Resources are the ingredients you need to build your empire.
Income[]
Most resources are gained as income from your Cities. Cities have an inherent amount of Gold and 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[]
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[]
Happiness will indirectly influence any resource gains from cities. If a city's 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, Happiness does not accumulate over time but is always calculated from its currently active benefits and penalties.
The Happiness levels have the following effects:
Happiness | Rebellious | Very Unhappy | Unhappy | Content | Happy | Very Happy | Cheerful |
---|---|---|---|---|---|---|---|
Symbol | |||||||
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 % |
Empire Happiness is the base value, after which any other values are added to become the eventual city Happiness. The following Buildings will increase city happiness:
The following Treasure Sites generate Happiness:
- + 30 Flowers of Solace
- + 50 Ancient Ruins (Also produces: 10 Knowledge)
- +100 Spring of Life (Also produces: 150 )
- +100 Inn
- +200 Hearts
- +150 Hall of the Forefathers (Also produces: 15 Knowledge and 150 Dead Population)
Also, Happiness is influenced by the Terrain in the city's domain. Certain races either like, dislike, or hate terrain, which can massively affect Happiness. See the Terrain page for the race-specific modifiers.
Halfling cities have a race-inherent +50 bonus to Happiness.
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, depending on size:
City Size | Outpost | Village | Town | City | Metropolis |
---|---|---|---|---|---|
Income | 2 | 10 | 20 | 30 | 40 |
Aside from inherent income from cities, can be produced by having the following Treasure Sites in your domain:
- +10 Gold Mine
- +10 Lucky Cloverfield
- +20 Trading Post
- +30 Ziggurat
- +15 Lost City (Also produces: 15 Mana and 100 Population)
- + 5 Master Shipyard (Also produces: 5 Mana and 10 Production)
- +10 Sunken City (Also produces: 10 Mana, 10 Knowledge and 10 Production)
- + 5 Tomb (Also produces: 5 Mana, 5 Knowledge and 5 Production)
- +10 Sphinx Temple (Also produces 10 Mana and 10 Knowledge)
Certain Class Empire Upgrades can also increase Gold income.
Tigran cities inherently generate an additional 5 Gold.
While a city's production is set to Merchandise, its Gold income is increased by 50%.
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 Shrine
- +10 Temple
- +10 Grand Temple
- + 5 Some Class Structures
Also, the following Treasure Sites increase Mana income:
- +10 Mana Node
- +10 Well of Souls
- +20 Crystal Tree
- +30 Forbidden Sanctum
- +15 Lost City (Also produces: 15 Gold and 100 Population)
- + 5 Master Shipyard (Also produces: 5 Gold and 10 Production)
- + 5 Corrupted Spring (Cast Corrupt the Source on a Spring of Life)
- +10 Sunken City (Also produces: 10 Gold, 10 Knowledge and 10 Production)
- + 5 Tomb (Also produces: 5 Gold, 5 Knowledge and 5 Production)
- +10 Sphinx Temple (Also produces 10 Gold and 10 Knowledge)
- +10 Castle of the Lich King (Also produces 20 Production, 10 Knowledge and 200 Dead Population)
Certain Class and Specialization Empire Upgrades will also increase Mana income.
While a city's production is set to Generate Mana, its Mana income is increased by 50%.
Draconian cities inherently generate an additional 3 Mana.
Mana Cap[]
Unlike Gold however, Mana can not be accumulated in infinite amounts. There is a Mana Cap, which is the maximum amount of you can have at any given moment. Each player has a base Mana Cap of 500, and it can be increased in one of the following ways:
- Researching 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 Research than the previous one. Each of these increases your Mana Cap by 100.
- The following Buildings will increase by 100:
- Grand Temple
- Certain Class Buildings. See the class pages for which one.
Casting Points[]
Aside from your Mana reserves, the amount of Mana you can pour into spells per turn is also limited by your Casting Points. For your Leader, both the amount of remaining 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 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. The maximum amount of Casting Points for your leader can be raised in one of three ways:
- Researching 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 Research than the previous one. Each of these gives your Leader +10 Casting Points.
- Including Hearts in your cities' Domains. Each of these gives +10 Casting Points.
- Building Grand Palaces in your Cities. Each of these gives +10 Casting Points.
Sorcerer Leader and Heroes start with the Channeler ability, which provides an additional 5 from the start.
Knowledge[]
Knowledge is required to research new spells and technologies. There is no current amount of Knowledge that you can spend; instead, all Knowledge income is directly used for the current Research. Knowledge is gained in Cities with the following Buildings:
- +10 Laboratory
- +10 Observatory
- +10 Arcane Item Forge
- + 5 Some Class Structures
Also, the following Treasure Sites increase Knowledge income:
- +10 Shrines to certain entities,
- +10 Lost Library
- +20 Vault of Knowledge
- +30 Wizard Tower Ruins
- +10 Ancient Ruins (Also produces: 50 Happiness)
- +10 Sunken City (Also produces: 10 Gold, 10 Mana and 10 Production)
- + 5 Tomb (Also produces: 5 Gold, 5 Mana and 5 Production)
- +10 Sphinx Temple (Also produces 10 Gold and 10 Mana)
- +15 Hall of the Forefathers (Also produces 150 Happiness and 150 Dead Population)
- +10 Castle of the Lich King (Also produces 20 Production, 10 Mana and 200 Dead Population)
Certain Class Empire Upgrades will increase the amount of Knowledge you gain.
While a city's production is set to Seek Knowledge, its Knowledge income is increased by 50%
High Elf cities inherently generate an additional 3 Knowledge.
Production[]
Production is the amount of work a city can output per turn. Both Units and Buildings need a certain amount of Production to complete, equal to the total amount of Gold and Mana that the units or building costs. Like Knowledge, there is no storage of Production, and it is automatically devoted to the city's assigned production.
Cities have an inherent Production capacity that depends on City Size. The following Buildings will increase production:
The following Treasure Sites increase Production income:
- +10 Magma Forge
- +20 Flowrock Quarry
- +30 Dungeon
- + 5 Haste Berries
- +10 Sunken City (Also produces: 10 Gold, 10 Mana and 10 Knowledge)
- + 5 Tomb (Also produces: 5 Gold, 5 Mana and 5 Knowledge)
- +20 Castle of the Lich King (Also produces 10 Mana, 10 Knowledge and 200 Dead Population)
The production options Merchandise, Generate Mana, Seek Knowledge, and Build Housing are unaffected by the amount of Production in the city. They will always give the same bonus.
Human cities inherently generate an additional 10 Production.
Population[]
The current Population of a city determines its size; the value shown next to a city's other per-turn income is the amount by which the city's Population grows per turn. The growth rate can be increased by the following Buildings:
The following Treasure Sites increase Population growth:
- +30 Bountiful Melons
- +100 Great Farm
- +100 Lost City (Also produces: 15 and 15 )
- +150 Spring of Life (Also produces: 100 )
Goblin cities enjoy a race-inherent 10% bonus to Population growth, while High Elf cities inherently suffer from a 10% decrease.
The Expander specialization increases the Population growth bestowed by Great Farms and Springs of Life.
Dead Population[]
Ghouled Cities have no normal Population, but Dead Population instead. Dead Population has no base growth, but can be generated by the following buildings:
The following Treasure Sites increase Dead Population growth:
- +100 Corrupted Farm (Cast Corrupt the Source on a Great Farm)
- +150 Corrupted Spring (Cast Corrupt the Source on a Spring of Life)
- +100 Well of Souls
- +150 Hall of the Forefathers (Also produces 15 Knowledge and 150 Happiness)
- +200 Castle of the Lich King (Also produces 20 Production, 10 Mana and 10 Knowledge)
As with regular Population, ghouled Goblin cities enjoy a race-inherent 10% bonus to Dead Population growth, while ghouled High Elf cities inherently suffer from a 10% decrease.