Resources
Seven resources, one shared pool, the same for every nation.
| RESOURCE | SOURCE | STARTING STOCK |
|---|---|---|
| MONEY | Provinces — 3,000/h per country | 10,000 |
| MANPOWER | Provinces — 1,500/h per country | 5,000 |
| RESEARCH POINTS | Capital city, plus buildings | 500 |
| STEEL | 2nd city | 1,000 |
| OIL | 3rd city | 3,000 |
| ADVANCED MATERIALS | 4th city | 500 |
| ELECTRONICS | 5th city | 1,000 |
ONE POOL FOR EVERYTHING
Research, construction, unit production, missile and ammunition production and annexation all pay from the same stockpile, up front, in full. Time isn't shared — everything can run at once — but every resource spent on one is not spent on another. Every player starts with the same stock, whatever nation they pick.
PROVINCE INCOME
Every country earns the same 3,000 money and 1,500 manpower per hour from its provinces, split evenly across however many provinces it has at the start. A one-province nation and an 85-province one earn the same — but each of the big nation's provinces is worth far less on its own. A captured province keeps its value and pays it to the new owner. Terrain has no effect on income.
CITY OUTPUT
Every playable nation has five cities, ranked by size, and the rank fixes what each produces — not geography. Output = base × city level multiplier (L1 ×1.0, L2 ×1.5, L3 ×2.0). A destroyed city produces nothing.
| RANK | PRODUCES | LVL | BASE | OUTPUT/H |
|---|---|---|---|---|
| 1ST — CAPITAL | Research Points | 3 | 50 | 100 |
| 2ND | Steel | 2 | 40 | 60 |
| 3RD | Oil | 2 | 35 | 52.5 |
| 4TH | Advanced Materials | 2 | 25 | 37.5 |
| 5TH | Electronics | 1 | 15 | 15 |
THE RESEARCH-POINT TOP-UP
Three buildings add a flat Research Points bonus per level on top of city output: Research Laboratory 10 RP/h, Intelligence Center 5 RP/h and Weapons Development 8 RP/h per level. It updates the instant a building finishes or is destroyed.
MAINTENANCE
Every operational building costs 1% of its build price per resource, per day, billed pro rata with each hourly payout. If you can't afford a bill, it's skipped rather than partially charged — maintenance never pushes a stockpile negative. There's no unit upkeep and no passive resource decay.
