Domain Resources¶
Resources are what a domain uses to build, maintain, and sustain itself. Four kinds are tracked: Food, Wood, Stone, and Metal. Resources are drawn from the hexes a domain controls. Other resources may exist beyond these four, such as adamantium, special herbs, or arcane crystals.
Resource discovery¶
When a hex is first scouted, roll 1d100 for each resource listed for its terrain. If the roll is equal to or below the number shown, that resource is available in that hex.
| Terrain | Food | Wood | Stone | Metal |
|---|---|---|---|---|
| Arctic | 10 | 10 | 10 | 10 |
| Coastal | 100 | 50 | 0 | 0 |
| Desert | 0 | 0 | 10 | 0 |
| Forest | 60 | 100 | 10 | 10 |
| Grassland | 100 | 15 | 10 | 10 |
| Hills | 60 | 20 | 60 | 60 |
| Mountain | 25 | 0 | 80 | 80 |
| Swamp | 80 | 10 | 0 | 0 |
| Water (lake or ocean) | 100 | 0 | 0 | 0 |
A river running through a hex guarantees Food in that hex, regardless of the roll.
Tapping a resource¶
To draw a resource from a hex, the domain must own the hex and build an appropriate project (see Domain Projects):
- Food. Farming, Fishing, or Herding.
- Wood. Logging.
- Stone. Quarry.
- Metal. Mining.
Monthly output¶
A tapped resource initially produces one unit per month, and potentially more if part of a town or city.
Food capacity¶
One unit of Food sustains up to 1,000 citizens per month. Note that a domain of fewer than that still consumes one full unit of Food. A domain whose population exceeds its food capacity suffers unrest, loss of citizens, or other penalties.
Citizen Output¶
A domain generates 1 gp per citizen per month that may be directed to projects. This is called Citizen Output.
Resource Accumulation¶
Resource units and Citizen Output do not accumulate; any unused is lost at month end. See Monthly Domain Refresh.