Resources
Otenos has four resources: timber, stone, iron and grain. Three of them build and arm; the fourth, grain, feeds your holding and your army. Every throne rises from the bounty of the land. This chapter explains where resources come from, where they're stored and what they're spent on.
The four resources
| Resource | Produced by | Mostly spent on |
|---|---|---|
| Timber | Sawmill | Buildings, boats, rams and trebuchets |
| Stone | Quarry | Wall, Storehouse and defensive buildings |
| Iron | Foundry | Heavy troops such as swordsmen, riders, sipahis and guardsmen |
| Grain | Farm | Upkeep for your army and the workers in your buildings |
Timber, stone and iron pay for buildings and units. Grain is never part of a building's cost; it's the upkeep your holding pays every hour.
Production
Each resource grows with the level of its building. A holding without the building still produces a small base flow; once the building stands, production climbs steeply, with each level producing about 23% more than the last.
| Level | Timber | Stone | Iron | Grain |
|---|---|---|---|---|
| 0 | 13 | 8 | 8 | 16 |
| 1 | 77 | 48 | 48 | 96 |
| 2 | 91 | 57 | 57 | 114 |
| 3 | 108 | 68 | 68 | 136 |
| 5 | 155 | 97 | 97 | 196 |
| 8 | 276 | 172 | 172 | 349 |
| 10 | 410 | 255 | 255 | 519 |
| 12 | 613 | 380 | 380 | 776 |
| 15 | 1,128 | 699 | 699 | 1,428 |
| 20 | 3,148 | 1,950 | 1,950 | 3,987 |
| Level | Timber | Stone | Iron | Grain |
|---|---|---|---|---|
| 0 | 13 | 8 | 8 | 16 |
| 1 | 77 | 48 | 48 | 96 |
| 2 | 91 | 57 | 57 | 114 |
| 3 | 108 | 68 | 68 | 136 |
| 4 | 129 | 81 | 81 | 163 |
| 5 | 155 | 97 | 97 | 196 |
| 6 | 187 | 117 | 117 | 237 |
| 7 | 227 | 142 | 142 | 287 |
| 8 | 276 | 172 | 172 | 349 |
| 9 | 336 | 209 | 209 | 425 |
| 10 | 410 | 255 | 255 | 519 |
| 11 | 501 | 311 | 311 | 634 |
| 12 | 613 | 380 | 380 | 776 |
| 13 | 751 | 465 | 465 | 950 |
| 14 | 920 | 570 | 570 | 1164 |
| 15 | 1128 | 699 | 699 | 1428 |
| 16 | 1384 | 857 | 857 | 1752 |
| 17 | 1699 | 1052 | 1052 | 2151 |
| 18 | 2086 | 1292 | 1292 | 2642 |
| 19 | 2562 | 1587 | 1587 | 3245 |
| 20 | 3148 | 1950 | 1950 | 3987 |
There are other ways to boost production:
- Region: the region your holding sits in is abundant in one resource and scarce in another (Regions).
- House: House Ashnar raises all four resources by 4% (Houses).
- Waystation: a Waystation won at the auction raises production in the holding where it's placed by 12%.
Storehouse
Every holding has a separate store for each resource, and all four share the same cap. When storage is full, production doesn't stop, but the excess is lost. Each level of the Storehouse raises the cap.
| Storehouse level | Cap per resource |
|---|---|
| 0 | 2,400 |
| 1 | 3,240 |
| 2 | 4,374 |
| 3 | 5,904 |
| 5 | 10,759 |
| 8 | 26,469 |
| 10 | 48,239 |
| 12 | 87,914 |
| 15 | 216,299 |
| 20 | 969,888 |
| Storehouse level | Cap per resource |
|---|---|
| 0 | 2400 |
| 1 | 3240 |
| 2 | 4374 |
| 3 | 5904 |
| 4 | 7970 |
| 5 | 10759 |
| 6 | 14524 |
| 7 | 19607 |
| 8 | 26469 |
| 9 | 35733 |
| 10 | 48239 |
| 11 | 65122 |
| 12 | 87914 |
| 13 | 118683 |
| 14 | 160222 |
| 15 | 216299 |
| 16 | 292003 |
| 17 | 394204 |
| 18 | 532175 |
| 19 | 718436 |
| 20 | 969888 |
Some gains can go over the cap: quest rewards and trades on the world market are added without checking it. Stock above the cap isn't deleted, but production isn't added until the stock drops back below the cap. Plunder, caravan deliveries, market deliveries and refunds, on the other hand, only fill your storage up to its cap.
Regions
The map is divided into regions of 40 km. Each region is abundant in one resource and scarce in another. An abundant resource flows into your holding at a much higher rate; a scarce one flows a little slower. Grain is never abundant or scarce in any region.
| Abundant resource | Multiplier | Scarce resource | Multiplier |
|---|---|---|---|
| Timber | ×1.61 | Stone | ×0.86 |
| Timber | ×1.61 | Iron | ×0.82 |
| Stone | ×2.04 | Timber | ×0.92 |
| Stone | ×2.04 | Iron | ×0.82 |
| Iron | ×2.38 | Timber | ×0.92 |
| Iron | ×2.38 | Stone | ×0.86 |
The multiplier applies to all of your holding's production: the resource's building, its base production and every other bonus all grow with the region's multiplier. Your holding's region shows up by color on the map's region layer; founding your second holding in a different region means abundance in two different resources.
Grain: upkeep and starvation
Grain goes to two places:
- Army upkeep: every soldier costs grain every hour. Soldiers on the road, on their way to reinforce an ally or waiting at an altar eat too; the holding they marched from pays, while for reinforcements and altar garrisons your main holding pays (Upkeep).
- Worker upkeep: every building except the Farm carries a grain cost that grows with its level. Heavy industry (Foundry, Sawmill, Quarry) eats the most; the Wall and the Storehouse eat the least.
| Building | Lv 1 | Lv 5 | Lv 10 | Lv 15 | Lv 20 |
|---|---|---|---|---|---|
| Palace | 0 | 0 | 0 | 0 | 0 |
| Sawmill | 0 | 0 | 0 | 0 | 0 |
| Quarry | 0 | 0 | 0 | 0 | 0 |
| Foundry | 0 | 0 | 0 | 0 | 0 |
| Market | 0 | 0 | 0 | 0 | 0 |
| Storehouse | 0 | 0 | 0 | 0 | 0 |
| Barracks | 0 | 0 | 0 | 0 | 0 |
| Stable | 0 | 0 | 0 | 0 | 0 |
| Workshop | 0 | 0 | 0 | 0 | 0 |
| Shipyard | 0 | 0 | 0 | 0 | 0 |
| Wall | 0 | 0 | 0 | 0 | 0 |
In a balanced holding, building upkeep takes about two thirds of what the Farm produces; the rest feeds your army. Growing your army means growing your Farm too.
Starvation
When your grain stock hits zero and your grain flow is negative, your holding starves:
- Production of everything except grain drops by half.
- Every hour, 5% of your army deserts; the most expensive troops go first, siege engines and boats last.
- You get a report when desertion starts and when it ends.
The time your grain runs out is shown on the holding screen.
Easing upkeep
- The Vault cuts your army's grain cost by 50%.
- The Farm's Rations specialization lowers the cost of spearmen, swordsmen and riders; the Barracks' Provision store specialization lightens spearmen and swordsmen further (Specializations).
- A Ration Chest brings three days of your army's grain cost at once.
Traveling merchant
Once your Farm reaches level 6, a traveling merchant visits your holding every day. He takes the grain your storage can't hold and, in return, leaves between 30 and 50% of the overflow in a resource chosen for that day (timber, stone or iron). What he leaves must also fit in your storage.
Converting resources
- World market: you convert timber, stone and iron into one another instantly; there's a road toll (World market).
- Player market: trade with other players; all four resources can change hands (Player market).
- Between your own holdings: you send resources with merchants (Sending between holdings).
- Mint: a holding with a Mint placed in it converts resources into Tender (Mint).
Resources and score
The resources you spend on buildings make up your holding's economy and are the largest part of your score in the rankings. Resources sitting in storage earn no score; what you build earns it (Rankings).