Food Resources & their Tags:
BANANA
Tags: Plant, Tree, Fruit
Improvement: Plantation (Farm)
Biome: Tropical // Vegetation
Bonus Yield: +2 Food
BARLEY
Tags: Plant, Crop, Cereal
Improvement: Field (Farm)
biome: Plains
Bonus Yield: +1 Production
CACTUS
Tags: Plant, Herb, Fruit
Improvement: Field (Farm)
biome: Desert // Open or Rough
Bonus Yield: +1 Culture
CIDER
Tags: Plant, Tree, Fruit
Improvement: Plantation (Farm)
biome: Grasslands
Bonus Yield: +1 Food
nb: this resources is sometimes named Apples in my documents. This is because after Expansion 2 'Apples' will be name of the Resource; as Cider becomes a craftable Trade Good, created by combining Apples with another Fruit resource).
note for
ryan: plant exhibits that are discoverable via Apples are also discoverable via Cider in the base game.
CITRUS
Tags: Plant, Tree, Fruit, Oil
Improvement: Plantation (Farm)
biome: Tropical or Plains // Vegetation
Bonus Yield: +1 Food
COCONUT
Tags: Plant, Tree, Fruit, Oil.
Improvement: Plantation (Farm)
biome: Desert or Tropical // Vegetation or Wet // Coastal
Bonus Yield: +1 Production
DATES
Tags: Plant, Tree, Fruit
Improvement: Plantation (Farm)
biome: Desert // Wet or Vegetation
Bonus Yield: +1 Food
FIGS
Tags: Plant,Tree, Fruit
Improvement: Plantation(Farm)
biome: Plains // Wet or Vegetation
Bonus Yield: +1 Knowledge
FISH
Tags: Animal, Seafood, Meat
Improvement: Fishery (Fishery)
biome: Any Marine tile // Open
Bonus Yield: +1 Food
nb: this resource will be split up in different
types of Fish after the second Expansion.
GAME
Tags: Animal, Wildlife, Meat
Improvement: Hunting Camp (Camp)
biome: Grasslands or Plains // Vegetation
Bonus Yield: +1 Prestige
nb: this resource will be renamed to 'Deer' after the second expansion. More types of 'Game'-like Resources will be added to the game at this point, which will spawn in different biomes.
LIVESTOCK
Tags: Animal, Livestock, Meat
Improvement: Field (Farm)
biome: Grassland or Plains // Open
Bonus Yield: +1 Production
nb: this resource will be renamed to 'Cattle' after the second expansion. More types of 'Livestock'-like Resources will be added to the game at this point, which will spawn in different biomes.
MAIZE
Tags: Plant, Crop, Cereal
Improvement: Field (Farm)
biome: Grasslands or Plains // Open
Bonus Yield: +1 Coin
OLIVES
Tags: Plant, Tree, Fruit, Oil,
Improvement: Plantation (Farm)
biome: Grasslands or Plains // Vegetation or Rough
Bonus Yield: +1 Culture
POMEGRANATE
Tags: Plant, Tree, Fruit, Candy
Improvement: Plantation (Farm)
biome: Desert or Plains // Vegetation or Rough
Bonus Yield: +1 Culture
POTATO
Tags: Plant, Crop, Cereal
Improvement: Field (Farm)
biome: Grasslands or Plains // Open
Bonus Yield: +1 Food
RICE
Tags: Plant, Crop, Cereal
Improvement: Field (Farm)
biome: Grasslands or Tropical // Wet
Bonus Yield: +1 Food
SALT
Tags: Mineral, Crystal, Spice
Improvement: Pit (Mine)
biome: Desert or Plains// Open or Rough
Bonus Yield: +2 Coin
SHELLFISH
Tags: Animal, Seafood, Delicacy
Improvement: Fishery (Fishery)
biome: Coast or Open Sea // Reef or Open
Bonus Yield: +1 Coin
nb: this resource will be split up in different
types of Shellfish after the second Expansion.
SUGAR
Tags: Plant, Crop, Candy
Improvement: Plantation (Farm)
biome: Tropical // Wet
Bonus Yield: +2 Coin
nb: this resource will be renamed to 'Sugarcane' after the second expansion. More types of 'Sugar'-like Resources will be added to the game at this point, which will spawn in different biomes.
WHALES
Tags: Animal, Seafood, Meat, Oil
Improvement: Fishery (Fishery)
biome: Open Sea // Open or Ice
Bonus Yield: +1 Food and +1 Production
WHEAT
Tags: Plant, Crop, Cereal
Improvement: Field (Farm)
biome: Grasslands // Fresh Water
Bonus Yield: +1 Food
Luxury Resources & their Tags
CITRUS
Tags: Plant, Tree, Fruit, Oil
Improvement: Plantation (Farm)
biome: Tropical or Plains // Vegetation
Bonus Yield: +1 Food
COCOA
Tags: Plant, Crop, Candy
Improvement: Plantation (Farm)
biome: Tropical // Vegetation
Bonus Yield: +1 Faith
COFFEE
Tags: Plant, Crop, Drink
Improvement: Plantation (Farm)
biome: Tropical // Vegetation
Bonus Yield: +1 Faith
CORAL
Tags: Animal, Stone, Precious
Improvement: Fishery (Fishery)
biome: Coast // Reef
Bonus Yield: +1 Culture
COTTON
Tags: Plant, Crop, Fiber
Improvement: Field (Farm)
biome: Plains or Tropical // Fresh Water
Bonus Yield: +2 Coin
DYES
Tags: Plant, Crop, Pigment
Improvement: Plantation (Farm)
biome: Plains or Tropical // Rough
Bonus Yield: +1 Culture
nb: this resource will be renamed to 'Indigo' after the second expansion. More types of 'Dyes'-like Resources will be added to the game at this point, which will spawn in different biomes.
FIGS
Tags: Animal, Livestock, Meat
Improvement: Field (Farm)
biome: Grassland or Plains // Open
Bonus Yield: +1 Knowledge
FURS
Tags: Animal, Wildlife, Fiber
Improvement: Hunting Camp (Camp)
biome: Grasslands or Tundra // Wet
Bonus Yield: +2 Coin
nb: this resource will be renamed to '
Beaver' after the second expansion. More types of 'Furs'-like Resources will be added to the game at this point, which will spawn in different biomes.
GAME
Tags: Animal, Wildlife, Meat
Improvement: Hunting Camp (Camp)
biome: Grasslands or Plains // Vegetation
Bonus Yield: +1 Prestige
nb: this resource will be renamed to '
Deer' after the second expansion. More types of 'Game'-like Resources will be added to the game at this point, which will spawn in different biomes.
GEMS
Tags: Mineral, Crystal, Precious
Improvement: Shaft (Mine)
biome: Desert, Tundra // Rough + Mountain
Bonus Yield: +1 Prestige
nb: this resource will be renamed to '
Diamond' after the second expansion. More types of 'Gems'-like Resources will be added to the game at this point, which will spawn in different biomes.
GOLD
Tags: Mineral, Ore, Precious
Improvement: Shaft (Mine)
biome: Desert, Plains, Tundra // Rough
Bonus Yield: +1 Prestige
nb: this resource will be renamed to '
Gold Ore' after the second expansion.
INCENCE
Tags: Plant, Crop, Resin
Improvement: Plantation (Farm)
biome: Desert // Wet or Vegetation
Bonus Yield: +1 Faith
nb: this resource will be renamed to '
Frankincence' after the second expansion. More types of 'Incence' will be added to the game by that point, which can spawn in other biomes.
IVORY
Tags: Animal, Wildlife, Precious
Improvement: Hunting Camp (Camp)
biome: Desert, Plains, Tropical // Vegetation
Bonus Yield: +1 Production
nb: this resource will be renamed to '
Elephants' after the second expansion. More types of 'Ivory' will be added to the game by that point, which can spawn in other biomes.
JADE
Tags: Mineral, Stone, Precious
Improvement: Quarry (Mine)
biome: Tropical // Rough
Bonus Yield: +1 Culture
LAPIS LAZULI
Tags: Mineral, Stone, Precious
Improvement: Quarry (Mine)
biome: Desert // Rough
Bonus Yield: +1 Prestige
OLIVES
Tags: Plant, Tree, Fruit, Oil,
Improvement: Plantation (Farm)
biome: Grasslands or Plains // Vegetation or Rough
Bonus Yield: +1 Culture
PAPYRUS
Tags: Plant, Crop, Fiber,
Improvement: Plantation (Farm)
biome: Desert // Flood Plains or Navigable River
Bonus Yield: +1 Knowledge
PERFUME
Tags: Plant, Crop, Oil,
Improvement: Plantation (Farm)
biome: Desert, Plains, Tropical // Open or Vegetation
Bonus Yield: +1 Culture
nb: this resource will become a Trade Good after the second expansion, at which point it'll be removed from the Resource pool. Perfume will instead be craftable by combining a
Herb Resource with an
Oil Resource.
ROSES
Tags: Plant, Flower, Oil
Improvement: Plantation (Farm)
biome: Desert, Plains, Tropical // Open or Vegetation
Bonus Yield: +1 Culture
SEASHELLS
Tags: Animal, Seafood, Precious
Improvement: Plantation (Farm)
biome: Desert, Plains, Tropical // Open or Vegetation
Bonus Yield: +1 Coin
nb: this resource will be split up in different
types of Seashells after the second Expansion. It currently represents inedible molluscs.
SHELLFISH
Tags: Animal, Seafood, Delicacy
Improvement: Fishery (Fishery)
biome: Coast or Open Sea // Reef or Open
Bonus Yield: +1 Coin
nb: this resource will be split up in different
types of Shellfish after the second Expansion. it currently represents edible crustaceans and bivalves.
SILK
Tags: Plant, Tree, Fiber
Improvement: Plantation (Farm)
biome: Grassland, Tropical // Fresh Water
Bonus Yield: +1 Prestige
nb: this resource will be renamed to '
Mulberry' after the second expansion, which is when 'Silk' will become a craftable Trade Good, created by combining Mulberry with a
Pigment resource.
SILVER
Tags: Mineral, Ore, Precious
Improvement: Shaft (Mine)
biome: Plains or Tropical // Rough
Bonus Yield: +2 Coin
nb: this resource will be renamed to '
Silver Ore' after the second expansion.
SPICES
Tags: Plant, Herb, Spice
Improvement: Plantation (Farm)
biome: Tropical or Plains // Vegetation
Bonus Yield: +2 Coin
nb: this resource will be split up in different
types of Spices after the second Expansion.
SUGAR
Tags: Plant, Crop, Candy
Improvement: Plantation (Farm)
biome: Tropical // Wet
Bonus Yield: +2 Coin
nb: this resource will be renamed to '
Sugarcane' after the second expansion. More types of 'Sugar'-like Resources will be added to the game at this point, which will spawn in different biome
TEA
Tags: Plant, Herb, Drink
Improvement: Plantation (Farm)
biome: Tropical // Wet
Bonus Yield: +1 Knowledge
nb: this resource will be renamed to '
Tea Plant' after the second expansion, which is when 'Tea' will become a craftable Trade Good, created by combining Tea Plant with either a Candy, Herb or Fruit resource.
TRUFFLES
Tags: Plant, Herb, Delicacy
Improvement: Plantation (Farm)
biome: Grasslands // Vegetation
Bonus Yield: +1 Prestige
nb: after Expansion 2, Truffles will be removed from the Spawnable resources pool. It will instead become a
byproduct of connection
Pigs.
WHALES
Tags: Animal, Seafood, Meat, Oil
Improvement: Fishery (Fishery)
biome: Open Sea // Open or Ice
Bonus Yield: +1 Food and +1 Production
WINE
Tags: Plant, Herb, Fruit
Improvement: Plantation (Farm)
biome: Grasslands or Plains // Rough
Bonus Yield: +1 Faith
nb: this resource will be renamed to '
Grapes' after the second expansion, which is when 'Wine' will become a craftable Trade Good, with Grapes as one of its potential ingredients.
Materials & their Tags:
BAMBOO
Tags: Plant, Tree, Fiber
Improvement: Sawmill (Camp)
biome: Grasslands or Tropical // Vegetated
Bonus Yield: +1 Production
CLAY
Tags: Mineral
Improvement: Pit (Mine)
biome: Any land // Flood plains or Coastal
Bonus Yield: +1 Production
COAL
Tags: Mineral, Fuel
Improvement: Shaft (Mine)
biome: Grasslands, Plains, Tropical // Rough or Vegetated
Bonus Yield: +1 Production
COPPER
Tags: Mineral, Ore, Precious
Improvement: Shaft (Mine)
biome: Plains or Tropical // Rough
Bonus Yield: +1 Coin
nb: this resource will be renamed to '
Copper Ore' after the second expansion.
COTTON
Tags: Plant, Crop, Fiber
Improvement: Field (Farm)
biome: Plains or Tropical // Fresh Water
Bonus Yield: +2 Coin
DYES
Tags: Plant, Crop, Pigment
Improvement: Plantation (Farm)
biome: Plains or Tropical // Rough
Bonus Yield: +1 Culture
nb: this resource will be renamed to '
Indigo' after the second expansion. More types of 'Dyes'-like Resources will be added to the game at this point, which will spawn in different biomes.
FLAX
Tags: Plant, Crop, Fiber
Improvement: Plantation (Farm)
biome: Plains or Tropical // Rough
Bonus Yield: +1 Production
GOLD
Tags: Mineral, Ore, Precious
Improvement: Shaft (Mine)
biome: Desert, Plains, Tundra // Rough
Bonus Yield: +1 Prestige
nb: this resource will be renamed to 'Gold Ore' after the second expansion.
GRANITE
Tags: Mineral, Stone
Improvement: Quarry (Mine)
biome: Grasslands // Rough
Bonus Yield: +1 Production and +1 Knowledge
HARDWOOD
Tags: Plant, Tree, Decor.
Improvement: Sawmill (Camp)
biome: Plains or Tropical // Vegetated
Bonus Yield: +1 Production and +1 Culture
nb: this resource will be renamed to '
Mahogany' after the second expansion. More types of 'Hardwood'-like Resources will be added to the game at this point, which will spawn in different biomes
HEMP
Tags: Plant, Herb, Fiber
Improvement: Plantation (Farm)
biome: Grasslands // Open or Wet
Bonus Yield: +1 Production
IRON
Tags: Metal, Ore
Improvement: Plantation (Farm)
biome: Grasslands or Tundra // Rough
Bonus Yield: +1 Production and +1 Knowledge
nb: this resource will be renamed to '
Iron Ore' after the second expansion.
LIMESTONE
Tags: Mineral, Stone, Pigment
Improvement: Plantation (Farm)
biome: Desert // Rough
Bonus Yield: +1 Production and +1 Faith
MARBLE
Tags: Mineral, Stone, Decor
Improvement: Quarry (Mine)
biome: Plains // Rough
Bonus Yield: +1 Production and +1 Prestige
PAPYRUS
Tags: Plant, Crop, Fiber,
Improvement: Plantation (Farm)
biome: Desert // Flood Plains or Navigable River
Bonus Yield: +1 Knowledge
PITCH
Tags: Plant, Resin
Improvement: Pit (Mine)
biome: Grasslands or Tundra // Wet
Bonus Yield: +1 Production
QUARTZ
Tags: Mineral, Crystal.
Improvement: Quarry (Mine)
biome: Any // Rough + Mountain
Bonus Yield: +1 Knowledge
TIN
Tags: Metal, Ore, Alloy
Improvement: Shaft (Mine)
biome: Tundra // Rough
Bonus Yield: +1 Production
nb: this resource will be renamed to '
Tin Ore' after the second expansion.
WOOL
Tags: Animal, Livestock, Fiber
Improvement: Pasture (Farm)
biome: Plains or Grasslands// Rough
Bonus Yield: +1 Production
nb: this resource will be renamed to '
Sheep' after the second expansion. More types of 'Wool'-like Resources will be added to the game at this point, which will spawn in different biomes.
Stratagems & their Tags:
BAUXITE
Tags: Mineral, Fuel
Improvement: Shaft (Mine)
biome: Grasslands, Plains, Tropical // Rough or Vegetated
affected units: late-game aircraft, boats and armor units.
Bonus Yield: +1 Knowledge
nb
: this is another name for '
Aluminium'. Aluminium will be craftable after Expansion 2 by combining Bauxite with an Alloy Resource.
CAMEL
Tags: Animal, Livestock
Improvement: Pasture
biome: Desert // Open or Rough
affected units: camel units.
Bonus Yield: +2 Coin
nb
: Camels will gain the 'Material' category after Expansion 2. (which is when Workshops will be added that can interact with Livestock)
COAL
Tags: Mineral, Fuel
Improvement: Shaft (Mine)
biome: Grasslands, Plains, Tropical // Rough or Vegetated
affected units: industrial era naval units, landships, early aircraft.
Bonus Yield: +1 Production
nb: after Expansion 2,
Coal will become craftable by combining two copies of a Tree resource in a
Furnace Worshop. Coal will also remain available as Resource you can connect directly.
COPPER
Tags: Mineral, Ore, Precious
Improvement: Shaft (Mine)
biome: Plains or Tropical // Rough
affected units: early game infantry and late game missiles.
Bonus Yield: +1 Coin
nb: this resource will be renamed to '
Copper Ore' after the second expansion.
HORSES
Tags: Animal, Livestock
Improvement: Pasture (Farm)
biome: Plains, Grasslands, Tundra, Desert // Open
affected units: all Cavalry units that don't require Camels or Elephants.
Bonus Yield: +1 Production
nb
: Horses will gain the 'Material' category after Expansion 2. (which is when Workshops will be added that can interact with Livestock)
IRON
Tags: Metal, Ore
Improvement: Plantation (Farm)
biome: Grasslands or Tundra // Rough
affected units: pre-gunpower infantry units.
Bonus Yield: +1 Production and +1 Knowledge
nb: this resource will be renamed to '
Iron Ore' after the second expansion.
IVORY
Tags: Animal, Wildlife, Precious
Improvement: Hunting Camp (Camp)
biome: Desert, Plains, Tropical // Vegetation
affected units: Elephant units.
Bonus Yield: +1 Production
nb: this resource will be renamed to '
Elephants' after the second expansion. More types of 'Ivory' will be added to the game by that point, which can spawn in other biomes. Those types of Ivory
WON'T affect Elephant units.
PETROLEUM
Tags: Mineral, Resin, Fuel
Improvement: Oil Well (Mine)
biome: Desert, Plains, Tropical // Vegetation
affected units: all end-game units except for infantry.
Bonus Yield: +1 Production and +1 Knowledge
nb: the name '
Petroleum' is chosen over 'Oil' to avoid confusion with Oil Resources, which deal with essential and fragrant oils.
RUBBER
Tags: Plant, Crop, Fiber, Resin
Improvement: Plantation (Farm)
biome: Tropical // Vegetation or Wet
affected units: modern infantry.
Bonus Yield: +1 Production and +2 Coin
nb
: Rubber will gain the 'Material' category after Expansion 2. (which is when production chains will allow you to produce Trade Goods that may use Rubber as a direct ingredient)
SALTPETER
Tags: Mineral, Explosive
Improvement: Shaft (Mine)
biome: Desert, Plains, Grasslands // Rough
affected units: Gunpowder infantry, Artillery
Bonus Yield: +1 Production and +1 Culture
URANIUM
Tags: Mineral, Ore, Radioactive
Improvement: Shaft (Mine)
biome: Grasslands, Tundra // Open or Vegetation
affected units: nuclear missiles
Bonus Yield: +2 Production
Dual type resources:
- Citrus (Food, Luxury)
- Coal (Material, Stratagem)
- Copper (Material, Stratagem)
- Cotton (Luxury, Material)
- Dyes (Luxury/Material)
- Figs (Food, Luxury)
- Game (Food, Luxury)
- Gold (Luxury, Strategem)
- Iron (Material, Stratagem)
- Ivory (Luxury, Stratagem)
- Olives (Food, Luxury)
- Papyrus (Luxury, Material)
- Pomegranate (Food, Luxury)
- Shellfish (Food, Luxury)
- Sugar (Food, Luxury)
- Whales (Food, Luxury)
- Wine (Food, Luxury)
upgrade to dual-types at later stages:
Camels (Material/Stratagem),
Horses (Material/Stratagem),
Rubber (Material/Stratagem) and
Cider (renamed to Apples - Food/Material)
Overarching Tags:
- Animal => Wildlife, Seafood or Livestock
- Plant => Tree, Crop or Herb (in this context a 'herb' is a plant that doesn't contain usable wood, nor is a cash crop)
- Mineral => Ore, Stone or Crystal
(sometimes there's crosspollination, as there is with Coal and Petroleum which are plant-based but behave like Minerals)
Utilitarian Tags:
- Alloy: used to enhance metallurgy
- Candy: used as a flavour enhancer in sweet foods
- Cereal: Starchy plant that can be processed into flour.
- Decor: Beautifully ornamental.
- Delicacy: a highly valuable, if contentious food item.
- Drink: this resource is typically used to make beverages.
- Explosive: may go 'boom' unexpectedly.
- Fiber: used to create textiles.
- Fuel: can be used to power buildings or advanced vehicles.
- Meat: Edible muscles of an animal
- Oil: essential and/or fragrant oil, used in cosmetics
- Pigment: used as a dye
- Precious: it's pretty, and used as jewellery
- Radioactive: handle with extreme care, or don't handle it at all.
- Resin: sticky substances used a glue
- Spice: used a a flavour enhancer in savoury foods
more of these tags will be added when the situation calls for it (such as
conductor/
insulator, and the like.)
Edit: also forgot to add
Marble and Saltpeter in my initial post. This has now been corrected

EDIT: also forgot to add Citrus. This has now also been correct.