Resources & Fields questions and answers
These are the published Resources & Fields questions, with the answer under each one.
Does the Hero consume wheat?
No. The Hero is exempt from wheat upkeep and adds no cost to the village's troop upkeep.
Does the Hero provide a village resource-production bonus?
No. Resource production does not increase from Hero level or from stationing a Hero in a village. Production bonuses come from bonus buildings, oases, Artefacts, and the relevant Plus features.
Does tribe choice directly change resource production?
No. Roman, Germanic, Greek, and Arab villages use the same field-production curves, bonus-building values, and storage capacities. Tribe differences come from troops and special buildings, not a flat resource-production modifier.
How do game-world settings scale production and storage?
Resource-field production applies both the world's resource multiplier and its speed multiplier. Storage buildings apply only the capacity multiplier because capacity is not a time rate, while Crannies use the world's Cranny multiplier.
How do resources accumulate over time?
The game derives the current balance from the stored value, elapsed time, production rate, and active percentage bonuses. The result is rounded to a whole amount and cannot exceed the relevant storage capacity.
How does Auto-use choose resource items?
It covers the deficit with the least surplus, then the fewest item units, using items that give a single resource. When it cannot plan automatically, for example when the items for different resources would together pass 1,000, you pick the items yourself on the Manual tab. Storage must fit each complete item effect, and all surplus is shown before confirmation.
How does automatic feeding protect a village from starvation?
The direct account owner can enable a separate policy for each village under Reward Bank → Resources → Auto-feed, then save it for one village, the exact group of villages sharing that policy, or all current villages. On the crop tick that would kill troops, owned wheat items are used first toward the Granary capacity or a custom target. Gold purchases of wheat-item bundles can also be authorized within a per-village daily limit and a minimum balance to keep. Any wheat delivered prevents losses for that tick; if no eligible item or purchase can deliver wheat, normal starvation losses happen immediately. Future villages are not enabled automatically, and the policy does not transfer to a new owner after conquest.
How is a village's net wheat production calculated?
Net wheat equals gross wheat production after all additive bonuses minus population, troop, and owned-oasis-garrison upkeep. Grain Mill, Bakery, oasis, production Plus, and Resource Production Artefact bonuses add into one percentage rather than multiplying each other.
How is each unit's wheat upkeep determined?
Each unit type has a base hourly wheat upkeep. Units with upkeep use a whole effective amount of at least 1, while Nature and Tatar units consume 0. The Horse Drinking Trough reduces Roman cavalry upkeep at its defined levels.
How is Warehouse and Granary capacity calculated?
Each building level has an explicit capacity value, multiplied by the game world's capacity setting. World speed does not multiply storage because it is not a production rate. Warehouse and Granary base values run from 1,700 at level 1 to 80,000 at level 20 before the world multiplier.
What are the four resources in the game?
The four resources are wood, clay, iron, and wheat. Each village tracks the current amount, production rate, storage capacity, and percentage bonus for every resource.
What happens when a resource field reaches level 0?
A destroyed field produces nothing. Its village keeps its separate base income. A fixed field keeps its type at level 0; an emptied flexible plot can be rebuilt as any resource type.
What happens when wheat reaches 0 while net production is negative?
The village enters Starving when wheat reaches 0 while net production remains negative. Automatic feeding runs only when that tick would actually kill a unit, so a starving village with no troops spends neither items nor Gold. When a casualty is pending, an enabled policy tries to deliver wheat; any delivery prevents losses for that tick. If no wheat arrives, losses occur in batches: foreign reinforcements first, then home troops, then troops in transit. The recruitment wheat cost of lost units is returned to the Granary.
What is free crop, and when can it block construction?
Free crop is gross wheat production minus building-population upkeep; troop and Hero upkeep are not included. Construction is rejected if the upgrade would leave less than 1 free crop. Croplands and granaries remain allowed, while a Grain Mill or Bakery upgrade must actually improve free crop.
What is the base production value of a level 1 resource field?
Wood, clay, iron, and wheat fields each start with a base production value of 5 at level 1. The world's production speed and other bonuses are then applied.
When does an action show Get resources?
It appears when the selected village has a real resource deficit, you may use items, and no other hard blocker exists, such as a missing prerequisite, busy queue, free-crop failure, or stopped game world. If normal production can cover the deficit, its free ready time remains visible beside the option.
Which buildings determine resource storage capacity?
The Warehouse and Great Warehouse determine wood, clay, and iron capacity. The Granary and Great Granary determine wheat capacity only. Capacities from multiple copies of the same storage building add together.
Which buildings provide percentage bonuses to resource production?
The Sawmill boosts wood, the Brickyard boosts clay, and the Iron Foundry boosts iron. The Grain Mill and Bakery boost wheat, and their bonuses add together rather than multiplying each other. Each of these buildings has 5 levels and adds 5% per level, so level 5 gives 25%, and the Grain Mill and Bakery together give up to 50% on wheat. The Sawmill needs a Woodcutter at level 10 and the Main Building at level 5. The Brickyard needs a Clay Pit at level 10 and the Main Building at level 5. The Iron Foundry needs an Iron Mine at level 10 and the Main Building at level 5. The Grain Mill needs a Cropland at level 5. The Bakery needs a Cropland at level 10, the Grain Mill at level 5, and the Main Building at level 5.
Which village pays wheat upkeep for reinforcements and travelling troops?
The host village pays for reinforcements that have arrived and are stationed there. The home village pays for its troops still travelling, including attacks, raids, scouts, reinforcements, and settlers. A returning reinforcement is billed to its home side only once.
Who pays wheat upkeep for an owned oasis garrison?
The parent village pays the wheat upkeep of troops stationed in its owned oasis. That cost appears in the parent village's net wheat rate; the oasis does not carry a separate net wheat rate.



