[{Image src='wood.png' align='left'}]__Wood__ is produced in:
* [Main Building|Buildings] of City,
* [Woodcutter Cabin|Samwill].\\
\\
[{Image src='grain.png' align='left'}]__Crops__ are produced in:
* [Windmill|Windmill].\\
\\
[{Image src='stone.png' align='left'}]__Stone__ is produced in:
* [Stone Quarry|Mine_stone],   
* Main Building of [Stone Mine|Mine],
* and sometimes in Main Building of Pit \\
\\
[{Image src='gold.png' align='left'}]__Gold__ is produced in:
* [Trading Post|Shop],
* [Gold Plant|Mine_gold],
* Main Building of [Gold Mine|OuterDomains],
* and sometimes in Main Building of Pit;

\\
[{Image src='iron.png' align='left'}]__Iron__ is produced in:
* [Iron Plant|Mine_iron],
* Main Building of [Iron Mine|Mine],
* and sometimes in Main Building of Pit.
\\
[{Image src='bl_pearl.jpg' align='left'}]The __Black Gem__ is a special resource. A separate [article|BlackPearl] is dedicated to it.\\

\\

__Resources Production rate can be affected by:__
* 1. [Race|Race] features. Race Bonus is considered in initial characteristics of each race’s buildings. That is to say that Producing Buildings of different Races have different initial rate of production.\\
* 2. Terrain Bonus or Penalty:\\
\\

|                      |[{Image src='mount.jpg'}] |[{Image src='desert.jpg'}]|[{Image src='forest.jpg'}]|[{Image src='steppe.jpg'}]
|[{Image src='gold.png'}]|     |  +70%    |   |                    
|[{Image src='wood.png'}] | -50%  |-50%     |+100%     |-50%   
|[{Image src='stone.png'}]|  +70% |     | -50%    |      
|[{Image src='grain.png'}]|-50%   | | | +200%
|[{Image src='iron.png'}] |      |+50%| |


\\
* 3. Village Bonus. Resources are produced faster in [villages|Villages] by +30%
* 4. Pit Bonus. All Producing Buildings in [Pits|Pit] have a production bonus +100%
* 5. Quest Bonuses
* 6. [Specialisation|Spec] and [Science|ScienceDescription] Bonuses
* 7. Deposit depletion. Each Stone, Iron, Gold or a Crop deposit contains a limited amount of resource. After the full depletion of a deposit the Producing Building constructed on the deposit has Resource Production rate downfall to 1 per hour. In order to resume the normal production rate it's necessary to demolish the Producing Building and construct a [Chalice of Abundance|Recovery] that recovers resources in the deposit. When the Chalice finishes resource recovery the building self-destructs, and then you will be able to construct new Producing Building on the recovered cell. 

\\
\\
Bonuses from 2 to 7 are shown in the appropriate buildings when pointing cursor at the production value inside the building.\\
[{Image src='ironplant.jpg'  align='center' }]


\\
In order to learn what is Resource Production provided by, enter the Main Building of a domain and point at the Resource Production value.
[{Image src='warehouse.jpg' align='center' }] \\
\\
Resources are produced and stored in the domain where the Producing Building has been built. If the amount of resource, stored in a domain, reaches the Warehouse limit, the Resource Production stops. Stored resources can exceed the limits, but in this case, resource surplus will be gradually __plundered__. The more the surplus is, the higher the speed of plundering will be. 1% of resource lacking storage space is plundered per hour.\\
EXAMPLE: On the picture – the Gold is consumed by troops, and the surplus that doesn't have a room in the Warehouse is plundered.
[{Image src='plundercopy.jpg' align='center' }]
\\
The Warehouse limit is defined by the number and the levels of Warehouses and Main Building in sum.
[{Image src='capacity.jpg'  align='center' }]Slotting and reallocation of space for resources at Warehouse can be managed in the Main Building with the aid of the round chart. Only free space in Warehouse can be treated, in other words – it is impossible to provide less space for a Resource than it occupies at the moment.\\

If more than 999.999.999 resources of the same kind get into a domain, all resources above this amount vanish without prior warning.
Resources robbery can be decreased by 100%.