Resources
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Resources
Resources
How to Exploit the Earth
Resources
Around the world, scattered randomly, are deposits of primary resources. These are things that you can mine, or harvest, or otherwise obtain from the planet. From there, you can trade them away to other nations for whatever you need from them, or you can get more primary resources and build a factory to manufacture secondary resources. Secondary and tertiary resources will give you bonuses if you have access to them.
Obtaining Primary Resources:
Each primary resource (listed below), has 6 nodes in the world. If the Zone of Control of one of your cities goes over one of these nodes, you can build a mine, or a plantation or whatever (The names for these vary, they're listed below with the primary resources. The generic name is Gathering Point). You can only build three Gathering Points per node, and they cost 30PP each.
Each Gathering Point produces one UPC (unit per cycle) of its resource. (If you've played Civilization, you'll understand how this works). Basically, units don't stockpile. If you have three Iron Mines, then you have 3 UPC of Iron. The next turn, you will still have 3 UPC of Iron, and so on. Any that isn't in use is wasted. If you want to trade a resource to another nation, it's simple. You trade in UPC of a resource. Say France wants 1 UPC of Iron from you, and you have 3 Iron Mines. You send them 1 UPC of Iron. You now have 2 UPC of Iron and they have 1 UPC of Iron for as long as your agreement lasts.
Uranium is special in that it does stockpile, so if you have three uranium mines and you mine for ten cycles, you'll have 30 units of uranium. It doesn't work in UPC. Trading in it works by trading in units, not UPC.
Secondary and Tertiary Resources and Bonuses
Secondary Resources give bonuses (except Uranium, which gives no bonuses) and each one requires two Primary Resources to make. To make a Secondary Resource you need to build a Factory for that resource (50 PP). A factory takes one UPC of each Primary Resource and produces one UPC of its Secondary Resource. To increase production, you need to build more factories. Tertiary Resources act exactly like Secondary Resources, except they require two Secondary Resources to make and they give larger bonuses. As long as you have at least one UPC of a Secondary or Tertiary Resource, you can use its bonus. If you don't have at least one UPC of a resource, you don't get its bonus. Simple.
Resource List and Bonuses
This list shows all of the resources that can be made, along with how to make them.
- Resource List:
Primary Resources:
Iron - Iron Mine - Requirement: None
Coal - Coal Mine - Requirement: None
Rare Metals - Rare Metal Mine - Requirement: None
Clay - Clay Mine - Requirement: None
Oil - Oil Drill - Requirement: None
Rare Plants - Rare Plant Plantation - Requirement: None
Uranium - Uranium Mine - Requirement: Nuclear Physics
Secondary Resources:
Steel = Iron + Coal - Requirement: None
Plastics = Oil + Coal - Requirement: Artificial Plastics
Mechanisms = Iron + Rare Metals - Requirement: Industrialisation
Ceramics = Clay + Coal - Requirement: None
Pharmaceuticals = Oil + Rare Plants - Requirement: Modern Medicine
Pigments = Clay + Rare Plants - Requirement: None
RGU = Uranium + Uranium - Requirement: Nuclear Power (Not Yet Available)
Tertiary Resources:
Advanced Weapon Parts = Steel + Mechanisms - Requirement: Rifling
Advanced Circuitry = Rare Metals + Mechanisms - Requirement: Electronics (Not Yet Available)
Automobile Parts = Oil + Mechanisms - Requirement: Internal Combustion
Fine Art = Pigments + Ceramics - Requirement: None
Construction Supplies = Plastics + Steel - Requirement: Industrialisation
Advanced Medicines = Pharmaceuticals + Plastics - Requirement: Modern Medicine
Weapons Grade Uranium = RGU + RGU - Requirement: Nuclear Weapons (Not Yet Available)
This list shows all of the bonuses given by each Secondary and Tertiary resource.
- Bonuses:
Steel = 5% discount on MP costs for all units
Plastics = 5% discount on research PP costs
Mechanisms = +5% army movement speed on map
Ceramics = 5% discount on building PP costs
Pharmaceuticals = +0.5% population growth rate
Pigments = +5% tax income
Advanced Weapon Parts = 10% discount on MP costs for all units
Advanced Circuitry = 10% discount on research PP costs
Automobile Parts = +10% army movement speed on map
Construction Supplies = 10% discount on building PP costs
Advanced Medicines = +1% population growth rate
Fine Art = +10% tax income
Map
Below is a map of all resource nodes on the planet. They've been placed randomly. People picking land for their initial claim just because they want the resources will be frowned upon.
- Map:
Last edited by Charzy on Sat Sep 19, 2015 9:26 pm; edited 1 time in total
Charzy- Forum Terrorist
- Posts : 493
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Re: Resources
In our current timeframe we wouldn't know that offshore oil exists, really, or how to gather it. Maybe some nodes will appear once we reach a certain time or technology.
Re: Resources
No offshore oil because unneeded complexity.
Charzy- Forum Terrorist
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Re: Resources
Does a gathering node count as a building? I mean, if I got 9,000,000 pop total. Then I can build 9 buildings if I remember correctly. So if I build, let's say an iron mine. Can I only build 8 more buildings?
Appe96- Posts : 144
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Re: Resources
anyone?
Appe96- Posts : 144
Join date : 2014-12-14
Age : 27
Location : The dark side of ze Moon
Charzy- Forum Terrorist
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Re: Resources
Resource map updated.
Charzy- Forum Terrorist
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Re: Resources
Resource bonuses should be updated, Plastics and the other give discount on PP research cost, while thats no longer a thing.
cziken20- Posts : 563
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Re: Resources
Quick question. As it says, you need a factory to combine resources, costing 50 PP. My question is, does the factory act like the resource gathering node in the sense that it does not affect the building limit.
For example let's say I have 5 farms, 1 Uni, 2 Banks and 1 Factory district, totalling 9 buildings. Do I need to demolish one building to build the factory for the secondary resource or not, just like I can have 9 buildings and still have three mines?
For example let's say I have 5 farms, 1 Uni, 2 Banks and 1 Factory district, totalling 9 buildings. Do I need to demolish one building to build the factory for the secondary resource or not, just like I can have 9 buildings and still have three mines?
Appe96- Posts : 144
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