Item, ore and material tables
The shipped item library groups ore into coal, copper, gold, iron, silver, stone and tin, with a separate refined family for gems and metal bars. Each item carries a stack size, a gold and silver value and a rarity.
The item library in the launch build is organised around a two-step material chain: raw ore, then refined output, then anything crafted from the refined stock. These tables come from the shipped example library as it appears in the official screenshots, so treat the counts as a snapshot rather than a fixed game rule.
Ore families
| Ore | Family | Typical role in a chain |
|---|---|---|
| Coal | Fuel mineral | Smelting input |
| Copper | Common metal | Starter tools and low-tier gear |
| Iron | Structural metal | Mid-tier weapons and armour |
| Silver | Precious metal | Value goods, higher-tier gear |
| Gold | Precious metal | Luxury and currency-adjacent items |
| Tin | Alloy metal | Combined with copper in bronze-style recipes |
| Stone | Non-metal | Construction and heavy goods |
Seven ore entries in the shipped library. Each is a distinct item with its own icon, value and rarity, which means each can be a trade good in its own right.
Refined outputs
| Group | Example entries | Count in the shipped library |
|---|---|---|
| Refined materials | Gem Amethyst, Gem Diamond, Gem Emerald, Gem Ruby, Gem Topaz, Ore Copper / Gold / Iron refined | 27 |
| Total items in the library | All categories | 153 |
| Total equipment pieces | All equipment categories | 500 |
Those numbers are counts from the example content, visible in the library headers. Your own world starts from whatever you import and then diverges, so use them as a scale reference: the shipped content is deep enough that you do not need to author a full economy before you can test one.
The item fields
| Field | Group | Meaning |
|---|---|---|
| Id | Identity | The stable key, e.g. gem_diamond_refined |
| Display Name | Identity | What the library shows |
| Type | Identity | Material, equipment, food and so on |
| Subcategory | Identity | Family label, e.g. refined |
| Description | Identity | Free text, for you |
| Icon | Presentation | Library and inventory art |
| Stack Size | Inventory | How many fit in one slot; the example refined gem uses 99 |
| Base Value (Gold) | Inventory | Whole-currency value |
| Base Value (Silver) | Inventory | Sub-currency value |
| Rarity | Inventory | Band label, e.g. uncommon |
| Craftable | Inventory | Whether the crafting systems may produce it |
The recipe block
| Field | What it does |
|---|---|
| Output Count | How many units a craft produces |
| Ingredients | The list of items consumed |
| Current Recipe | A readout of the recipe as saved |
Worked example from the shipped content: a refined gem output whose current recipe consumes two units of the raw gem. That is the simplest possible chain - one input, one output, a conversion step - and it is the pattern to copy when you want a material that takes effort to produce.
Reading the chain as an economy
The chain has three lever points, and each one changes who wins wars:
- Ore abundance. If a zone produces iron and its neighbour does not, the neighbour has a reason to trade or attack.
- Refining cost. Expensive refining makes raw material the scarce thing; cheap refining makes finished goods the scarce thing.
- Equipment cost. If the best weapon needs three refined inputs, only rich factions field it - and rich factions are usually the ones that already hold the contested zones.
That is the whole economic design surface in the launch build. There is no price simulation beyond base value, no supply and demand curve, and no market UI.
What is not published
| Question | Answer |
|---|---|
| Are these the only ore types in the game? | No data - the shipped library shows seven; authored content can add more |
| Are stack sizes capped globally? | No data - 99 appears on the example refined gem |
| Does base value drive faction trade prices? | No data |
| Do rarities have fixed drop weights? | No data |
| Are there currency items beyond gold and silver? | Gold and silver are the two value fields the panel exposes |
The honest summary: the item system gives you a working chain and the fields to balance it, and the economy that emerges is driven by faction needs rather than by item prices. The simulation table shows where those needs sit in the loop.
Where these tables come from
The material families here feed the item and recipe editor, which is where you build the chain, and the results become the bonuses described in the equipment guide. The zone fields that decide which faction can reach which ore are on the zone field page.
