Resources, production & storage
Know what each resource does and why a full Warehouse stops collection.
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The six resources #
Farm produces Food; Lumber Camp Wood; Quarry Stone; Iron Mine Metal; Crystal Mine Crystals. Gems are an account resource, not produced by a city building. Building upgrades spend Wood, Stone, and eventually Metal; troop training spends its catalog cost; research spends Crystals.
Base and effective rates #
The ordinary producers use one base curve and Crystal Mine has its own. Matching support buildings multiply ordinary-resource output; an active monument and an active VIP membership multiply that supported rate again. Producer tables show base output, not an assumed boosted rate. The exact current support percentages and an example are below.
Storage and raids #
Without Warehouse, capacity is 2,000 per resource. Its built level determines a larger capacity. For PvP raids it protects 20% of capacity for each ordinary resource; Crystals and Gems are not stolen. Production stops for any resource already at its cap. Loot must also fit surviving cargo space.
Support bonuses at every level #
Multiply the producer's base rate by 1 + support percentage. Crystals have no matching support building.
| Level | Matching-resource increase |
|---|---|
| 1 | +5% |
| 2 | +6.46% |
| 3 | +7.92% |
| 4 | +9.38% |
| 5 | +10.83% |
| 6 | +12.29% |
| 7 | +13.75% |
| 8 | +15.21% |
| 9 | +16.67% |
| 10 | +18.13% |
| 11 | +19.58% |
| 12 | +21.04% |
| 13 | +22.5% |
| 14 | +23.96% |
| 15 | +25.42% |
| 16 | +26.88% |
| 17 | +28.33% |
| 18 | +29.79% |
| 19 | +31.25% |
| 20 | +32.71% |
| 21 | +34.17% |
| 22 | +35.62% |
| 23 | +37.08% |
| 24 | +38.54% |
| 25 | +40% |
A production example #
A level-25 Farm produces 15,000 Food/hour base. With level-25 Tavern it produces 21,000. An active level-5 monument makes that 25,200 before any active VIP bonus. Town Center Hall's village overview shows the real production breakdown and collecting rate.













