Resource Management Guide

Olden Era is won on the resource map, not just the battlefield. Gold builds armies, wood constructs buildings, and rare resources (gems, crystals, sulfur, mercury) unlock your faction's most powerful units and spells. This guide covers every resource type, faction-specific economic bonuses, optimal build orders, and the logistics of turning map control into military dominance.

Resource Types & Priorities

Seven resources power your economy. Gold and wood are universal needs. Ore, gems, crystals, sulfur, and mercury are map-dependent — your expansion strategy must prioritize the resources your faction needs most.

ResourceSourceRatePriorityBottleneck
🪙 GoldTown income, flagged gold mines, treasure chests, artifact sales500-2000/day (scales with town level)1st — fuels creature recruitment and building constructionGold starvation is the #1 cause of stalled openings. If you cannot afford your creature queue, you lose tempo.
🪵 WoodSawmill (town), flagged lumber camps on map10-30/day per sawmill2nd — required for most buildings and shipyardsWood shortages delay town hall upgrades. Flag every lumber camp within 2 turns of your town.
⛏️ OreOre mine (town), flagged ore deposits on map5-15/day per mine3rd — required for advanced buildings and creature upgradesOre is map-dependent. If your starting zone has no ore, you must expand aggressively or trade.
💎 GemsGem mine (rare map structure), marketplace trade, quest rewards1-5/day per gem mine4th — required for high-tier creatures and artifactsGems are the rarest resource. Never sell gems for gold unless you are absolutely sure you will not need them.
🔮 CrystalsCrystal cave (rare map structure), wizard tower conversion1-3/day per crystal cave5th — required for magic guild and high-level spellsFaction-specific. Dungeon and Necropolis need crystals for their magic economy. Other factions can trade crystals away.
🟡 SulfurSulfur pit (rare map structure), alchemist conversion1-3/day per sulfur pit5th — required for inferno creatures and fire magicFaction-specific. Inferno and some Temple builds need sulfur. Other factions should trade it.
⚗️ MercuryAlchemist lab (town building), rare map nodes1-2/day per lab5th — required for high-level spells and artifactsUniversal need at high tiers. Every faction eventually needs mercury for tier 6-7 creatures or artifact crafting.

Faction Economic Bonuses

Every faction has unique economic bonuses that define their resource strategy. Play to your bonus — Grove should never play like Dungeon, and Schism should never try to out-recruit Temple.

Temple (Human)

Gold: +20% town income

Wood: Standard

Ore: Standard

Special: None — balanced economy

Temple wins through consistent creature production. Flag every gold mine. Your income advantage means you can out-recruit opponents in the long game.

Dungeon (Warlock)

Gold: Standard

Wood: Standard

Ore: Standard

Special: Crystals +30% from mines

Dungeon's magic economy is crystal-hungry. Prioritize crystal caves over gold mines. Your spells are your real army — crystals are ammunition.

Necropolis (Necromancer)

Gold: Standard

Wood: Standard

Ore: Standard

Special: Crystals +20% from mines; Sulfur conversion from corpses

Necropolis converts dead creature stacks into resources. Aggressive early expansion feeds your economy through combat. You spend less gold recruiting and more on infrastructure.

Grove (Elf)

Gold: Standard

Wood: +30% from lumber camps

Ore: Standard

Special: None — wood economy focus

Grove builds fast. Your wood bonus means you can construct buildings 30% faster than other factions. Rush town hall upgrades with your wood surplus.

Hive (Insectoid)

Gold: Standard

Wood: Standard

Ore: +25% from mines

Special: None — ore economy focus

Hive swarms require upgraded creature dwellings. Your ore bonus accelerates dwelling upgrades. Rush tier 3-4 creature buildings.

Schism (Heretic)

Gold: -10% town income (penalty)

Wood: Standard

Ore: Standard

Special: Sulfur +40% from mines; sacrifice creatures for resources

Schism has a gold penalty but converts creatures into resources through sacrifice. Play aggressively — every dead enemy stack fuels your economy.

Optimal Build Order

The first 30 turns define your entire game. Follow this build order for a strong economy that scales into the mid and late game. Deviate only if your starting zone lacks a critical resource.

1

Town Hall (level 1)

Turn 1

Cost: 2500 Gold, 20 Wood, 10 Ore

Unlocks creature dwellings and daily income. Every turn without Town Hall is lost income. Build it immediately.

2

Creature Dwelling (tier 1)

Turn 2-3

Cost: 1000 Gold, 10 Wood

Starts creature production queue. The earlier you start recruiting, the larger your week-1 army. Never delay this.

3

Resource Buildings (matching faction)

Turn 4-6

Cost: 500-1500 Gold, 5-15 Wood

Build the resource building that matches your faction bonus (Sawmill for Grove, Ore Mine for Hive, etc).

4

Marketplace

Turn 7-10

Cost: 1000 Gold, 10 Wood

Enables resource trading. Convert surplus resources into gold to fuel creature recruitment. Essential for resource-poor starts.

5

Town Hall (level 2)

Turn 12-15

Cost: 5000 Gold, 30 Wood, 20 Ore

Increases daily income by 50% and unlocks tier 2 creature dwellings. The earlier you upgrade, the more income compounds.

6

Creature Dwelling (tier 2-3)

Turn 16-25

Cost: 2000-4000 Gold, 15-25 Wood, 5-15 Ore

Upgrade creature production to tier 2 and 3. Higher-tier creatures double your army power. Coordinate with Town Hall upgrades.

7

Magic Guild / Special Building

Turn 20-30

Cost: 3000 Gold, 15 Wood, 5 Crystals/Sulfur

Unlocks spells (Dungeon/Necropolis) or faction-specific bonuses. Build once your creature economy is stable.

Resource Management Tips

  • Flag every mine within 2 turns of your town before turn 5. Flagged mines generate resources every day. An unflagged mine generates nothing. Every turn you delay flagging costs you resources permanently.
  • Use a secondary hero for resource logistics. Your main hero should be fighting, exploring, and flagging new mines. A cheap secondary hero ferries resources from flagged mines to your town, keeping your main hero free.
  • Never sell rare resources (gems, crystals, sulfur, mercury) early. You will need them for tier 5-7 creatures and artifacts. Gold is renewable through town income. Rare resources are finite on the map.
  • The marketplace exchange rate favors the seller when you trade surplus for deficit. If you have 30 wood and 0 ore, trade 10 wood for 8 ore — not the other way around. Always trade from abundance, never from scarcity.
  • Resource buildings (sawmill, ore mine) in your town generate baseline income even without flagged map nodes. Build them regardless of map resources — the baseline income alone justifies the cost within 10 turns.
  • Schism players: your gold penalty means you cannot out-recruit opponents. Convert creature sacrifices into resources and out-tech them instead. You win through quality (upgraded creatures), not quantity.
  • Grove players: your wood bonus is multiplicative with sawmills. Building 2 sawmills early gives you a 60% wood advantage over other factions. Rush Town Hall upgrades by turn 8 — no other faction can match your build speed.
  • Track your opponent's flagged mines. If you can steal a flagged gem mine or crystal cave with a fast hero, you deny them a permanent resource stream while gaining one yourself. Resource denial wins games.

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Last updated: July 9, 2026