Resources and production
Food, timber, stone and coin, storage caps, per-hour rates and how production works while you are away.
The four resources
| Resource | Used for |
|---|---|
| Food | Feeds troops and expeditions. Also part of many costs. |
| Timber | The main construction material. |
| Stone | Fortifications and higher-level construction. |
| Coin | Earned mainly from camps and outposts; used for upgrades and services. |
Production per hour
Farms, lumberyards and quarries each produce a fixed amount per hour that rises with level. Build them first.
| Building | Produces | Per hour at levels 1 to 5, each building | Allowed |
|---|---|---|---|
| Farm | food | 360 / 720 / 1,080 / 1,440 / 1,800 | x4 buildings |
| Lumberyard | timber | 300 / 600 / 900 / 1,200 / 1,500 | x4 buildings |
| Quarry | stone | 240 / 480 / 720 / 960 / 1,200 | x4 buildings |
Your resource bar shows the current rate for each resource.
Lazy production: it works while you are offline
The server does not tick every second for every player. Instead it works out what you earned from the time that has passed whenever you look, or when something spends or collects. The result is the same as if it had been running the whole time, so you earn while you sleep.
Storage caps
Your Keep sets the storage cap. Production stops when a resource reaches the cap, and extra production is lost, so spend before you fill up.
| Keep level | Storage cap |
|---|---|
| 1 | 2,000 |
| 2 | 4,000 |
| 3 | 7,000 |
| 4 | 11,000 |
| 5 | 16,000 |
Starting kit
| Setting | Value |
|---|---|
| Starting resources | 750 food, 600 timber, 400 stone, 150 coin |
| Starting troops | Militia x100 |
| Starting buildings | Keep level 1 |
| Starting known area | radius 6 tiles around your keep |
See Economy and resources for more numbers.