Learn

Game guide, tutorials & frequently asked questions

Back to Handbook

Inventory

10 lessons

Money balances, raw materials, finished products and the game shares you hold.

You can read every lesson right now. Log in to take the quizzes and earn gold.

Lesson 3 of 10 0/5 correct this lesson
3

Raw materials

The six families of inputs your workshops turn into goods. · 10 min read

Now we move from the wallet to the pantry, and this is where the productive heart of your town starts to come into view. The Raw Materials tab holds the basic stuff your town runs on - the ingredients, the building supplies, the unprocessed inputs that everything else is made from. Here is the first thing to get straight, because it genuinely trips people up: you do not consume raw materials yourself. You will never eat a log of wood or chew on a block of stone, and the game would not let you even if you tried. Instead, your BUILDINGS eat them. Raw materials are the inputs your buildings quietly draw on to clear land, to construct new things, and to run production. Picture a kitchen pantry: you, the cook, do not snack on raw flour and raw eggs straight from the shelf - they are sitting there so the kitchen can turn them into something finished and worth serving. Raw materials play exactly that role for your town.

There can be quite a few different materials once your town gets going, so rather than leaving them in a long undifferentiated list, the game tidies them into six families. This is a real mercy for a new player. You do not need to memorise every single item name to plan sensibly; learning the six families, and roughly what each one is for, is more than enough to reason clearly about what your town needs. So relax about the detail and focus on the shape.

The six families

  • Iron: the metal line, used heavily in tools and construction.
  • Wood: timber, and one of the most common early inputs you will handle.
  • Stone: the other backbone of building.
  • Construction: processed building supplies, made from the basics above.
  • Farm: the agricultural inputs that feed food production.
  • Vegetables: produce that feeds into food recipes.

Notice the natural shape hiding in that list, because it makes the families much easier to remember. Iron, Wood and Stone are the rough, foundational materials - the rugged basics you gather first. Construction is a clear step up from them: it is processed building supplies made out of those very basics, so it sits a little further along the chain. And Farm and Vegetables together form the food side of the pantry, the things that feed your food recipes. You really do not need to drill into every individual item name today, and you should not feel you must; just knowing "these six families exist, and roughly what each one is for" is already enough to let you reason about your town clearly and plan with confidence.

It can help to picture the families as the start of a chain that runs through your whole town. At one end sit the rough basics - wood, stone, iron - dug or gathered and dropped into the pool. Some of those feed into Construction, the processed building supplies. On the other side, Farm inputs and Vegetables feed your food line. And every one of these families exists to be eaten by a building and turned into something further down the chain. Nothing in this tab is an end in itself; it is all raw potential, waiting for a building to give it shape.

Why you hold raw materials at all

A raw material is only worth holding because something downstream needs it. On its own a stack of wood does nothing for you - it is valuable purely because a building is waiting to turn it into goods. A bakery, for instance, needs farm goods and vegetables to do its work. A workshop needs wood, stone and iron. So when you sit down to plan what to build, you are really planning which raw materials you will need a steady supply of. Decide what you want to produce, then make sure the ingredients for it keep flowing into your town pool.

This also gives you a calm, reliable troubleshooting habit, and it is one of the most useful things a new player can learn. People often panic when a building "just will not start" and assume something is broken or that they have done something wrong. Almost always, nothing is broken at all. The single most common reason a production building refuses to start is that your town pool is short of one of its raw materials - you have simply run out of an ingredient. Because everything sits in one shared town pool (remember the communal cupboard from lesson one), the fix is wonderfully simple: top that ingredient back up, whether by producing more of it yourself or buying some on the market, and the building will start.

So the next time a building will not begin a run, do not fret and do not assume a bug. Take a breath, open this Raw Materials tab, and look down the list for the family the recipe needs. Nine times out of ten you will find the culprit sitting at zero or close to it. It is a tidy little ritual that turns a frustrating "why won't this work?" moment into a quick, confident "ah, I just need more wood." That calmness is exactly the steady-player mindset that wins in this game.

Inputs in, goods out

If a production building will not start, check this tab first. The usual cause is that your town pool is short of one of the raw materials that recipe needs. It is far more often an empty pantry than a real fault - so look here before you blame anything else.

So that is the pantry, and it is a calmer place to stand once you understand it: six families of inputs, not one of which you ever use yourself, all of which exist so that your buildings can turn them into something worth selling. The whole tab is really just a measure of how well-supplied your town is to keep working. Keep the shelves stocked for whatever you happen to be making, glance here first whenever a building hesitates, and your production hums along without drama. With the ingredients understood, let us walk over to the other end of the kitchen and look at the finished-goods shelf - the things that come out after your buildings have done their work.

Lesson quiz — 5 questions

Each correct answer pays a random 0.0001–0.0005 gold; a wrong answer forfeits the same stake to the game fund (never more than you hold).

1.How many raw-material families are there?

+0.0001–0.0005 gold

2.Which of these is a raw-material family?

+0.0001–0.0005 gold

3.Who actually consumes raw materials?

+0.0001–0.0005 gold

4.Which of these is NOT a raw-material family?

+0.0001–0.0005 gold

5.If a production building will not start, a common cause is...

+0.0001–0.0005 gold