Resources and Processing
Basic materials, strategic deposits, collection, scarcity, and production chains.
resources_and_processingBasic resources
Timber, Stone, Food, Knowledge, and Influence support the early civilization. Local map features can create claimable five-minute collection spots or stronger worked-land yields inside your territory.
Strategic extraction
Iron Mines, Coal Mines, and Oil Wells may be constructed on any valid claimed land after the required technology is complete. The ground's terrain, elevation, slope, and hydrology determine a low permanent background yield quoted before construction. Rare nodes are fixed by normal deterministic world generation and do not form later on timers. A matching revealed node within 120 m provides much richer finite extraction. Nodes are valuable opportunities rather than progression requirements; Rare Earths remain node-only.
Fair regional access
Geology changes probability and strength, but every viable civilization needs a path to important materials. Resource trade, markets, expeditions, processing, NPC commerce, and broader fallback distribution prevent a flat city from becoming permanently unplayable.
Extraction pressure
Heavy extraction lowers hourly yield instead of permanently deleting a deposit. Renewable resources recover more readily; finite deposits retain a minimum viable floor so the persistent world is not exhausted forever.
Processing chains
Smelters turn Iron and Coal into Steel, Refineries turn Oil into Fuel, and advanced industry turns Rare Earths plus Steel into Components. Each building owns its own server-timed queue: PROCESS x1 or PROCESS ALL starts an idle processor, while QUEUE x1 or QUEUE ALL appends to one already running. Metallurgy accelerates Smelters, Petroleum Engineering accelerates Refineries, and Industrial Automation accelerates every processor again. If output storage fills or the building is demolished, unfinished batches are cancelled and their unused inputs are returned to that city.