# Resources :::warning ### Under Revision This section is not considered a finished proposal. Discuss any changes at liberty. ::: While most nations are assumed to be capable of producing the resources for the most basic of buildings, not all nations are gifted with sufficient resources and certain resources are so rare as to prevent the country from leveraging certain methods of production. These resources are called *Primary Resources* and are the subject of primary extraction methods or Resource Gathering Points (RGPs). Each country can have up to 4 RGPs by default, but certain technologies may affect this number. These RGPs can be split between all of the resources discovered in a country. Most other resources are created through factories or other specialized building. By default, a Resource Factory costs 50 IP. Each nation starts with 2 discovered resources, randomly assigned from the list of valid primary resources. A nation cannot gain the same resource twice. Resources, barring exceptions, do not stockpile. Each RGP or production facility gives you one unit of its resource a year. These units can be traded as players see fit. As long as you have at least one unit of a resource, you may gain any associated bonus. Certain resources are important inputs to buildings or units, and the lack of these resources can lead to those buildings or units becoming inoperable. ## List ### Primary resources Bonuses are suggestions. We should talk if giving them bonuses is good or bad. | Name | Requirements | Bonus | | -------- | -------- | -------- | Iron | | +2.5% IP from pop Coal | | +2.5% MK from pop Rare Metals | | -2.5% Army Maintenance Cost Natural Gas | | +2.5% MK from pop Oil | | -2.5% Naval and Air Maintenance Cost Rare Plants | | +1% country mod. growth per year* ### Non-primary Resources This doesn't mean they're not extracted from the ground, they're just not subject to the abundant resource rule. | Name | Requirements | Bonus | | -------- | -------- | -------- | Uranium | Relevant technology | He-3 | Mun base | Steel | Iron + Coal | +10% IP cap Plastics | Oil + Coal | +10% technology advancement rate Mechanisms | Iron + Rare Metals | +5% MK from pop Rocket Fuels | Oil + Nat Gas | +10% Rocket Production Efficiency Medicines | Natural Gas + Rare Plants | +3% country mod. growth per year* Advanced Weapon Parts | Steel + Mechanisms | +10% Army effectiveness in combat Rubber | Rare Plants + Rare Metals | +2.5% MK from pop, +5% IP, +1% mod growth per year* Integrated Circuits | Relevant technology | +5% MK from pop Advanced Circuitry | Integrated Circuits + Mechanisms | +15% IP cap Modern Antibiotics | Medicines + Plastics | +5% country mod. growth per year* Aerospace Parts | Rubber + Steel | +10% range to all aerial units, +1 starting success when producing aircraft Personal Computers | Plastics + Integrated Circuits, Relevant Technology | +25% technology advancement rate, +3% country mod growth per year \* I am considering having mod growth not be against a cap, but against an increasing penalty that tries to decrease your country modifier, representing your economy and population growing to their carrying capacity