Production)
  • +10 Knowledge Sphinx Temple (Also produces 10 Gold Gold and 10 Mana Mana)
  • +15 Knowledge Hall of the Forefathers (Also produces 150 Happiness Happiness and 150 Dead Population Dead Population)
  • +10 Knowledge Castle of the Lich King (Also produces 20 Production Production, 10 ManaMana and 200 Dead Population Dead Population)

Certain Class Empire Upgrades will increase the amount of Knowledge Knowledge you gain.

While a city's production is set to Seek Knowledge, its Knowledge Knowledge income is increased by 50%

High Elf cities inherently generate an additional 3 Knowledge Knowledge.

Production[edit | edit source]

Production Production is the amount of work a city can output per turn. Both Units and Buildings need a certain amount of Production Production to complete, equal to the total amount of Gold Gold and Mana Mana that the units or building costs. Like Knowledge Knowledge, there is no storage of Production Production, and it is automatically devoted to the city's assigned production.

Cities have an inherent Production Production capacity that depends on City Size. The following Buildings will increase production:

  • +20 Production Builders' Hall
  • +10 Production Siege Workshop
  • +15 Production Masters' Guild

The following Treasure Sites increase Production Production income:

  • +10 Production Magma Forge
  • +20 Production Flowrock Quarry
  • +30 Production Dungeon
  • + 5 Production Haste Berries
  • +10 Production Sunken City (Also produces: 10 Gold Gold, 10 Mana Mana and 10 Knowledge Knowledge)
  • + 5 Production Tomb (Also produces: 5 Gold Gold, 5 Mana Mana and 5 Knowledge Knowledge)
  • +20 Production Castle of the Lich King (Also produces 10 Mana Mana, 10 Knowledge Knowledge and 200 Dead Population Dead Population)

The production options Merchandise, Generate Mana, Seek Knowledge, and Build Housing are unaffected by the amount of Production Production in the city. They will always give the same bonus.

Human cities inherently generate an additional 10 Production Production.

Population[edit | edit source]

The current Population Population of a city determines its size; the Population value shown next to a city's other per-turn income is the amount by which the city's Population Population grows per turn. The growth rate can be increased by the following Buildings:

  • +100 Population Store House
  • +100 Population Hospital

The following Treasure Sites increase Population Population growth:

  • +30 Population Bountiful Melons
  • +100 Population Great Farm
  • +100 Population Lost City (Also produces: 15 Gold and 15 Mana)
  • +150 Population Spring of Life (Also produces: 100 Happiness)

Goblin cities enjoy a race-inherent 10% bonus to Population Population growth, while High Elf cities inherently suffer from a 10% decrease.

The Expander specialization increases the Population Population growth bestowed by Great Farms and Springs of Life.

Dead Population[edit | edit source]

Ghouled Cities have no normal Population Population, but Dead Population Dead Population instead. Dead Population Dead Population has no base growth, but can be generated by the following buildings:

  • +200 Dead Population Harvesters Guild
  • +50 Dead Population Embalmers Guild
  • +50 Dead Population Cathedral of Bones

The following Treasure Sites increase Dead Population Dead Population growth:

  • +100 Dead Population Corrupted Farm (Cast Corrupt the Source.png Corrupt the Source on a Great Farm)
  • +150 Dead Population Corrupted Spring (Cast Corrupt the Source.png Corrupt the Source on a Spring of Life)
  • +100 Dead Population Well of Souls
  • +150 Dead Population Hall of the Forefathers (Also produces 15 Knowledge Knowledge and 150 Happiness Happiness)
  • +200 Dead Population Castle of the Lich King (Also produces 20 Production Production, 10 Mana Mana and 10 Knowledge Knowledge)

As with regular Population Population, ghouled Goblin cities enjoy a race-inherent 10% bonus to Dead Population Dead Population growth, while ghouled High Elf cities inherently suffer from a 10% decrease.

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