Base Resources and Grantable Titles
Players must purchase the Small Trade Market to gain access to the trade system, with the Medium and Large Trade Market giving access to more resources.
Base Resources available will depend on the terrain your family controls. What terrain you control will be based on taking the CK2 province map for your Lordship's border and using the detailed Westeros map to determine what terrain lies inside those borders.
Controlling combinations of certain resources will make the player eligible to receive certain Royal Charters from the Crown, giving them preferential mercantile privileges that further increase their wealth or power.
Important Rules
1. Each tier of building grants access to cultivation of 1 Base Resource, selected by the player.
2. You only gain the resource bonus once. You can pick Grain for all 3 of your slots if you want, or trade for more than 1 Grain resource, but you only gain +1,200 Land Militia, not +2,400 or +3,600. You may elect to grow Grain more than once so you can trade it for something you can't produce yourself.
3. Players can choose to then keep their resource or trade for one they can't cultivate themselves, or for one they could cultivate themselves but the bonus isn't as good or the penalty is harsh.
4. If you trade a resource, the bonus you receive will go with that trade. So, for example, if you're a Reach Lord growing crops and you trade your crops, the player getting your crops gets the bonus as well.
| TL;DR Guide |
If you can't be bothered reading it all, here is a per region guide for what's good, bad and neutral as a resource:
Important Note: This tl;dr guide doesn't account for terrain. It'll give you an idea of which resources to look at per Kingdom, but you need to make sure your own Lordly Family's terrain allows it (eg even though this guide will say fish aren't banned in the Westerlands, you can't harvest fish if you're up in the Westerlands mountains...)
The North
Crops and animals struggle here due to the harshness of the terrain, while the Wolfswood provides excellent timber resources.
Banned: Fruit.
Good: Timber, if you're a Wolfswood house.
Bad: Grain, Livestock and Horses (your bonus is halved!)
Neutral: Everything else.
The Riverlands
A breadbasket, you're best looking at growing crops or rearing animals. Lack of mountains makes it unlikely you'll be eligible for any mining (as you need mountain terrain inside your territory).
Banned: Nothing is banned Riverlands-wide.
Good: Grain, Flax (you get extra bonuses).
Bad: Nothing gets a special penalty in the Riverlands.
Neutral: Everything else.
The Vale
Serious lack of good farmland, so growing crops is a poor move.
Banned: Nothing.
Good: Grain, Flax, Fruits. (the valleys of the Vale seemingly hold famously fertile farmlands!)
Bad: Nothing gets a special penalty in the Vale.
Neutral: Everything else.
The Iron Isles
Terrible farmland, terrible land, just all round terrible. No wonder they sail away.
Banned: Timber, Fruit.
Good: Iron (extra bonus).
Bad: Grain, Horses, Livestock (bonuses are halved!).
Neutral: Everything else.
The Westerlands
Filthy rich due to being the only source of precious metals in useful quantities.
Banned: Nothing is banned Westerlands-wide.
Good: Precious Metals (available only to you!)
Bad: Nothing gets a special penalty in the Westerlands.
Neutral: Everything else.
The Reach
Another breadbasket territory, even better than the Riverlands. Growing things will be your best bet.
Banned: Nothing is banned Reach-wide.
Good: Grain, Fruit, Flax (extra bonuses!)
Bad: Nothing gets a special penalty in the Reach.
Neutral: Everything else.
The Crownlands
Middle of the road region, nothing special happening here.
Banned: Nothing is banned Crownlands-wide.
Good: Timber, if you're a Kingswood house.
Bad: Nothing gets a special penalty in the Crownlands.
Neutral: Everything.
The Stormlands
Varied terrain in this region will mean your banned/good/bad will depend on where in the Stormlands you are.
Banned: Fruit, if you're a Dornish Marches house.
Good: Timber, if you're a Kingswood house.
Bad: Grain, if you're a Dornish Marches house (your bonus is halved!)
Neutral: Everything else.
Dorne
A desert, mostly. As such, terrible for anything living, except if you're on a river then you can grow stuff.
Banned: Depends where you are. Inland provinces cannot grow any Crop or Animal resources (unless they're on a river) or harvest Timber.
Good: Nothing gets a special bonus in Dorne.
Bad: Nothing gets a special penalty in Dorne (except loads of stuff is banned...)
Neutral: Everything else.
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| Base Resources |
Remember: While you can pick the same resource multiple times, you only get the bonus from each one once. You can't produce 3 Iron to get 60% cheaper infantry hire.
Remember: Certain regions can't have certain resources, or have bonuses or penalties if picking certain resources. Ensure you look at those when picking your resources.
Industrial Resources
Base Metals (20% cheaper professional infantry hire, 10% cheaper professional infantry upkeep) represent valuable base minerals mined from the earth. Ores extracted include Iron, used for making steel, Copper, used in making all manner of tools and decoration, and Lead, used in piping and roofing. Access to these resources makes equipping and maintaining a Lord's own forces easier, as he has the capacity to supply his own resources to the blacksmiths.
Precious Metals (+15,000 Dragons a year), Gold and Silver, are valuable as jewellery, decoration, and currency due to their rarity. They symbolise wealth.
Stone (10% cheaper buildings, +2 Siege Defence) is a fundamental component of defensive works and long-lasting structures, allowing a Lord who controls this resource to equip construction works with his own stone rather than buying it from other quarries.
Timber (5% cheaper buildings, 20% cheaper professional ship hire, 10% cheaper professional ship upkeep) is the staple building material in Westeros. Buildings, tools, ships and weapons all rely on good timber for their creation. Control of good timber allows for all of these things to be made cheaper.
Crop Resources
Grain (+1,200 Land Militia points) is the staple food of Westeros, used to feed the throngs of smallfolk and to grace the feast tables of the aristocracy alike. Enjoying the control of such a valuable resource will grant the local Lord a greater capacity for fielding armies.
Fruits (+2 Survival to all family, +2 Charisma to the Lord) are a luxury resource, promising to turn any meal into a far more appetising feast. Access to such healthy and varied foodstuffs comes with a variety of benefits.
Flax (+2 Charisma for the Lord, +20% faster ships) is grown for use in the production of linen, an important cloth both in domestic and industrial uses, being used extensively for clothing, sewing, upholstry and sailcloth. Due to the great importance and prestige of the textile industries in this time, it allows superior ships to be built and elevates the Lord among mercantile circles.
Animal Resources
Horses (20% cheaper hire and 10% cheaper upkeep for professional cavalry) are an important component in Westerosi warfare, where the Knight reigns supreme on the battlefield. As such these beasts, especially good quality beasts, are highly sought after and can cost a great deal of money. Possession of ones own company of horse rearers eliminates much of this cost.
Livestock (+1,200 Land Militia points), like grain, are a staple source of food for the Westerosi people. Often reared in small numbers by peasant farmers, a Lord can vastly expand on this due to the greater wealth and land available to him, creating an industry of meat.
Fish (+1,200 Naval Militia points), the bounty of the sea, are extensively farmed and consumed in coastal communities. Cultivating this industry will ensure a Lord has a strong tradition of seafaring among his people.
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| Regional Availability, Bonuses and Penalties |
Availability of Resources
Base Metals: Only available in mountainous territories, and in the Iron Isles.
Precious Metals: Only available in mountainous Westerlands territories.
Stone: Only available in mountainous territories.
Timber: Unavailable in the Dornish desert, the Vale and the Iron Isles.
Grain: Unavailable in the Dornish desert, except where a river flows.
Fruits: Unavailable in the Dornish desert, the North, the Dornish Marches, and the Iron Isles.
Flax: Unavailable in the Dornish desert, except where a river flows.
Horses: Unavailable in the Dornish desert, except where a river flows.
Livestock: Unavailable in the Dornish desert, except where a river flows.
Fish: Available only in coastal or river provinces.
Bonuses to Resources
Base Metals: Iron Isles gains an additional +5% reduction on hire and upkeep cost.
Precious Metals: Casterly Rock, Castamere and Goldentooth gain +5,000 Dragons.
Stone:
Timber: Wolfswood and Kingswood houses gain an additional +5% build cost reduction and ship upkeep cost.
Grain: The Reach, Vale, and Riverlands gain +600 Land Militia Points.
Fruits: The Reach and Vale gain +400 Land Militia Points.
Flax: The Reach, Vale, and Riverlands gain 5% hire and upkeep reduction on professional land troops.
Horses: Dorne gets +400 Light Cavalry for their Militia.
Livestock:
Fish:
Penalties to Resources
Base Metals:
Precious Metals:
Stone:
Timber:
Grain: The North and Iron Isles gain only half the bonus (eg 600 Land Militia Points).
Fruits:
Flax:
Horses: The North and Iron Isles gain only half the bonus (eg 10% cheaper hiring and 5% cheaper upkeep on Professional Cavalry).
Livestock: The North and Iron Isles gain only half the bonus (eg 600 Land Militia Points).
Fish:
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| Grantable Titles |
Control of certain mixes of resources will allow a Lord to establish his demense as a leading centre for production of certain manufactured goods, attracting the highest quality artisans and customers to his markets.
The King may issue Charters to establish these leading market towns, with the Charters limited to one holder per Charter at any one time. Thus, the King's favour may be important in acquiring the Charter, or in seeing it stripped from a competitor...
Royal Shipwright
Any Lord with access to Timber, Fish and Flax may apply for this charter, establishing his dockyards as the most favoured supplier for Royal shipping needs. Control of this Charter provides an additional 10% reduction in ship hire and upkeep costs.
Royal Armourer
Any Lord with access to Base Metals, Timber and Horses may apply for this Charter, establishing their blacksmiths and mines as the primary supplier for implements of war for the King's own forces and the Goldcloaks. Control of this Charter provides an additional 10% reduction in professional infantry and cavalry upkeep costs and a 10% discount on weapon and armour purchases.
Royal Grocer and Provisioner
Any Lord with access to Livestock, Fish and Grains may apply for this Charter, establishing their farmlands as the foremost source of the foodstuffs for King's Landing. Control of this Charter provides an additional 600 Land Militia Points.
Royal Outfitter
Any Lord with access to Precious Metals, Base Metals and Flax may apply for this Charter, establishing their craftsmen as the suppliers of the Royal wardrobe, equipping the monarchy with jewelerry and clothing. Control of this Charter provides +3 Charisma.
Alternatively, the King may choose to grant these Charters to Crownlands AI Lords (it is assumed they will acquire the required trade goods) after 2 RL weeks of gametime to gain +10 AI Reaction Rolls from them and gain himself an additional +500 Land Militia Points per AI-granted Charter.
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