Mechanics page
NationCraft Online resources
Resources are the real pacing layer of NationCraft Online. Raw materials keep your nation growing, refined materials unlock strategic depth, and every shortage has a clear downstream consequence on cashflow, production, or war readiness.
Cash
Not tradeable on the V1 public market, so planning around internal use matters more than market exits.
- Infrastructure, improvement, wonder, unit, and tech spending
- Upkeep and market settlement currency
Food
Tradeable on the public market with a reference price of 50.
- Population consumption each tick-month
- Extractor output and some build/tech costs
Energy
Tradeable on the public market with a reference price of 60.
- Industrial conversion input
- Build and tech costs
Ore
Tradeable on the public market with a reference price of 100.
- Primary construction and conversion input
- Core requirement across most build and tech costs
Oil
Tradeable on the public market with a reference price of 120.
- Converted into Energy/Fuel
- Build and tech costs
Uranium
Tradeable on the public market with a reference price of 600.
- Strategic attacks and nuclear-related costs
- Late-era build and tech costs
Steel
Tradeable on the public market with a reference price of 200.
- Industrial output and advanced build input
- Mid/late-era tech and wonder costs
Fuel
Tradeable on the public market with a reference price of 220.
- War attack and military upkeep resource
- Industrial output from conversion chains
Munitions
Tradeable on the public market with a reference price of 260.
- War attack and military upkeep resource
- Industrial output from conversion chains
Electronics
Not tradeable on the V1 public market, so planning around internal use matters more than market exits.
- Late-era tech and wonder costs
- Not tradeable on the V1 market