Resources

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The graph here outlines the general uses of resources. The ruler chart at the bottom provides information on when particular resources are most used in-game. (Please note that there are some exceptions to the rule.)

Resources are generated by provinces over time and are used in the construction of buildings, mobilization of Units, and Research. Supplies, Components, Fuel, Electronics, Rare Materials, Manpower, and Money are the resources that are generated by cities and provinces and are in different amounts in different games. Meanwhile, the amount of gold obtained by players remains constant in different games. All resources (except for manpower, money, and gold) can be bought with money in markets.

Features:

  • Population, Morale, and particular buildings affect the resource production rate in each Province.
  • Homeland cities, annexed cities, and occupied cities have different rates of resource production.
  • Resource production, like all other time-based mechanics of the game, occur in real-time.

Production Rate:

The final, maximum economic output of a city is capped by its province type. The cap is applied after all other production bonuses, e.g. from buildings, have been considered.

  • Homeland City: 100% Resource production rate
  • Annexed City: 50% Resource production rate
  • Occupied City: 25% Resource production rate
  • Provinces: 50% Resource production rate

Production of all non-gold resources can be increased by:

Supplies

Supplies will act as the foundation for maintaining and growing your nation and are used to research or construct buildings (with the exception of relocate headquarters), which means you need to be careful how you invest in the early game to make the best use of them as possible. (For example, investing 1,000 Supplies for an airport in the early game may not be as effective to your economy/strategy compared to constructing an Arms industry (for ex. in a supplies city) and Army Base for early defense.) It is important to remember that the more units your army have, the more you need to feed and supply them, and if you expand too quickly and invest too heavily in military units you will cripple the rate at which you can expand, or worse, you will not be able to maintain your units at all. They are used to mobilize most infantry units (with the exception of airborne infantry and special forces), combat recon vehicles, support units, helicopter gunships, UAVs, corvettes, missiles, as well as infantry officers, airborne officers, rotary wing officers, and naval officers. It is often in short supply mid-game.

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Components

Components are vital for mobilizing most armoured units, most naval units, most air units, and some officers. Most other units also rely heavily on components. Combat Recon Vehicles, Helicopter Gunships, UAVs, and Corvettes do not need components for their mobilization. Mobile Anti-Air Vehicles and Mobile Artillery are the only Support units which do not require Components for mobilization. Missiles do not need Components at all. Components are sometimes in short supply mid-game. With this in mind, it is safe to say that Components will become crucial very soon after starting a game, if not instantly, as they are required for expanding your Army and Structures.

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Fuel

Fuel is not needed for any Research but is very dependent for any construction buildings. Fuel is also necessary for building missile warheads. Fuel is necessary for upkeeping all units, all building constructions in a city (except for relocate headquarters), as well as constructing airfields and military logistics. It is often in short supply early in-game.

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Electronics

Electronics are used to construct any building with the exception of bunkers. When it comes to mobilizing, electronics are generally required for vehicle-dependent units such as Airmobile & Special Forces, Armored Units, Support units, Fixed Wing Aircraft, and naval units. It is sometimes in short supply mid-in-game.

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Rare materials

Rare materials, also known as Rares, are a type of resource which are essential if you want to attain strong units such as Stealth, Submarines, Missiles, etc. This resource will also become a deciding factor whether or not you are able to research as frequently as you would like, as it is required for all the research available in-game. Additionally, it is necessary for building arms industries. It is almost always in short supply in between early and mid-game.

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Manpower

Any and all units will require Manpower for mobilization and upkeep. Keep your eye on this resource if you wish to have a focus on military presence and boots on the ground! Manpower is necessary to mobilize all units and annex cities. If recruiting offices are not built, it is often in short supply early in-game.

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Money

Money makes the world go round. This resource is used for absolutely everything and is also the exclusive resource used to purchase other resources from the Market, or vice versa, to sell excess resources you own in exchange for Money. If arms industries are not built, it is often in short supply early in-game.

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Gold

Gold is a premium currency that is bought using real-life currencies or is earned through having a large number of victory points at the end of a game. It is very useful: it can accelerate construction and research; it can heal units that are not fighting; it can be used to wreak havoc and identify armies in other nations. Sometimes, when one logs onto Conflict of Nations, a 10-minute personal sale starts where one will receive upwards of 20% more gold than usual.

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Although gold usage is often considered unfair, the game issues warnings for those who denounce gold.

Trivia

  • In its early days, Conflict of Nations would have gold sales that were 15 minutes long and allowed buyers to receive upwards of 1,000% more gold than usual.
  • Before February 22, 2019, one was able to receive 5,000 resources for 2,500 gold through the market. The price has now been raised.
Game Mechanics
General Campaign TypesMobile AppRanksSeasonsSecurity CouncilStarting Nation
Economics BuildingsCityHomeland CityMoraleResearchResourcesGold
Military UnitsCombatHealingRefuelingAir AssaultInsurgentsDoctrineTerrainEmbarkation/DisembarkationBoarding/DeployingDeployable
Diplomacy DiplomacyCoalitionVictoryVictory Points
Community AllianceAlliance ChallengeInternal MatchChallenge Alliance Community
Current Public Campaign Types Flashpoint EuropeWorld War III (Apocalypse) • Rising TidesOverkillBattleground USASengoku
Current Alliance Campaign Types Mediterranean TheatreMalta • World War III (Elite) • Antarctica
Discontinued Features AttritionNationalization
Discontinued Campaign Types Europe 1990World War 2020Middle East CrisisZBlood and Oil • World Redux • Deadline • Western TheaterCold WarAble-Archer • Operation Riverine • World War III (Memorial Day Event • Independence Day Event) • Cold War