From Conflict of Nations Wiki
Revision as of 07:27, 21 November 2019 by User
- Population, morale, and buildings affect the resource production rate in each province.
- Homeland cities, annexed cities and occupied cities have different rates of resource production.
- Resource production, like all other time-based mechanics of the game occur in real-time.
Keep in mind that the same resources required to Mobilize units is consumed as a daily upkeep by said units, consuming the same resources they needed to be Mobilized.
- Homeland: Produces 100% of the daily income resources of a city
- Annexed: Produce 50% of the daily income resources of a city
- Occupied: Produces 25% of the daily income resources of a city
- Produce a maximum of 50% of the daily income resources
The market is a useful place where one can buy or sell resources.
Supplies will act as the foundation to maintaining and growing your nation and used to research or construct anything, which means you need to be careful how you invest in the early game to make the best use of them as possible. For example, investing 1,000 Supplies for an airport in the early game may not be as effective to your economy/strategy compared to constructing an Arms industry (for ex. in a supplies city) and Army Base for early defense. It is important to remember that the more units your army has, the more you need to feed and supply them, and if you expand too quick and invest too heavily in Military units you will cripple the rate at which you can expand, or worse, you will not be able to maintain your units at all.
Components are not needed for any research, but are needed for any Construction that you wish to build. This resource is heavily required for Mobilizing forces. All Infantry, Armored, Fighters, Bombers, Submarines, will require this resource for Mobilization. Helicopters, Navy, Officers, Seasonal Units also rely heavily on Components with the exception of the early-game units mentioned in the resources section above. Mobile AA and Mobile Artillery, art the only Support units which do not need Components. Missiles do not need Components at all.
With this in mind, it is safe to say that Components will become crucial very soon after starting a game, if not instantly, as they are required for expanding your Army and Structures.
Any and all units will require Manpower for Mobilization and Upkeep. Keep your eye on this resource if you wish to have a focus on Military Presence and boots on the ground!
The Fuel resource is not needed for any Research, but is very dependent for any Construction buildings. Missiles are the only resource which require Fuel to produce Missile warheads.
Electronics are used to Construct any building with the exception of bunkers. When it comes to mobilizing, electronics are generally required for vehicle dependent units such as: Airmobile & Special Forces Infantry, Armored Units, Support units, Fighters, Heavy aircraft, Subamrines, and the Navy.
Money makes the world go round. This resource is used for absolutely everything, and is also the exclusive resource used to purchase other resources from the Market, or vice versa, to sell excess resources you own in exchange for Money.