Generating Resource Points
Factions can claim points of interest rich in a resource and build the necessary facilities to generate resource points. To gather resources from a point of interest, a faction must hire teams of workers and build the necessary facilities. Worker teams are groups of 10 workers and a manager. Facilities come with all the tools and equipment needed for the specific kind of resource being generated.
- A small facility can support 1 worker team and generates 1 resource point. The cost to build this facility is 4,000 silver.
- Large facilities can support up to 2 worker teams and generate 1 resource point per team. This facility costs 8,000 silver to build. A small facility can be upgraded to a large facility for 5,000 silver.
- Some points of interest may be able to support even larger facilities, but upgrading such areas to generate larger amounts of resource points will require a project.
Crafting and Resources
For a character to craft an item, they must have access to the necessary resources. Resources include lumber, metals, stone, food, furs, hides, etc. Resources may be acquired in two ways:
- Limited supplies of some resources may be acquired while on an expedition. These will be given an SP value that can be sold or used in crafting.
- Permanent supplies of resources can be found in places like mines, lumber camps, fishing villages, etc. When properly maintained and staffed, these resources provide Resource Points. Resource Gathering Spots [rename] have a value based on the resource value, rarity, and development. They are controlled by a Faction. A faction may choose to supply a settlement (or more than one) with some or all the available resource points from their source.
Once an organization or settlement has resource points, members of the org./residents of the settlement may craft items. Construction costs are affected by this chart, using the Common Items column.
Resource Points
Resource Points (per org/settlement) |
Crafting Costs (common items - gear bundles, armor, weapons, adventuring equipment) |
Crafting Costs (Uncommon items - Masterwork items, Consumable magic items, vehicles) |
Crafting Costs (Rare items - Permanent Magical workings, Magical Items) |
Silver gained from trading a resource point (per season) |
0 |
200% |
N/A |
N/A |
2000 |
1 |
200% |
N/A |
N/A |
2000 |
2 |
100% |
N/A |
N/A |
2000 |
3 |
80% |
200% |
N/A |
1500 |
4 |
60% |
100% |
N/A |
1500 |
5 |
50% |
80% |
N/A |
1250 |
6 |
40% |
70% |
N/A |
1250 |
7 |
30% |
60% |
200% |
1000 |
8 |
25% |
50% |
100% |
1000 |
9 |
25% |
45% |
90% |
750 |
10 |
25% |
40% |
80% |
500 |
Exact resources are not tracked - if a settlement has 6 resource points that come from metal mines, it can be assumed that some of those metals are traded for wood and food to create armor and rations.
Factions that trade their Resources to a settlement gain silver from the sale. The chart above shows the number of silver a faction gains
PER Resource point traded in a settlement. The more resources a settlement has, the less valuable they become.