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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