AI-Generated

Resources & Economy

Thronewake has four resources, produced by resource fields in each village:

ResourceField / buildingTravian equivalent
LumberWoodcutterWood
StoneQuarryClay
Metal(metal mine)Iron
Food (crop)FarmCrop

Boost buildings raise production of a resource, Travian-style: the Sawmill boosts Lumber; the Mill and Bakery boost Food/crop. These sit alongside the mandatory resource fields.

Production, storage & population

  • Production per hour scales with world speed; storage capacity does not. A level-20 Warehouse holds 80,000 on any speed.
  • Resource-field production was increased by ~25% in an update (03/06). A separate +25% food production bonus was later removed (19/07), making food noticeably tighter on the current world (see below).
  • Population equals the total food upkeep of the buildings and fields you have built/upgraded. Each level you build adds food upkeep and +1 population. Troop upkeep is separate.

The food economy (important)

Food (crop) is the game’s constraining resource by design — it limits army size and adds a logistics layer.

  • Early on food feels abundant (you start with 6 farms and no army to feed), but it becomes valuable as your army grows.
  • The current (Fourth Awakening) world has a ~25% food nerf versus the previous world (the old +25% food bonus was removed) — player-reported for this world.
  • Because there is no 1:1 NPC trade (see Marketplace), dedicated cropper villages (9c / 15c — villages with 9 or 15 crop fields) are harder to run than in Travian and are a real strategic choice rather than a default. Cities help (their fields can reach level 13; see Villages, Cities & Expansion).

Crop locking (authoritative)

If a village’s population exceeds its food production, you cannot start most builds — the exceptions are crop fields, the Mill, and the Bakery, which you can always upgrade regardless of food. Specifically, you cannot start a build if it would drop the village’s base food production to 2 or less. Troop upkeep is excluded from this check, so troops can push you into negative food while buildings/fields cannot. On slow (1×) worlds a village can become effectively permanently crop-locked; on 3× you can usually upgrade fields to recover.

Trading & moving resources

  • Marketplace — send resources to your own villages, alliance members, and eligible players (with limits), set up trade routes, and use the Quartermaster NPC exchange at 3:1 (improvable to 2.5:1 by research).
  • Wilder Sites — a significant source of raided resources, especially early. Each site’s fixed hourly production is weighted toward one resource type (a stone site yields more stone, etc.), so its raid loot is weighted the same way.
  • Raiding other players and Ancient/abandoned villages. See Combat.

Starting gift

New players receive a starting “gift” from the Ancients — a merchant delivery of resources (around 800 of each (player-reported)) that arrives shortly after starting.

See also