From Hegemony III: Clash of the Ancients Wiki
Jump to: navigation, search

Resources are generated in resource buildings by workers or slaves and are used to grow cities and to support the military. Resources are transported automatically along supply lines based on need and stockpile settings.

Resource types[edit | edit source]

Food[edit | edit source]

Main article: Food

Food is produced by farms and used to feed cities combat units. Without food, a city's population will begin to shrink and units will lose morale and will be unable to fight, defend the walls, or put down rebellions.

Units will automatically consume food when inside a camp or city, or while within the yellow resupply radius that surrounds it. If there is insufficient food locally to feed all of your units, the city will automatically try to move food along unblocked supply lines.

All combat units can carry a few weeks worth of food to supply them when they are out in the field. Units will automatically try to pickup food when they leave a city's supply range. How much food a unit can carry and how quickly it is consumed depends on the unit's stance, their officers and any assigned general.

Gold[edit | edit source]

Main article: Gold

Gold is used as the generic currency for all factions. Gold is typically generated from mines and city taxes, but may also be gained through diplomacy, objectives, trade and pillaging. Unlike other resources, gold is not stored in a specific location and can be spent directly throughout your empire on upgrades, unit salaries, diplomacy, etc. However, mines must still be connected by supply lines to at least one city before the gold can be collected.

Wood[edit | edit source]

Main article: Wood

Wood is a consumable resource produced by logging camps and used to construct ships, siege equipment, bridges, fortifications and building upgrades. Wood can only be moved by supply lines, it cannot be carried by units.

Recruits[edit | edit source]

Main article: Recruit

Recruits are a consumable resource that represent the men available in a city to build new workers and combat units or to replace units lost in the field. Highly trained units may require multiple recruits for every successfully trained soldier. Vehicles such as siege engines and ships use wood instead of recruits.

Recruits are automatically generated in cities at a rate proportional to the population of the city. If a city has its maximum number of recruits it will not generate more until some of the recruits are used.

When a unit is disbanded in a city of its native faction, its men will rejoin that city's recruitment pool, but those in excess of the city's maximum will be lost. When a unit routs, some of its surviving men might make it home to be added to the home city's recruits.

When building a new unit it will begin to draw recruits from what is available and it must have at least one man in order to leave the city. Units will stop recruiting while they are in the field. If a partially complete unit is moved into a different camp or city than its home, it can still recruit members as long as there is an unbroken series of supply lines back to their home city. Recruiting away from home is much slower than when in their home city.

Resource buildings[edit | edit source]

The majority of resources are generated at independent buildings such as farms, mines and fisheries. Resource buildings must be captured, occupied with workers or slaves, and connected by supply lines to cities or forts in order to produce resources. Resource buildings can be raided to temporarily reduce their productivity.

Farms[edit | edit source]

Main article: Farm

Grain farms are the principle supplier of food to a player's empire. Food production at farms varies significantly throughout the year, with the majority of food produced during the autumn harvest. Since farms can be replanted they recover moderately quickly from raids.

Fisheries[edit | edit source]

Main article: Fishery

Fisheries are a major source of food in coastal regions and along rivers. While not producing as much food as farms, they produce more consistently throughout the year (except in winter) and recover very quickly from raids. Fisheries are also the only resource building that supports a naval supply line.

Livestock Farms[edit | edit source]

Main article: Livestock Farm

Livestock farms raise sheep, goats, cattle or pigs to produce food and a some gold. Production is constant throughout the year, but because of the lengthy time it takes to raise the animals they take the most time to recover from raids.

Vineyards[edit | edit source]

Main article: Vineyard

Farms that produce grapes for wine, or olives for oil generate mostly gold but also produce a little food. Production varies seasonally and recovery time from raids is slow.

Lumber Camp[edit | edit source]

Main article: Lumber Camp

Lumber camps are the only building that produces the wood that is required to grow cities, build ships and construct upgrades. Wood production does not vary seasonally and with little infrastructure to rebuild their recovery from raids is quick.

Mines[edit | edit source]

Main article: Mine

Mines produce the majority of gold in the early game while cities are still small.