Mechanics page
Resources
Resources set your pace. Raw materials drive growth, refined materials unlock options, and shortages slow plans.
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