Resources are the foundation of survival, production, trade, and settlement progression in Thveit. Nearly every system within the game revolves around gathering, producing, consuming, storing, and transporting resources throughout the settlement.

Different resources serve different purposes - from construction materials and food supplies to luxury goods, medicine, tools, and trade commodities.

The resource system is intended to feel interconnected, grounded, and heavily tied to the identity and specialization of the player’s settlement.


Core Philosophy

The resource system focuses on:

  • Settlement growth and survival
  • Production chains
  • Trade and economy
  • Seasonal preparation
  • Settlement specialization
  • Organic progression

Rather than encouraging players to produce everything equally, Thveit rewards settlements that naturally specialize and develop unique economic identities over time.


Resource Types

Resources in Thveit can generally be divided into several categories:

Construction Resources

Used for building, infrastructure, crafting, and expansion.

Examples include:

  • Wood
  • Stone
  • Planks
  • Tools
  • Weapons

Food & Consumption

Used for feeding settlers, improving comfort, supporting morale, and surviving winter.

Examples include:

  • Fish
  • Bread
  • Mushrooms
  • Raw Meat
  • Milk
  • Honey
  • Berries
  • Carrots
  • Cabbage
  • Pumpkins

Farming & Ingredients

Used for agriculture, production chains, brewing, cooking, and crafting.

Examples include:

  • Rye
  • Barley
  • Oats
  • Flour
  • Lavender
  • Herbs
  • Water

Production & Crafted Goods

Processed resources used for advanced production, comfort, trade, or progression systems.

Examples include:

  • Mead
  • Clothes
  • Medicine
  • Tools
  • Weapons

Full Resource List

Current implemented resources include:

  • Wood
  • Stone
  • Planks
  • Berries
  • Herbs
  • Fish
  • Mead
  • Honey
  • Water
  • Rye
  • Barley
  • Oats
  • Carrots
  • Cabbage
  • Pumpkins
  • Lavender
  • Wool
  • Milk
  • Raw Meat
  • Mushrooms
  • Clothes
  • Flour
  • Bread
  • Tools
  • Medicine
  • Weapons

This list is intended to expand throughout development as new production systems, folklore mechanics, trade opportunities, and seasonal gameplay are introduced.


Settlement Identity

One of the major goals of the resource system is to allow settlements to naturally develop their own identity and reputation based on what they produce.

Players who heavily focus on certain resources may gradually become known for them throughout the world.

Examples include:

  • “Your settlement is known for its fine lavender.”
  • “Travelers seek your renowned mead.”
  • “Your fertile lands produce exceptional barley.”

Settlement specialization may influence:

  • Trade prices
  • Reputation
  • Local market demand
  • Trader interactions
  • UI aesthetics and banners
  • Visual settlement identity
  • Future quests and events

This system is intended to make every settlement feel unique rather than functionally identical.


Production & Economy

Resources are deeply interconnected through production chains and settlement logistics.

For example:

  • Wood becomes planks
  • Grain becomes flour and bread
  • Honey and grain become mead
  • Herbs become medicine
  • Wool becomes clothes

Managing production efficiency, storage, transportation, and seasonal preparation becomes increasingly important as settlements grow larger and more specialized.


Atmosphere & Visual Identity

Resources in Thveit are intended to feel physical, tangible, and visually integrated into the settlement itself.

Examples include:

  • Stacked wood piles
  • Crates and barrels
  • Grain sacks
  • Drying herbs
  • Hanging fish
  • Flour dust in bakeries
  • Mead barrels in taverns
  • Lavender fields surrounding farms

The goal is for resource production to visibly shape the appearance and atmosphere of the settlement over time.

Mechanics