Resources
Spirit Land is based on a vast resource system that allows players to collect various stuff from the environment, sell to cities and buy finished products that have been refined with time.
Resource prices are set by tier, rarity and availability, so that a city with surplus will buy and sell at lower prices, while a city in need of something will buy and sell it at higher prices.
Resources span from raw to refined, from food to build and craft materials and can be obtained in different tiers that represent their quality level, with no planned cap to how high they can get.
The higher the tier the stronger the effects on resources and produced items, but also the higher the cost at which they can be bought and sold.
Equipment tier will directly affect combat power and inside a tier there are also quality levels, to give more variability to said power.
Tech Data
Rarity
Each terrain type will have three possible resources, with different spawn rates in the ratio of 3:2:1.
Some terrains are more frequent than others, thus they are weighted so that we calculate the amount of resources they can generate compared to others.
The following table will list the relevant frequency of different terrain types and their three resource types, giving them a weight derived from the product of the two.
| Terrain |
Frequency |
x3 Resource |
x2 Resource |
x1 Resource |
| Forest |
20x |
Wood (60) |
Fruit (40) |
Meat (20) |
| Hills |
20x |
Fruit (60) |
Wood (40) |
Leather (20) |
| Plains |
20x |
Vegetables (60) |
Fruit (40) |
Fiber (20) |
| Mountains |
10x |
Stone (30) |
Metal (20) |
Precious (10) |
| Sea Coast |
5x |
Fish (15) |
Stone (10) |
Meat (5) |
| Desert |
1x |
Stone (3) |
Leather (2) |
Gem (1) |
| Lake Coast |
1x |
Fish (3) |
Fiber (2) |
Leather (1) |
| River |
1x |
Fish (3) |
Vegetables (2) |
Precious (1) |
| Swamp |
1x |
Vegetables (3) |
Metal (2) |
Fiber (1) |
| Tundra |
1x |
Wood (3) |
Gem (2) |
Metal (1) |
Now summing up all the resource occurrences in various territories we get the following:
- Fish -> Lake Coast, River, Sea Coast = 21
- Fruit -> Forest, Hills, Plains = 140
- Meat -> Forest, Sea Coast = 25
- Vegetables -> Plains, River, Swamp = 65
- Raw Fiber -> Plains, Lake Coast, Swamp = 23
- Raw Gem -> Desert, Tundra = 3
- Raw Leather -> Desert, Hills, Lake Coast = 23
- Raw Metal -> Mountains, Swamp, Tundra = 23
- Raw Precious Metal -> River, Mountains = 11
- Raw Stone -> Desert, Mountains, Sea Coast = 43
- Raw Wood -> Forest, Hill, Tundra = 103
This way we note that foods have different rarities, with Fruit being by large the more common food that can be found.
Relevant equipment resources, such as Fiber, Leather and Metal, have the same ratio.
Wood is another equipment resource, but it's also building material, so it clearly have more abundance.
Precious metal and gems are really uncommon though.