Resources, or “rss” as they are referred to, are one of the key tools of Final Fantasy: A New Empire for building and maintaining your power.
This article covers what you need to know about the resources to make important decisions, like what to farm, what troops to specialize in, and what resources to target by raiding other players or gathering. It also covers how to get more of those resources so that you can build your empire and research higher-level troops and abilities.
The first thing you need to know is that there are five base resources: gil, food, metal, stone, and energy. These are the Tier 1 resources. As you progress in the game and level up your buildings, more resource tiers will unlock, as seen in the table below.
|Resource Tiers –
|Tier 1: 0-15||Food||Energy||Stone||Metal||Gil|
|Tier 2: 15-19||Wheat (15)||Essence (16)||Granite (17)||Lead (18)||Coin (19)|
|Tier 3||Corn (25)||Spirit (26)||Marble (27)||Copper (28)||Silver (29)|
Chart of the resource tiers.
From Citadel levels 1- 15, you will only need the tier one resources to purchase building upgrades, research, and troops. As you go beyond level 15 in your buildings and research, costs will begin to include tier 2 resources.
And then at level 20, this happens.
As you can see above, a level 20 Citadel requires all tier 2 resources, except tier 1 energy. As you progress in the game, buildings and research will require various tiers of RSS per level to advance.
The tier 2 resources are Wheat, Essence, Granite, Lead and Coin. When you upgrade a farm to level 15, you will have the option of changing the production type to “Wheat” instead of food. At levels 16 – 19, you will have the option of upgrading other resource buildings to produce tier 2 instead of tier 3 resources.
Tier 2 resources are also required to research and train tier 3 troops, and tier 3 resources are required to unlock tier 4 troops in research and purchase them.
Important: You will always need t1 resources to keep progressing. The game does not just switch over to t2 or t3 resources and will continue to mix and match what is required as you progress. So save your stone and energy.
Resources Required for Buildings and Research
Stone, gil and energy are “bottleneck” resources. This is true for other tiers of those resources like granite, marble, coin, and spirit. You’ll need at least twice as much stone for buildings than for the other resources, and the need for stone only gets greater as you level up.
Likewise, gil and energy are the bottlenecks for research. Research always requires a large amount of energy and gil, with some metal and a smaller amount of food and stone.
Metal is required for everything in medium amounts compared to the other resources. If you focus too much on acquiring the “bottleneck” resources, you may run shy on metal.
Research: A little bit of stone and food, some metal, and a lot of energy and gil.
Food costs are generally low for building and research in comparison to the other resources. But food is a little different. Its primary use is for training and maintaining troops.
Troop Upkeep and Negative Food Production
You’ve probably noticed that your troops have a food cost associated with them that makes your food production per hour go down. This isn’t a huge problem in the very early game when you have a modest army, but can quickly become an issue as you build out your army.
If you have enough troops, your food production will actually go negative, which means you will lose food steadily over time. You can view your balance of food produced to food required by troops when you open up one of your farm buildings.
This is really important to understand: You will NOT lose troops if you run out of food.
It’s okay to run out of food. Hunger just makes your troops meaner.
The real downside of negative food production is that you will have a more difficult time buying troops and purchasing building or research upgrades because your food supplies are constantly low or zeroed out. This is not insurmountable. Ways to reduce or eliminate the negative food issue are as follows:
- Hyperfarm food on your base. We discuss hyperfarming further down in this guide. Supplement this with the troop efficiency research in the Hero and Combat trees, the food production and farm production research in the Economics tree, and stacking Rings in your gear accessory slot when you are not attacking people.
- Create a second account that hyperfarms food, park it next to your main account, and then attack it for food when you need to make a purchase.
- Buy packs. The developers have taken negative food production into account, and packs will give you a ton of food relative to the other rss contained in the pack.
- Most importantly, keep your troops to a minimum of what you need for attack and defense. You don’t need a million t1 to defend against the guy next to you who keeps sending t2 marches at you, and you don’t need a million t2 to protect against a t3 player. We’ll go over minimum troop numbers in a future article, but for now just try to stick with what you need and train troops as you lose them. It will make managing food costs easier.
Maximum Resource Production
Your empire has a maximum amount of each RSS that you can store based on the number of each resource building you have and what levels they are. You will see that amount by clicking on one of your resource buildings and looking at the “empire capacity” section at the bottom.
Important: You can still go above that number by farming, raiding, hitting monsters and gathering from tiles. But your RSS buildings will stop producing once you are past your capacity number. So if your stone storage maximum is 100k, and you get to or above 100k stone, your quarries will stop producing stone.
Also important: If you have several of the same type of building making different tiers of RSS, they share capacity. That means if you have ten level 17 quarries, and only one is making stone and the rest granite, your stone capacity will be the same as for ten level 17 quarries all making stone. Keep this in mind as you level up your RSS buildings to higher tier resources, and leave at least one producing lower-tier RSS.
Different Troop Types have Different Resource Requirements
The last important point is that different troop types have different resource requirements for training. They all require food and gil, but they differ from there. Warriors require stone and metal. Cavalry requires energy and metal. Mages require energy and stone.
Depending on what you farm and trade with others, this might have an impact on which troops you choose to specialize in if you hit a point where you are stronger with one troop than another. You’ll notice that mages require all three of the “bottleneck” resources, which means going heavy on mages could impact your research and building.
Pro-Tip: An even number of each troop type, except siege, is ideal for defense. We explain why in the Combat Defense Guide. You’ll want all three types defending your base at every tier you have access to.
Now that you know all the basics about resources, let’s talk about how to get more of them.
Farming For Resources
The most straightforward way to collect resources is to farm them yourself using resource buildings in your base. At the lower levels (1-10), a handful of each resource building will meet most of your research and building needs if you are willing to wait.
This has two problems. The first is that resource production is very slow with equal numbers of each resource building. You will be waiting days or weeks to upgrade your Citadel and pay for new research levels.
The second problem is the resource production caps. If you have five or six of each resource building, it rapidly becomes impossible to pay for both building upgrades and research at the same time past levels 12-15. Your resource buildings will stop producing well before you reach the cost of higher-level research and buildings. If you want to reach tier 2 troops quickly, or reach tier 3 troops at all, you will have to supplement with other sources or get crafty.
The first thing you can do is hyperfarm. Hyperfarming is when you build 4 of each type of RSS building, and then fill in the rest of the plots with a single type of RSS building. You can see an example hyperfarm producing food in the picture below, although you could pick any of the resources:
This will skyrocket your production of that single resource, and more importantly, raise your production cap so that your RSS buildings rarely stop producing. When they do stop producing, you trade excess of your specialty resource with the other members of your guild for resources that you do not specialize in.
Level 6-7 is where the resource buildings start producing decent returns in comparison to what you need, so early on try to get the buildings up to at least that level each.
A Note on Banks: Since banks can only be built inside the Wall, they share space with the Barracks and Hospital Wards. When deciding whether you want to fill up on Banks to maximize gil (and later, Coin) production, you should take into account the different functions of these buildings. You can read more about this in the Building Guide later in this series.
Level Your Resource Buildings
Many players tend to pour all resources into combat research and troops, or advancing Citadel level, and leave their RSS buildings at much lower levels of their Citadel. I have been guilty of this too, but it is wasting potential RSS.
You should keep leveling your RSS buildings as you can to raise the production cap, while working on bigger build or research projects. This is especially true if you have the production cap doubler boosts from packs.
The RSS production doublers or cap raises combined with a leveled hyperfarm can help get you past some RSS humps and give you spare RSS you can gift to your guildmates. The double-building boost really shines here as well, because you can level-up your lower level RSS buildings while some days-long Citadel or University upgrade completes.
The easiest and fastest way to get around resource requirements is to buy packs, all of which include a huge number of resources. As you start to hit tier 2 resource requirements at levels 16 and up, the packs will also start to include those as well.
The key value of certain packs is that they include permanent boosts that will cut the costs on research or buildings by 50%. If you are buying packs to speed up your progress, those are the ones you will want to target first. There is a suggested order on which packs to buy, which we explain in our earlier article in this series on What To Look For In Packs.
You get resources as well as hero experience for completing the Hero Quests under the Quest tab of the menu. This is a modest source of resources in the early levels, but all you have to do for it is click the quest and collect buttons for it. Make a habit of picking up a quest or two in between doing other things in the game. As you level your Citadel, the RSS you receive from these will improve.
Pro-Tip: The Hero and Guild Quests are also a source of gems and rare crafting materials. You can read more about that in our Gear and Gems Guide, but for right now look at the actual quest rewards in the quest drop-down and prioritize quests with gems and crafting materials.
Monsters are a significant source of resources. This is particularly true early in the game, but if you continue to research higher-level monsters it continues to be useful as higher level monsters start to drop higher tier resources. These monsters also drop crafting resources and which both become increasingly important as you progress in the game. You can read more about Loyalty farming in our article later in this series on How To Get More Loyalty.
Pro-Tip: For maximizing monster drops from hero MP used, kill the monster one hit at a time and do not max attack. The monster will drop more resources over multiple hits than from one max attack.
Gather from Tiles
You can collect resources from tiles by occupying them with a march of troops. The amount of resources that you can collect and the speed at which they are collected depends on the size of your march and the troop type: siege troops are the slowest and most fragile but can carry the highest load of RSS, while the other troops can carry less but are faster and sturdier.
Collecting from resource tiles can be extremely profitable but dangerous. You have a limited number of troops exposed without protection, and other players can and will attack troops occupying resource tiles. This practice is called “tile hitting” or “tiling”. It is used to boost kill count or simply to bleed your troops from you in preparation for an assault on your empire
Your troops out on a tile will gain no protection from your Defense research, your the HP buff you get from hospital wards above level 10 in your empire. This makes them much weaker than normal on defense. You could send your hero with them, but that is a TERRIBLE idea above level 15 Citadel because your hero can be easily captured this way.
Always follow these rules when gathering:
- Only gather when you are online so that you can recall them if they are about to be attacked. Do not leave your troops unattended if you are going to be logged out of the game unless you are willing to lose those troops.
- Do not gather when you or your alliance are under direct assault by or at war with a nearby enemy. Many enemies will tile hit to bleed an opponent of troops and resources, and your empire is weaker with your forces split. Pull your troops off the tile and back to your empire if an attacker is rampaging.
- Never send your hero to a tile after you reach level 15 Citadel. Your hero can be captured.
- Do not gather during a Kill Event. Ever. Many players have mixed feelings about tile-hitting and will leave your gathering forces alone most days, but during a Kill Event you get points for killing enemy troops. Tiles and camps are the easiest points because your troops have no bonus from your Defense Research.
All of that said, Gathering is one of the best ways to get resources above your production cap. Especially if you use higher-tier siege and have researched Troop Load and Gather Speed in Economics Research.
If you can do so safely, you will want to research Troop Load and Gather Speed, and then send the highest-tier siege that you can to the tile to maximize RSS gained. You can net absolutely huge amounts of RSS this way as you progress in the game.
Which is good, because buildings and research will cost you equally huge amounts of RSS.
Aside from farming and gathering, there is one more primary way that you can gain more RSS rapidly.
Raiding Other Players
This is my new farm. We grow a lot of fire here.
You can get resources by fighting and winning against other empires who have more resources than their resource vaults can hold. Determine good targets by researching Scouting in the Combat tree. At the first level, your scouts will be able to show you the exact number of resources that an opponent has, and later levels will show an increasingly accurate representation of their defending forces.
You can also do some quick math to compare their total resources to their level of resource vault, once your Scouting research is high enough to show building levels.
The downside of pillaging other empires is that you lose troops chipping away at their defenses, which costs you resources. And fights generally provoke responses ranging from angry emails to outright guild vs guild warfare. That is all part of the game, but you’ll want to take that into account when picking targets.
The best type of targets for RSS are the ones that have no troops and don’t fight back. This means inactive players or people who tried the game and then quit. Their empires are just sitting there producing resources with nobody using them.
Try scouting lower-level empires around you that still have the default “empire.33445” names, particularly the ones around level 10. If all of their troops are hospitalized and they have a bunch of RSS, you’ve found a good target. Occasionally you will find hyperfarms that someone built, usually stone. Bookmark these targets, name the bookmark with the RSS they provide and hit them daily.
You can also watch larger targets for signs of activity, and if they don’t seem to do much over a couple of days (no hero walking around, no gathering marches, etc.) try Scouting. If all of the troops are hospitalized and they have a bunch of RSS, proceed as above and roll the troops in. If a target has no guild tag, they are often but not always abandoned or inactive and make good targets for RSS farming.
You can also directly raid opponents’ farm accounts, which are alternate accounts that they use specifically for farming resources. You can often easily spot these: they will be lower-level empires with variant names of a higher-level empire sitting right next door or nearby. These accounts are made for the specific purpose of creating resources for the main empire to gather, so they will usually be lightly defended if at all and full of resources if they haven’t been harvested recently.
Be aware that attacking other peoples’ farm accounts is a sure way to make enemies for life. Take a look at the power and level of the main account before you do this, and be prepared for any consequences.
If you find an inactive account surrounded by equally inactive farm accounts, you have hit the jackpot and should consider porting over there and making it your new home. Just watch out if the owner decides to log back on at some point.
Resource Management Checklist
- There are multiple tiers of resources, you will continue to need lower tiers as you progress.
- The production caps are so low that you will not be able to afford things eventually with just the RSS you have on your base.
- Hyperfarm by specializing in a resource and building mostly that resource building. Then trade to get the other kinds.
- Buy packs in the right order to both get resources and reduce costs, see our What To Look For In Packs article.
- Attack monsters, Gather and raid other players to get above production caps
- When raiding other players, use Scouting to find inactive accounts on the map for easy daily RSS. Bookmark good targets.
These are the key points that you need to know to gain more resources quickly, efficiently and safely.
If you want to know how to keep all these new resources safe from other players, you will need to learn how to defend your empire effectively. We explain how combat actually works and how you can protect yourself in our next article in the series, the Combat Defense Guide.