Resources

## Resource Overview

*All information on this page is as of v4.26.0.*

This page contains information about obtaining resources and the related attributes. Resources, in this page's context, include food, lumber, stone, ore, and gems. Evony usually uses "resources" to refer to these five types of resources, but there are instances where gems are not included. For instance, the Daily Activity "Resource Gathering" excludes the gathering of gems, but the Monarch Competition "Resource Gathering" includes gathering gems. You'll also likely see the abbreviation RSS within the Evony community, which collectively refers to food, lumber, stone, and ore. Although gold would also generally be considered a resource, Evony does not include gold as a "resource" when using the term.

Food, lumber, stone, and ore are primarily used for constructing and upgrading buildings; training troops; and healing ground, mounted, and ranged troops (siege machines use gems for repairs). Gems are the game's primary currency, and can be used in a wide variety of scenarios; there are only a handful or scenarios where gems cannot be used directly or indirectly, and these tend to involve items requiring real currency.

## Obtaining Resources

There are six main sources for resources listed in the table below. The Effort Needed indicates how active you'll need to be in the game. The Relative Rate indicates how quickly the source can gain you resources relative to the sources. Cost is based on the value of the items you'll need to spend (whether they're gems, other resources, stamina, etc.) to obtain the resources.

### Resource Production

In-city resource production is one of the first things you learn in the game. It requires the least amount of effort, as it's one of the few passive activities in the game, but it also typically gives you the lowest rate of obtaining resources (excluding gems) compared to the other methods. Additionally, there is no cost with producing the resources once you're established, but there are one-time costs to build and upgrade the buildings that produce your resources.

Early on, you should typically invest in building and upgrading the buildings that produce your resources, because resource production will generally serve as your primary source of resources. There are exceptions, such as if you spend quite a bit, or your alliance has a member who has spent a lot and is leading plenty of rallies yielding lots of RSS. Assuming these cases don't apply to you, though, you generally won't be developed enough to bring in substantial resources using the other methods. As the game progresses, you will likely find that your resource production becomes a slower, if not the slowest, means of obtaining resources. Don't neglect to upgrade at least one of each type resource building, though, as they serve as prerequirements for certain upgrades later.

#### *Resource Buildings*

Early on, the tutorial will have you build a Farm, which will become your first source of food. This Farm will then continue to produce food for you. Once you build a particular resource building, it will automatically produce resources for you (although you do need to eventually collect the resources to keep production going). Resource buildings also never run out of resources (years later, and it will still be producing resources). These reasons make resource production the easiest way to obtain resources. Your in-city resources can come from one of the following four buildings:

* Farm (food)
* Sawmill (lumber)
* Quarry (stone)
* Mine (ore)

##### Resource Building Quantity

Resource buildings, in addition to Army Camps, are the only buildings that you can build multiples of and that you can demolish. You will, however, only have a certain number of spots available for you to build resource buildings and Army Camps, so building more of one or more types reduces the number of other types you can build. This is primarily why various players with similar buffs can still have different overall production amounts for their resources. Being able to demolish the buildings is useful, since it provides players with the ability to change their primary focus at a later point. The change in focus can either be for producing a different type of resource or for training troops. To demolish a building, select the building, click on Detail, and then choose Demolish (see image below). You cannot undo this action once made; you'll have to rebuild the building from Lv1 if you change your mind after demolishing. If you're going to demolish a building, it should be to help you achieve a long-term goal or relate to a more permanent change in play style.

So how many Farms, Sawmills, Quarries, Mines, and Army Camps should you build? This question requires additional context. There is no optimum combination that works for everyone, because everyone has their own style of play and priorities. For example, a player that focuses almost exclusively on ranged troops will likely benefit from prioritizing Sawmills (ranged troops have a heavy lumber cost). Another example, a player that is already bringing in billions (not millions) of resources each week through other means may likely benefit more from having a maximum number of Army Camps, since the benefit from the in-city resource buildings at that point would be negligible.

So if you're asking someone how many you should build of each, first consider some of these questions as well:

* What resources matter most to you? For instance, are you going to focus on training troops of a specific type? Obviously, if you plan on using a lot of a particular resource, then you should probably prioritize the related resource building (e.g., Sawmill for lumber). Troop training tends to be a primary driver behind a player's need for a particular resource, especially if you are training one type nearly exclusively.
* How much RSS do you earn from alternative sources (gathering, dropped items, plundering, etc.)? If you're already otherwise bringing in enough RSS to cover your development and your play style, you may get more benefit from Army Camps (although you should always have at least one of each resource building).
* Where are you in your city's development? At higher levels, the resource costs for upgrading buildings shift more from food (and lumber, to a lesser extent) to stone and ore. For instance, for Keep upgrades, ore costs are pretty even with the other types until K31. By K35, upgrading the Keep will cost at least 350 million more in ore than the other resource types.
* Can you complete resource production events with your planned layout? The common recurring events require you to produce and collect 50 million resources, but the most difficult quest requires you to produce 150 million resources within 2 days.
* How does your troop upkeep look? If, even with all of your troop upkeep buffs, your troops would be eating a lot of your food, then you may be better off with fewer farms.

As a general guide, consider subordinate cities. A subordinate city automatically creates 5 of each resource type plus 5 army camps (total 25 buildings), and upgrades each one to the subordinate city keep level before upgrading the keep. Presumably this is sufficient to sustain all troops trained as well as to support upgrading the other buildings in the subordinate city (keep, walls, rally spot, barracks, archer camp, and stables as well as the 25 RSS buildings). If you're planning to be a generalist that focuses on multiple things, consider this arrangement the minimum you need. After allocating 5 of each type of resource tile, you still have 5 left over to allocate as you wish. Note that a subordinate city does not have any other buildings such as the academy, art hall, bunker, embassy, forge, market, tavern, hospital, warehouse, etc.; therefore, the subordinate city does not need to produce resources to upgrade these. That is why 5 of each RSS tile, fully upgraded at all times, may be considered a minimum guideline.

##### Claiming Resources and the Production Time Limit

As mentioned above, resource production is largely passive. Once a Farm, Sawmill, Quarry, or Mine has been built, it will automatically begin to produce resources. As these buildings produce resources, you have to claim them to add them to your available resource amounts. If you don't claim the resources from a resource building, the building will stop producing resources once it has produced for 12 continuous hours. Anytime you claim resources from a resource building, the 12-hour timer resets.

Five minutes after the 12-hour timer has been reset, a small icon will appear above a resource building indicating its resources can be claimed. You can then claim the resources by clicking on the icon. Similarly, the Warehouse will also display a gauntlet icon whenever there are resources that can be collected from any resource building. Clicking on the gauntlet icon will collect all unclaimed resources from all of your resource buildings (as well as gold from your subordinate cities). The Warehouse icon is the fastest way to collect all of your resources, but there may be times you want to only collect certain resources (or not collect certain resources).

For example, you may want to collect only a little bit of ore to train mounted troops or to start construction for a new building, but you want to delay collecting the rest of your resources so that you can complete an event that won't start until after the server reset. Another example is if you've already collected the maximum amount of food protected by troop upkeep (see below). If you won't be spending it soon, the food you collect beyond the protection limit will simply get eaten by your troops. Unclaimed food, however, is not affected by troop upkeep nor counted towards the protection limit, so you can essentially protect an extra 12 hours' worth of produced food by not collecting it.

#### *Production Details*

After you click on a resource building, you can select the Detail option to display production rates for that particular building, as well as a timer showing you how much longer the building will produce resources. The timer provides little value, though, because once the collection icon appears above the resource building, you can't click on the Detail option without claiming the resources first. So unless you've left the Detail screen open and idle for over 5 minutes, you won't see the countdown timer get below 11:55:00.

The Detail screen will display the resource building's output per hour, showing a base rate (corresponds to the building's level) and a buff component related to a variety of factors. Although the rate shown is an hourly rate, Evony applies the rate per second. The Detail screen will also display the output per 12 hours, which is basically the maximum amount of resources that can be claimed from the resource building within 12 hours. This 12-hour output amount, however, assumes your production rate doesn't change for those 12 hours.

Production will stop after 12 hours of unclaimed resources. As mentioned, the 12-hour output amount displayed is assuming your production rate doesn't change for 12 hours. So what happens if it does change? The 12-hour output amount actually prorates the different output amounts. This can cause the actual 12-hour amount to either exceed or fall short of the displayed 12-hour limit, depending on the buff rates and how long they were active.

Three tests were performed to determine if Evony was using the Output/12 Hours amount or basing the production limit on time.

1. Quarry produced for 12 hours, then buff was increased (i.e., Output/12 Hours increased): The produced amount remained the same. The increase to the Output/12 Hours amount did not cause the Quarry to produce more, nor did it increase the amount that could be collected.
2. Quarry produced at one rate for 8 hours, then a higher rate for 4 hours (i.e., Output/12 Hours increased partway): The Output/12 Hours amounts were 62.4K and 187.2K, respectively, for the initial and higher production rates. The final amount produced after 12 hours, though, was only 104K, which are the two Output/12 Hours amounts prorated for how long they were in effect (62.4K x 8/12 and 187.2K x 4/12).
3. Quarry produced at one rate for 4 hours, then a lower rate for 8 hours (i.e., Output/12 Hours decreased partway): The Output/12 Hours amounts were 187.2K and 62.4K, respectively, for the initial and lower production rates. Even though the Quarry had already produced 62.4K in stone when the Output/12 Hours decreased to 62.4K, it continued to produce stone until 12 hours of production elapsed. The final amount produced after 12 hours was 145.6K, which are the two Output/12 Hours amounts prorated for how long they were in effect (187.2K x 8/12 and 62.4K x 4/12).

Another thing to note about the 12-hour output amount is that, for most players, it will be higher than the resource building's listed Capacity amount. This is because the Capacity amount in the resource building's information table is based strictly on the base rates (when you click on a resource building, select Detail, then select More Information). The 12-hour output amount, however, is based on the base rate plus the buff component. Most players will have some sort of buff, even if it's only 1%. So you can ignore the Capacity amounts, as they will very likely be less than the actual Capacity amounts being used (in some cases, the 12-hour output amounts will be millions more).

##### Base Rates

The base rates are the rates shown in the resource building's Detail screen as the left number of the Output/1 Hours line. These rates are associated with a resource building's level. The Sawmill, Quarry, and Mine have the same base rates for each of their levels. A Farm has the same base rates as the other resource buildings for the first 24 levels, and then the Farm's base rates increase at a higher rate.

##### Production Buffs

Production buffs are buffs that increase your city's resource production rates. The majority of these buffs are calculated using the resource building's base rate as a basis. These buffed rates are shown in the resource building's Detail screen as the right number of the Ouput/1 Hours line.

Buffed Rate = (Base Rate x Total of All Percentage Buffs) + Fixed Buff Amount

###### *Production Buff/Debuff List (updated with v4.26.0)*

The table below lists all of the buffs and debuffs for RSS production (excluding buffs/debuffs that have only been pushed to a small number of servers, such as gear refines). All of the entries are buffs unless a comment notes it as a debuff. If RSS says "All," then the buff/debuff applies equally to all resource types. The Buff/Debuff is the name of the buff/debuff or the object associated with the buff/debuff. The Buff Source tells you where the Buff/Debuff is located or how you'd generally obtain the buff/debuff. The Amount lists the percentage ("x%") for all percentage-based buffs/debuffs, and "+x" for the buffs that are a fixed amount. The Amounts are based on a moderately developed player (all related Academy research completed, related Monarch gear Lv8, related Monarch Talent maxed, and VIP level 12) with a fairly active Alliance (Alliance City Lv3 and related Alliance Science level IV). It also shows the buff amount for a gold level subordinate city.

###### *Shajar al-Durr*

Shajar al-Durr is the only general who has a skill to increase in-city resource production, as long as you set her as your Defense General (either as the Main or as an Assistant General). Although you can set her as your Main Defense General, you'll likely want her as the Assistant General instead. This is because her skill is available right from Level 1, so there is no need to go out of your way to level her up, add stars, or cultivate her.

###### *Adv 8 Hour Speedups*

In the Black Market, you'll regularly see the 24 Hour Speedup for a Farm, Sawmill, Quarry, or Mine (each resource type has its own 24 Hour Speedup). You'll want to collect these items when you see them, since they can have a significant impact on the amount of RSS produced. If you'll be playing pretty frequently throughout the day, you'll probably want to combine three of the resource 24 Hour Speedups to compose an Adv 8 Hour Speedup. The production buff for the normal 24 Hour Speedup is 100%, but the buff for the Adv 8 Hour Speedup is 200%. Keep in mind that although the buff doubles, it's only effective for a third of the time.

###### *When Production Buffs Become Effective*

As mentioned in Production Details, although Evony displays an hourly rate for resource production, the rate Evony actually uses is per second. Because of this, the game immediately recalculates the buffed rate anytime there is a change in the given resource's buffs. For example, if you change your Monarch gear from an Earth Crystal (food) to a Water Crystal (lumber), the buffed rate for food will be recalculated (decreased) as soon as you remove the Earth Crystal, and the buffed rate for lumber will recalculate (increase) as soon as you equip the Water Crystal. Similarly, if you use a 24 Hour Speedup or an Adv 8 Hour Speedup, remove or place Shajar al-Durr as the Main Defense General, teleport out of your Alliance's Hive, acquire or release a China subordinate city, activate or have VIP status lapse, or change any other buff related to resource production, the related buffed rate will immediately recalculate.

This immediate recalculation is important to keep in mind, because it could cause you to miss a quest (e.g., you need to produce 150 million resources, but your removal of a Monarch Crystal causes you to fall short). If you don't login frequently, it may also cause your resource production to fall below what you thought the 12-hour production limit was, because the production limit you saw before logging off may have only covered a portion of the 12 hours (see Production Details above). If you're not actively using a Monarch Crystal for resource gathering, you should equip one of the Crystals for resource production.

#### *Production Details (from Keep)*

The Detail screen for your Keep will provide you with a snapshot of how much in resources your city is producing overall. Select your Keep, choose the Detail option, and scroll to the bottom to see the total RSS production. These total RSS rates aggregate all of your resource buildings' hourly rates. Multiply these totals by 12 to get what your 12-hour production limits are (keeping in mind that these limits are assuming you don't change the related buffs during those 12 hours). This snapshot can be useful in letting you know if you'll be able to complete an event's quest, such as producing 150 million resources, within the event's remaining timeframe. It can also give you a rough idea of how many resources you're producing each day (multiply the 12-hour amounts by 2), or perhaps help you if you're contemplating demolishing some resource buildings.

#### *Effect of Starting a Resource Building Upgrade*

When you begin upgrading a resource building, you'll see the normal construction timer appear above the building, showing you how much time is remaining for the upgrade to complete. However, as long as this timer is there, the small collection icon will not appear. Additionally, if you go to the resource building's Detail screen, you'll notice the 12-hour timer line is no longer displayed. However, if you check the Keep's Detail screen, the related Total Production rate will still be the same.

So does that mean the building is no longer producing resources while it's being upgraded, or is it still producing resources? Even though the collection icon is missing from the resource building, can you still collect resources via the Warehouse using the gauntlet icon instead? Testing with a Sawmill revealed that production does in fact stop when a resource building is being upgraded.

Prior to upgrading the Sawmill, the amounts that could be claimed 5 minutes after a collection refresh were 519 lumber directly from the Sawmill or 4k lumber through the Warehouse (two 5-minute refreshes were used to ensure the Sawmill and Warehouse showed the amounts exactly at the 5-minute mark). After starting construction on the Sawmill, only 3.5k lumber was collected through the Warehouse at the next full 5-minute mark (two more 5-minute refreshes were used to ensure all 5 minutes were while the Sawmill was being upgraded). The 3.5k lumber is roughly 500 lumber less than the 4k lumber prior to starting construction (i.e., excludes the 519). So if you're upgrading a resource building, realize that the building isn't producing any resources while it's being upgraded. Smaller level resource buildings likely won't have a big impact, but higher level resource buildings could potentially cost you quite a bit of resources while you wait for the construction to finish.

#### *Cost/Benefit of Upgrading Resource Buildings*

As mentioned at the beginning of this section, resource production requires the least amount of effort, and really only has one-time costs for building and upgrading the resource buildings (there are also costs for buying the resources' 24 Hour Speedups, but those are relatively negligible). But also warned earlier, resource production will likely ultimately become one of your slowest, if not the actual slowest, means of obtaining resources. This is because as you upgrade the resource buildings, the increased rates of production are fairly small.

For instance, the production rate only increases by 4,000 each upgrade between Farms Lv25 and Lv30, by 5,000 between Lv30 and Lv34, and so forth. The rate of increase is, for the most part, a fairly straight line. The increased costs, though, are far from being a straight line. For instance, for a Farm, going from Lv25 to Lv26 is roughly 24.8M resources, from Lv26 to Lv27 is 37.1M resources, from Lv27 to Lv28 is 54.6M resources, and from Lv28 to Lv29 is 81.1M resources. So essentially, you are paying 24.8M resources for a 4,000 production increase, then 37.1M resources for another 4,000 production increase, and so forth.

As you can see, you continue to pay more and more for relatively small increases. Even with extremely high production buffs, your effective increase is still a much smaller benefit compared to the cost of the upgrade. Depending on your buffs, you'll want to start considering whether the upgrade is worthwhile once you reach a resource building's Lv25 or so. You'll still need to upgrade at least one of the resource buildings at some point, since they're prerequisites for certain building upgrades, but your primary reason for the upgrade would then be to satisfy a prerequisite, not to increase production. Also when considering whether to upgrade a resource building, look at your city's overall production. If you can easily produce 150M in 2 days, then you should be in good shape for the most difficult production-based quests. If you'd still be struggling, then you may want to consider upgrading to a point where you can easily reach the 150M mark.

### Resource Gathering

The world map contains various resource tiles: farms, sawmills, quarries, ore mines, and gem mines. You can send troops out to those resource tiles to gather more resources. If you completely exhaust the resources in that tile, the tile disappears and the troops return with bonus items as well as the resources gathered.

Clicking on a resource tile shows the amount of resources that can be gathered from that tile. When you click "Occupy", you are asked to select a general and the troops you wish to send to that resource.

If your troop load isn't big enough to gather all the resources, it is a good idea to return to that tile to finish the job. Not only do you get the bonus items, but you also clear space on the map for new, possibly higher-level resource tiles to appear. This is especially important for gem mines. Gathering gems is notoriously slow and can consume days. Often a player leaves a gem mine early to use the troops in other activities, but leaving incomplete gem mines lying around means that higher-level mines must be found farther away, requiring long marches. If you find yourself needing to embark on a half-hour march just to reach a desirable gem mine, consider clearing the ones near you first, so the game can create better mines nearer to you.

#### Selection of general

Any general can be sent to gather resources, but some specific generals offer benefits. Attila, for example, increases the troop load by 75%, requiring less troops to be sent for the same amount of resources. Constance I brings back an extra 20% of resources. Princess Lucy increases overall gathering speed by 15%. Gaius Marius increases ore gathering speed by 30%, and stone and lumber gathering speed by 15%.

#### Gathering speed

In addition to proper selection of your gathering general, there is research in the advancement tree that you can do to increase gathering speed.

* Food gathering speed is improved by researching scythe, Adv Forage, and Super Forage.
* Lumber gathering speed is improved by researching bucksaw, Adv Lumbering, and Super Lumbering.
* Stone gathering speed is improved by researching pickaxe, quarrier, and Super Quarrier.
* Ore gathering speed is improved by researching furnace, Adv Furnace, and Super Furnace.
* Gem gathering speed is improved by researching Gem Gathering, available starting at Academy level 21.

Further gathering buffs can be obtained by equipping your monarch with the appropriate crystal to improve gathering speed: light for food, wood for lumber, thunder for stone, and golden for ore.

#### Troop load

The load that your troops can carry depends on the troops you send. As shown in the table below, siege machines can carry significantly more resources than any other troop type, with ranged and mounted troops being the weakest, and ground troops being somewhat less weak. If your march size is limited, prioritize sending siege engines, followed by ground troops, to minimize march size, keeping in mind that one low-tier siege troop is equivalent to one ground troop a few tiers higher.

Be cautious, however, if your server rules allow for tile-hitting (players attacking other players on a resource-gathering tile). In that case, siege machines may not be your first choice because they require gems to repair after being attacked. Instead, a large march with many low-level ground troops may be preferable to reduce healing cost.

Troop load is increased further via the advancement research tree, by researching carriage wheel and Adv Logistics.

In addition, when your monarch carries the loyalty horn, overall troop load increases by 20%.