Resources
Production
Production is the only way to build units and buildings.
Income
- City base 2, scaled by the population multiplier
- Mine — while inside a region
- Iron deposit — while inside a region; it yields less, but it is the prerequisite for the Siege (The production queue)
- Workshop
- Yurt — the Expansionist line's building; it yields a fixed production income
- A timed event multiplier — Travelling masters raises it, Plague lowers it (applied to gross production, after the population multiplier)
City production = (base 2 + buildings + resource nodes) × (1 + 0.25 × (population − 1)), rounded down
Growth: when the store reaches population × 4 food, population +1.
How it is spent
Production collects in a single empire-wide pool at the start of every turn, but each city draws at most as much as it produces from it (The production queue). That cap is what makes cost mean anything: a city cannot spend beyond its own production in a single turn.
The pool is not a stock: production the cities do not draw does not wait in the bank, it turns into gold at the start of the turn — 6 production = 1 gold; a remainder too small for one gold is left to the next turn. This is why the Production cell in the header is not an accumulated number but that turn's production (Economy). Production is not spent on research: research is done with science points (Research and the tech tree).
Rushing with gold
3 gold = 1 production for units, 2 for buildings. A rush fully funds the item, which completes at the start of your next turn: the price covers the remaining production, and the button stays disabled if you cannot pay it. It writes straight into the city's store and is not subject to the cap — it is the one door through which resources reach where production cannot.
The numbers on this page are read from the game’s balance tables.