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Every resource, which tier it sits in, and where it comes from.
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.
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.
Gathered by players or produced by buildings each tick. Foundation of all construction.
Produced by Sawmill. Primary construction material. Gatherable via /queue_timber.
Produced by Quarry. Heavy construction material. Gatherable via /queue_stone.
Produced by Mine. Smelt with Coal into Iron Ingots. Gatherable via /gather_iron or /gather_iron_ore.
Produced by Farm. Sustains population. Gatherable via /queue_grain.
Produced by Coal Shaft. Required fuel for smelting. Gatherable via /queue_coal.
Produced by Textile Mill. Also gatherable via /queue_fiber. Used to craft Rope (2× Fiber + Scythe).
Produced by Clay Pit. Also gatherable via /queue_clay. Used to craft Bricks (2× Clay + Shovel).
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.
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.
Processed lumber. Recipe: 2× Timber + Axe.
Durable fired blocks. Recipe: 2× Clay + Shovel.
Smelted ingots. Recipe: 1× Iron Ore + 1× Coal + Crucible.
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.
High-grade alloy. Recipe: 1× Iron Ingots + 1× Coal + Crucible.
Rigging and construction material. Recipe: 2× Fiber + Scythe.
High-temperature fuel. Recipe: 1× Timber + 1× Coal + Crucible.
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.
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.
Woven fabric for a district's families. Recipe: 1× Fiber + 1× Rope + Scythe. A Merchant Quarter district good.
Preserved food packed from grain. Recipe: 2× Grain + Scythe. A Merchant Quarter district good.
Fired household pottery from clay. Recipe: 2× Clay + Shovel. A Merchant Quarter district good.
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.
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.
Produced by Gem Cutter's Workshop.
Produced by Silk Loom.
Produced by Marble Workshop.
Produced by Spice Market.
Produced by Glassworks.
Produced by Dye House.
Produced by Powder Mill.
Produced by Jade Carver.
Produced by Winery.
Produced by Tapestry Hall.