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🪵 Resources & the Three Tiers

Every resource, which tier it sits in, and where it comes from.

What the realm is actually holding, by tier
Every city's stockpile added together, right now. The gap between the tiers is the whole shape of the economy: raw material is abundant, luxury is not.
Tier 1 — raw
15,521,250
Tier 2 — crafted
1,717,773
Tier 3 — luxury
9,625
Live totals across every city — this chart changes hour to hour as the realm produces and spends.

Resources

Resources are shared at the city level. They flow in from building production and gather actions, and flow out toward build projects and trade routes. Resources are organized into tiers:

🔄 Active trades appear on the 🔄 Trade tab of /resources (grouped by resource) and beneath each resource on a city's page — direction, amount, and cadence, e.g. ⬇ +100/hr from Buzz Hollow (incoming) or ⬆ −5/day to SpudVille (outgoing). Everyday goods move every hour (/hr); rare luxury goods move once daily (/day).

📉 Est. next-tick draw. The 📉 Forecast tab of /resources estimates what your city is about to consume next hour — how much your Craftworks workers (or Masterwork, once upgraded — see Crafting) will pull to make their goods, the ongoing upkeep your Residential Districts draw to keep their families fed, plus (if your next queued action is a craft) what that craft will use. It's an estimate (marked ) based on your current stockpile, so you can spot a resource about to run dry before it happens.

Tier 0 — City Currency

💸
Treasury

The city's shared fund. Produced by Town Hall only. Gathered via /queue_treasury (10–25💸 per action). Used to pay building construction costs. For cities with a Customs House, gathering any T1 resource and exporting it also earns Treasury (see Trade & Endgame for current export prices) — but a raw gather still feeds build projects too, so it's usually the better use of a queue slot.

💰 Gold is your personal currency — earned as wages each tick, spent on tools, your Estate track, and tier progression. It never enters the city stockpile.

Tier 1 — Raw Materials

Gathered by players or produced by buildings each tick. Foundation of all construction.

🪵
Timber

Produced by Sawmill. Primary construction material. Gatherable via /queue_timber.

🪨
Stone

Produced by Quarry. Heavy construction material. Gatherable via /queue_stone.

🔩
Iron Ore

Produced by Mine. Smelt with Coal into Iron Ingots. Gatherable via /gather_iron or /gather_iron_ore.

🌾
Grain

Produced by Farm. Sustains population. Gatherable via /queue_grain.

Coal

Produced by Coal Shaft. Required fuel for smelting. Gatherable via /queue_coal.

🧵
Fiber

Produced by Textile Mill. Also gatherable via /queue_fiber. Used to craft Rope (2× Fiber + Scythe).

🏺
Clay

Produced by Clay Pit. Also gatherable via /queue_clay. Used to craft Bricks (2× Clay + Shovel).

🦊
Pelts

Brought back by hunters from the wilderness. Requires a Hunter's Lodge (Town Hall 2) and a Bow. Not gatherable via the action queue — only obtained through hunting trips via the 🏹 Hunt nav button or /gocamping. Processed into Leather at the workbench using a Tanning Rack. The heavier the animal you bag, the more pelts it gives — two catches of the same weight always bring back the same pelts, no matter how you caught them, and farther hunting grounds hold bigger, rarer game that pays more per catch.

Tier 2 — Crafted Materials

Processed from Tier 1 resources using personal crafting tools. Required for Level 2+ building upgrades — your city needs these in its shared stockpile before the project can complete.

Use /craft to open the crafting panel. The panel shows all recipes, what you have in stock, and which ones you can afford right now. Tap a recipe button to start it immediately — resources are deducted from the city stockpile on start and output is added when the craft finishes.

🪚 You need a Workbench (1,500g at /vendor) to use the crafting queue. The recipe's tool (Axe, Shovel, Scythe, Crucible, or Chisel) must also be in your personal kit.

📋
Planks

Processed lumber. Recipe: 2× Timber + Axe.

🧱
Bricks

Durable fired blocks. Recipe: 2× Clay + Shovel.

⚙️
Iron Ingots

Smelted ingots. Recipe: 1× Iron Ore + 1× Coal + Crucible.

🗿
Mortar

Binding material for building upgrades. Recipe: 2× Stone + Pickaxe. Required by several Level 2+ buildings (Mine, Coal Shaft, Quarry, Bank, Library) and the Town Hall's Level 3 upgrade.

🔧
Steel

High-grade alloy. Recipe: 1× Iron Ingots + 1× Coal + Crucible.

🪢
Rope

Rigging and construction material. Recipe: 2× Fiber + Scythe.

Charcoal

High-temperature fuel. Recipe: 1× Timber + 1× Coal + Crucible.

🧥
Leather

Tanned hide. Recipe: 2× Pelts + Tanning Rack. Requires a Hunter's Lodge (unlocks both Pelts and the Tanning Rack tool). The Tanning Rack has a 15%-per-level chance of producing double output — up to 75% at Level 5 — on top of the usual level multiplier every crafting tool gets, not instead of it.

🛋️
Furnishings

Beds, tables and chairs worked from leather and planks. Recipe: 1× Leather + 1× Planks + Chisel (2,500g at /vendor, requires a Craftworks). One of five goods the Merchant Quarter district consumes.

🧶
Cloth

Woven fabric for a district's families. Recipe: 1× Fiber + 1× Rope + Scythe. A Merchant Quarter district good.

🥫
Provisions

Preserved food packed from grain. Recipe: 2× Grain + Scythe. A Merchant Quarter district good.

🍽️
Crockery

Fired household pottery from clay. Recipe: 2× Clay + Shovel. A Merchant Quarter district good.

🪛
Fittings

Metal hinges, nails and brackets from iron ingots and steel. Recipe: 1× Iron Ingots + 1× Steel + Crucible. A Merchant Quarter district good.

🛋️ The last five — Furnishings, Cloth, Provisions, Crockery and Fittings — arrived with the Merchant Quarter district tier. They're crafted the same way as everything else, but instead of feeding building upgrades they feed a Merchant Quarter's move-in and upkeep — see Cities & Building for districts.

Tier 3 — Luxury Goods

Rare resources required to construct Tier 3 specialty buildings. They are not gatherable — your city can only get them three ways:

Luxury goods are only shown in /resources once your city has some — they don't clutter the stockpile view at zero.

💎
Diamonds

Produced by Gem Cutter's Workshop.

🪡
Silk

Produced by Silk Loom.

🏛
Marble

Produced by Marble Workshop.

🌶
Spices

Produced by Spice Market.

🪟
Glass

Produced by Glassworks.

🎨
Dyes

Produced by Dye House.

💥
Gunpowder

Produced by Powder Mill.

💚
Jade

Produced by Jade Carver.

🍷
Fine Wine

Produced by Winery.

🖼
Tapestry

Produced by Tapestry Hall.

/resources Full stockpile view: amounts, per-tick production rates, and active project draw progress per resource.
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