Resources
Resources in Pharaoh fall into four categories: terrain deposits fixed on the map, food goods, raw materials, and manufactured goods. Terrain deposits are the foundation of the extraction economy — no mine or quarry produces anything without them. Food and manufactured goods move through Storage Yards and Granaries and are distributed to housing by Bazaars.
Terrain Deposits
Fixed terrain features visible on the map. An extraction building must be placed directly on the deposit to produce the corresponding resource. Deposits are finite — they deplete as the mine operates and are never replenished. See Ore Deposit for full placement and depletion mechanics.
| Deposit | Extractor | Resource | Delivered to | Notes |
|---|---|---|---|---|
| Gold ore | Gold Mine | Gold | Palace → Treasury | Converted directly to deben; bypasses Storage Yards |
| Copper ore | Copper Mine | Copper | Storage Yard | Input for Weaponsmith → Weapons |
| Gemstone | Gemstone Mine | Gems | Storage Yard | Input for Jeweler → Jewelry |
| Clay deposit | Clay Pit | Clay | Storage Yard | Input for Potter and Brickworks |
| Reed marshland | Reed Gatherer | Reeds | Storage Yard | Input for Papyrus Maker |
| Forest | Wood Cutters | Timber | Storage Yard | Input for Chariot Maker and Shipwright |
| Stone | Stone Quarry | Stone | Storage Yard | Used in monument construction |
| Limestone | Limestone Quarry | Limestone | Storage Yard | Used in pyramid casing |
| Sandstone | Sandstone Quarry | Sandstone | Storage Yard | Used in obelisks and temples |
Food
Food is produced by farms, hunting lodges, and fishing wharves. It is stored in Granaries and distributed to housing by Bazaars. Most housing tiers require multiple food varieties to evolve further.
| Food | Source | Notes |
|---|---|---|
| Grain | Grain Farm | Also used by Brewery to produce Beer |
| Meat | Cattle Ranch | |
| Lettuce | Lettuce Farm | |
| Chickpeas | Chickpea Farm | |
| Pomegranates | Pomegranate Farm | |
| Figs | Fig Farm | |
| Game Meat | Hunting Lodge | Hunter walks out to hunt animals on the map |
| Fish | Fishing Wharf | Requires river access |
Raw Materials
Intermediate resources extracted from terrain or farmed, then processed by workshops into manufactured goods. They move between buildings via cartpushers and Storage Yards.
| Material | Source | Processed by |
|---|---|---|
| Gold | Gold Mine | Palace (deben income — no workshop needed) |
| Copper | Copper Mine | Weaponsmith → Weapons |
| Gems | Gemstone Mine | Jeweler → Jewelry |
| Clay | Clay Pit | Potter → Pottery; Brickworks → Bricks |
| Reeds | Reed Gatherer | Papyrus Maker → Papyrus |
| Timber | Wood Cutters | Chariot Maker → Chariots; Shipwright → Ships |
| Oil | Oil Farm | Lamp Maker → Lamps |
| Flax | Flax Farm | Linen Maker → Linen |
| Straw | Grain Farm (byproduct) | Brickworks (combined with Clay) |
| Stone | Stone Quarry | Monument construction |
| Limestone | Limestone Quarry | Monument construction (casing) |
| Sandstone | Sandstone Quarry | Obelisks, temples |
Manufactured Goods
Produced in workshops from raw materials. Distributed to housing by Bazaars. Higher housing tiers require more varied goods to continue evolving.
| Good | Producer | Input | Consumed by |
|---|---|---|---|
| Pottery | Potter Workshop | Clay | Housing (via Bazaar) |
| Beer | Brewery | Grain | Housing (via Bazaar) |
| Papyrus | Papyrus Maker | Reeds | Housing (via Bazaar); trade export |
| Linen | Linen Maker | Flax | Housing (via Bazaar); trade export |
| Lamps | Lamp Maker | Oil | Housing (via Bazaar) |
| Bricks | Brickworks | Clay + Straw | Monument construction |
| Weapons | Weaponsmith | Copper | Military forts (infantry, archers) |
| Chariots | Chariot Maker | Timber | Chariot forts |
| Jewelry | Jeweler | Gems | Housing (via Bazaar); trade export |