Early Access launch 28 October 2026 · every page read against the launch build
Fantasy World Manager

Item, ore and material tables

Quick answer

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

OreFamilyTypical role in a chain
CoalFuel mineralSmelting input
CopperCommon metalStarter tools and low-tier gear
IronStructural metalMid-tier weapons and armour
SilverPrecious metalValue goods, higher-tier gear
GoldPrecious metalLuxury and currency-adjacent items
TinAlloy metalCombined with copper in bronze-style recipes
StoneNon-metalConstruction 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

GroupExample entriesCount in the shipped library
Refined materialsGem Amethyst, Gem Diamond, Gem Emerald, Gem Ruby, Gem Topaz, Ore Copper / Gold / Iron refined27
Total items in the libraryAll categories153
Total equipment piecesAll equipment categories500

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

FieldGroupMeaning
IdIdentityThe stable key, e.g. gem_diamond_refined
Display NameIdentityWhat the library shows
TypeIdentityMaterial, equipment, food and so on
SubcategoryIdentityFamily label, e.g. refined
DescriptionIdentityFree text, for you
IconPresentationLibrary and inventory art
Stack SizeInventoryHow many fit in one slot; the example refined gem uses 99
Base Value (Gold)InventoryWhole-currency value
Base Value (Silver)InventorySub-currency value
RarityInventoryBand label, e.g. uncommon
CraftableInventoryWhether the crafting systems may produce it

The recipe block

FieldWhat it does
Output CountHow many units a craft produces
IngredientsThe list of items consumed
Current RecipeA 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:

  1. Ore abundance. If a zone produces iron and its neighbour does not, the neighbour has a reason to trade or attack.
  2. Refining cost. Expensive refining makes raw material the scarce thing; cheap refining makes finished goods the scarce thing.
  3. 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

QuestionAnswer
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.