Regions and resources
Where you build is a real economic decision. The world is divided into 615 regions, and two region systems multiply your company output: prosperity and resource deposits.
Prosperity
Section titled “Prosperity”Every region has a prosperity score from 20 to 100. It sets a production multiplier for every company in the region:
| Prosperity | Production output |
|---|---|
| 20 | ×0.94 |
| 40 | ×1.03 |
| 60 | ×1.12 |
| 80 | ×1.21 |
| 100 | ×1.30 |
Prosperity changes what companies make, not the wages workers are paid. It moves with how a country uses its land:
- Overcrowding lowers it. Prosperity follows your country’s density: its active citizens (players seen in the last 7 days) divided by the number of regions it holds. Past 12 citizens per region, every extra citizen per region costs 4 prosperity in all of the country’s regions, so packing everyone into too little land is self-defeating. It is recalculated once a day.
- War lowers it. Every battle started in a region knocks 3 points off its prosperity, and it recovers 1 point a day.
- Conquest knocks it down. When a region changes hands, its prosperity drops to 40 (or 55 when an uprising returns it to its original owner) until the next daily update recalculates it for the new owner.
Resource deposits (Deposits and Demand)
Section titled “Resource deposits (Deposits and Demand)”Each region can hold one resource deposit tied to one chain: a Fertile Basin (food), an Iron Vein (ammunition) or a Silica Field (components). Running that chain’s companies there, from the raw-material company up to the finished goods, taps the deposit for a production bonus of up to +20%.
The size of the bonus is two things multiplied together:
- Richness. How full the deposit still is. A brand-new deposit is rich; a heavily-mined one is thin. Richness falls more slowly than the reserve (a deposit at half its reserve still has richness of about 71), but bonuses fade as a deposit is worked.
- Demand. How hard that chain’s finished goods are being consumed versus produced across the world, tracked over a rolling 7-day window. Demand rises quickly when a resource is scarce and eases off slowly when it’s abundant.
A rich deposit in high demand pays the full +20%. Low demand can only shrink a bonus to 40% of its potential, so a rich deposit in a cold chain still pays +8%; only a draining reserve takes it down toward +0%. It never goes negative, so a deposit can only ever help.
Deposits deplete and move
Section titled “Deposits deplete and move”- Mine a deposit hard enough and it runs down. If it stays below 5% of its reserve for 7 days in a row it collapses and respawns in another region, favouring countries where the most work is being done, so the map’s resource geography keeps shifting.
- A deposit that nobody works for 7 days in a row starts to regenerate, 2% of its full reserve a day. There is no way to refill one by hand; only rest restores it.
- There are 60 deposits per chain (180 in total) spread across the map, so controlling the right ground is a genuine strategic prize.
Supply routes
Section titled “Supply routes”A deposit bonus only fully counts if the region is connected to your country’s capital through an unbroken chain of bordering regions your country holds. If a region is cut off, its deposit premium is halved: a +20% bonus drops to +10%. If the capital region itself falls, every region the country holds counts as cut until it is retaken. The base production is never touched, only the deposit’s extra. Severing supply lines is a real way to strangle an enemy’s war economy without taking the region itself.
Borders include sea crossings between nearby coasts as well as land borders. The same border map decides where wars can be fought: a country can only attack a region that borders one it already holds (see Battles).
Moving a company
Section titled “Moving a company”Placed a company in the wrong spot? You can relocate it to another region for 50% of its build cost in gold (rounded up), with a 72-hour cooldown between moves. The destination must be a region your country holds, or one held by a country yours has an active trade deal with. All of the company’s employees are released when it moves, and half the fee goes to the country that holds the destination (the rest is destroyed). Cheaper than dissolving and rebuilding, and it lets you chase deposits as the map shifts.
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