An object with this attribute contains some kind of resource which can be harvested (generically known as "Supply").
<Traits> <Supply max="50" type="food" subtype="fruit" regen="?" decay="?" vacant="?" lootondeath="0.9" /> </Traits>
BRIEF DESCRIPTION ::The maximum base number of supply the object can have.
Note: A value of zero means that the entity has unlimited supply (no matter how much an entity gathers from it, the entity will never run out of supply).
When the entity is initialised, the property Traits.Supply.Curr is also generated. This contains the entity's current level of supply (equal to Traits.Supply.Max by default).
(Some objects start with less than their full supply; Traders for example.)
BRIEF DESCRIPTION :: When an object gathers supply from this object, it is allocated to the specified Resource Pool. Options are:
BRIEF DESCRIPTION :: Identifies what kind of resource is supplied. The gathering object must have an equivalent Actions.Gather.SubType string in order to be able to gather from this supply object.
Note that if no subtype is specified (for Wood, Stone, etc), the subtype will be initialised to contain the same value as the type.
BRIEF DESCRIPTION :: The entity's supply quantity reduces over time (for example, a decaying animal corpse) at this rate in seconds.
Not yet implemented.
- 1 - Entity loses 1 Supply every second.
- 2 - Entity loses 2 Supply every second.
- 30 - Entity loses 30 Supply every second.
BRIEF DESCRIPTION :: The object regenerates supply at this rate until it reaches its Traits.Supply.Max maximum.
Not yet implemented.
BRIEF DESCRIPTION :: The supply object must have someone gathering from it in order to retain its resources.
Not yet implemented.
This value determines the amount of unattended time that can elapse before its supply begins to decay (see Traits.Supply.Decay).
BRIEF DESCRIPTION :: A percentage (eg 10%, 100%), expressed as a value from 0..1, of the entity's current Supply is added to the Resource Pool of the opponent that kills this entity.
Not yet implemented.
Nature of Resources
All resources are finite. A resource object contains a specified number of resources, and once these have been removed from the resource object, the resource object is exhausted (unless it has some means of being replenished).
Econ units do not shuttle resources back to the player's base. Instead, as long as they are assigned to a resource, the resources will be transferred from the resource object to the player's Resource Pool without being carried by the unit (similar to Rise of Nations).
The unit will remain at the resource and gather until the resource is exhausted or destroyed, the unit is threatened, or another command is given to the unit.
When a resource is exhausted, the unit will attempt to find another nearby resource within the LOS of the Resource Centre to continue his gathering task. (If resources are exhausted within the area of influence of a given Resource Centre, then a new one will have to be constructed to further enable gathering.)
As with other economic abilities, multiple units can typically be assigned to gather in an area, but the benefits of each additional unit decreases exponentially.
The feedback loop has been removed in order to decrease the costly pathfinding and AI calculations necessary to maintain econ units on gather routes, especially over long distances.
Resource Gathering Structures
Most resources require that a resource-gathering structures be constructed within range of the resource object in order to gather from it.
There is typically a limit to the number of such structures that may built within each Province, and/or a limit to the number of units that can be assigned to any resource-gathering structure, which helps to control the acquisition of resources.
Resource Gathering Appearance
When gathering resources, Citizen Soldiers lose the accoutrements of war and are equipped with the appropriate tool for their task (such as a hoe when harvesting a Field), if any, much like AoK villagers. Once removed from these tasks or ordered to attack (or responding to the threat of enemy attack), their weapons and shields are restored.
Units will move from tile to tile when tilling a Field or tending to animals in a Corral, as part of their gathering animation, but other units gathering Wood, Stone, or Ore, will only move from tile to tile when moving from an exhausted object to the next closest resource object.
In addition to the Gather Methods stated below, the resources can also be acquired through:
a] 2:1 trading at a Trade Centre, b] placing Traders or Merchantmen on a trade route, c] or through tribute using the Diplomacy Panel.
The player gains a small resource bonus when he destroys an enemy (quantity depending on the unit/structure destroyed)..
There are four resources that the player will need to harvest in order to accomplish his goals.
Purpose: Food is a primary requirement to train units, and is also necessary for most tech research and advancement.
- Hunt Animals in the wild. Unit requires Hunt ability.
- Milk Domestic Animals in a Corral.
- Farm crops from a Field.
Purpose: Wood is used to construct wooden structures, siege engines and ships, and outfit units with wooden weapons and equipment.
- Chop down Trees. A Resource Centre must be built within range of a Tree in order for gatherers to gather from it.
Purpose: Stone is used to construct stone structures (particularly base defenses), and outfit units with stone weapons and equipment.
- Mine Stone. A Resource Centre must be built within range of mineable Rocks in order for gatherers to gather from it.
Purpose: Ore (an unrefined combination of precious minerals and metals) is used to outfit units with metal weapons and equipment. Similar to gold in other games, it is also used to purchase services and commodities, and fund expensive research projects.
- Mine Deposits. A Resource Centre must be built within range of a Deposit in order for gatherers to gather from it.
Purpose: Limits the number of units that a player can have at any time. Each unit in the game (other than ships, which do not count towards population) occupies one population slot, regardless of its type.
Consists of: a] Population (the number of units currently in existence); b] Population Limit (the number of units that a player can currently support); and c] Population Cap (the upper limit on the number of units a player can have at any time, regardless of how much the player increases his Population Limit).
- Housing. Construct structures that increase Population Limit, such as Houses.
Resource Gathering Rates and Civ Bonuses
To further distinguish them, each civilisation has a unique bonus when using a particular resource gathering method. See the attached table for full attributes of this feature.
|Resource||Res/sec||Civ w/ bonus|
|Hunting (any kill)||0.410||Carthaginians|
|Animal Husbandry (milking)--Female||0.320||Greeks|
|Animal Husbandry (milking)--Male||0.310||Greeks|
|Animal Husbandry--Male w/ Female Aura||0.315||Greeks|
|Field Farming&Male w/ Female Aura||0.315||Persians|
|Ore w/ OreMining Tech||0.435||Romans|
|Ore w/ OreShaft Mining Tech||0.500||Romans|
|Stone w/ Stone Mining Tech||0.412||Iberians|
|Stone w/ Stone Shaft Mining Tech||0.473||Iberians|
|Tree Woodcutting w/ Double Bit Axe Tech||0.465||Celts|
|Tree Woodcutting w/ Bow Saw Tech||0.556||Celts|
|Tree Woodcutting w/ Two Man Saw Tech||0.613||Celts|
Note: Female Citizen casts "Allure Aura" over nearby male units to the extent of her LOS causing their gather rate to increase of +.005 Res/sec while under her influence. A corresponding rate of increase is effected for other resource gathering activities, except hunting, if she has male workers within her area of influence (LOS).