Resources
Seven resources, two sources: provinces and cities.
| RESOURCE | SOURCE |
|---|---|
| MONEY | Every owned province |
| MANPOWER | Every owned province |
| STEEL | Cities specialized in Steel |
| OIL | Cities specialized in Oil |
| ELECTRONICS | Cities specialized in Electronics |
| ADVANCED MATERIALS | Cities specialized in Advanced Materials |
| RESEARCH POINTS | Cities specialized in Research Points, plus a flat bonus from certain buildings |
PROVINCE INCOME
Every owned province generates money and manpower unconditionally — base rate 100 money/hour and 50 manpower/hour (one game hour, which runs faster or slower depending on game speed), before a terrain multiplier.
| TERRAIN | MONEY | MANPOWER |
|---|---|---|
| PLAINS | ×1.2 | ×1.3 |
| COASTAL | ×1.3 | ×1.1 |
| HILLS | ×1.0 | ×1.0 |
| FOREST | ×0.9 | ×1.0 |
| MOUNTAINS | ×0.8 | ×0.9 |
| DESERT | ×0.7 | ×0.6 |
CITY OUTPUT
Cities produce the five specialization resources. Each has one fixed specialization and output = base production × level multiplier (L1 ×1.0, L2 ×1.5, L3 ×2.0). A destroyed city produces nothing. Example — Serbia:
| CITY | SPECIALIZATION | LVL | BASE | OUTPUT/H |
|---|---|---|---|---|
| BELGRADE (CAPITAL) | Research Points | 3 | 50 | 100 |
| NOVI SAD | Electronics | 2 | 40 | 60 |
| NIŠ | Steel | 2 | 30 | 45 |
| KRAGUJEVAC | Advanced Materials | 2 | 25 | 37.5 |
| SUBOTICA | Oil | 1 | 15 | 15 |
THE RESEARCH-POINT TOP-UP
Three buildings — Research Laboratory, Intelligence Center, Weapons Development — each add a flat Research Points bonus per level built (10, 5, and 8 RP/level respectively), on top of whatever cities already produce. This recalculates the instant a building finishes or is destroyed. (The Research Lab's advertised research-speed and slot bonuses are currently unwired — see the Research chapter.)
MAINTENANCE
Every operational building costs 1% of its build price per resource, per day, billed automatically alongside the 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 anywhere else.
