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🪵 Resources & Crafting

Every resource tier, the two crafting systems, tools and their leveling, and consumables.

Resources

Resources are shared at the city level. They flow in from building production and gather actions, and flow out toward build projects and trade routes. Resources are organized into tiers:

🔄 Active trades appear on the 🔄 Trade tab of /resources (grouped by resource) and beneath each resource on a city's page — direction, amount, and cadence, e.g. ⬇ +100/hr from Buzz Hollow (incoming) or ⬆ −5/day to SpudVille (outgoing). Everyday goods move every hour (/hr); rare luxury goods move once daily (/day).

📉 Est. next-tick draw. The 📉 Forecast tab of /resources estimates what your city is about to consume next hour — how much your Craftworks workers (or Masterwork, once upgraded — see Crafting) will pull to make their goods, the ongoing upkeep your Residential Districts draw to keep their families fed, plus (if your next queued action is a craft) what that craft will use. It's an estimate (marked ) based on your current stockpile, so you can spot a resource about to run dry before it happens.

Tier 0 — City Currency

💸
Treasury

The city's shared fund. Produced by Town Hall only. Gathered via /queue_treasury (10–25💸 per action). Used to pay building construction costs. For cities with a Customs House, gathering any T1 resource and exporting it also earns Treasury (see Trade & Endgame for current export prices) — but a raw gather still feeds build projects too, so it's usually the better use of a queue slot.

💰 Gold is your personal currency — earned as wages each tick, spent on tools, your Estate track, and tier progression. It never enters the city stockpile.

Tier 1 — Raw Materials

Gathered by players or produced by buildings each tick. Foundation of all construction.

🪵
Timber

Produced by Sawmill. Primary construction material. Gatherable via /queue_timber.

🪨
Stone

Produced by Quarry. Heavy construction material. Gatherable via /queue_stone.

🔩
Iron Ore

Produced by Mine. Smelt with Coal into Iron Ingots. Gatherable via /gather_iron or /gather_iron_ore.

🌾
Grain

Produced by Farm. Sustains population. Gatherable via /queue_grain.

Coal

Produced by Coal Shaft. Required fuel for smelting. Gatherable via /queue_coal.

🧵
Fiber

Produced by Textile Mill. Also gatherable via /queue_fiber. Used to craft Rope (2× Fiber + Scythe).

🏺
Clay

Produced by Clay Pit. Also gatherable via /queue_clay. Used to craft Bricks (2× Clay + Shovel).

🦊
Pelts

Brought back by hunters from the wilderness. Requires a Hunter's Lodge (Town Hall 2) and a Bow. Not gatherable via the action queue — only obtained through hunting trips via the 🏹 Hunt nav button or /gocamping. Processed into Leather at the workbench using a Tanning Rack. The heavier the animal you bag, the more pelts it gives — two catches of the same weight always bring back the same pelts, no matter how you caught them, and farther hunting grounds hold bigger, rarer game that pays more per catch.

Tier 2 — Crafted Materials

Processed from Tier 1 resources using personal crafting tools. Required for Level 2+ building upgrades — your city needs these in its shared stockpile before the project can complete.

Use /craft to open the crafting panel. The panel shows all recipes, what you have in stock, and which ones you can afford right now. Tap a recipe button to start it immediately — resources are deducted from the city stockpile on start and output is added when the craft finishes.

🪚 You need a Workbench (1,500g at /vendor) to use the crafting queue. The recipe's tool (Axe, Shovel, Scythe, Crucible, or Chisel) must also be in your personal kit.

📋
Planks

Processed lumber. Recipe: 2× Timber + Axe.

🧱
Bricks

Durable fired blocks. Recipe: 2× Clay + Shovel.

⚙️
Iron Ingots

Smelted ingots. Recipe: 1× Iron Ore + 1× Coal + Crucible.

🗿
Mortar

Binding material for building upgrades. Recipe: 2× Stone + Pickaxe. Required by several Level 2+ buildings (Mine, Coal Shaft, Quarry, Bank, Library) and the Town Hall's Level 3 upgrade.

🔧
Steel

High-grade alloy. Recipe: 1× Iron Ingots + 1× Coal + Crucible.

🪢
Rope

Rigging and construction material. Recipe: 2× Fiber + Scythe.

Charcoal

High-temperature fuel. Recipe: 1× Timber + 1× Coal + Crucible.

🧥
Leather

Tanned hide. Recipe: 2× Pelts + Tanning Rack. Requires a Hunter's Lodge (unlocks both Pelts and the Tanning Rack tool). The Tanning Rack has a 15%-per-level chance of producing double output — up to 75% at Level 5.

🛋️
Furnishings

Beds, tables and chairs worked from leather and planks. Recipe: 1× Leather + 1× Planks + Chisel (2,500g at /vendor, requires a Craftworks). One of five goods the Merchant Quarter district consumes.

🧶
Cloth

Woven fabric for a district's families. Recipe: 1× Fiber + 1× Rope + Scythe. A Merchant Quarter district good.

🥫
Provisions

Preserved food packed from grain. Recipe: 2× Grain + Scythe. A Merchant Quarter district good.

🍽️
Crockery

Fired household pottery from clay. Recipe: 2× Clay + Shovel. A Merchant Quarter district good.

🪛
Fittings

Metal hinges, nails and brackets from iron ingots and steel. Recipe: 1× Iron Ingots + 1× Steel + Crucible. A Merchant Quarter district good.

🛋️ The last five — Furnishings, Cloth, Provisions, Crockery and Fittings — arrived with the Merchant Quarter district tier. They're crafted the same way as everything else, but instead of feeding building upgrades they feed a Merchant Quarter's move-in and upkeep — see Cities & Building for districts.

Tier 3 — Luxury Goods

Rare resources required to construct Tier 3 specialty buildings. They are not gatherable — your city can only get them three ways:

Luxury goods are only shown in /resources once your city has some — they don't clutter the stockpile view at zero.

💎
Diamonds

Produced by Gem Cutter's Workshop.

🪡
Silk

Produced by Silk Loom.

🏛
Marble

Produced by Marble Workshop.

🌶
Spices

Produced by Spice Market.

🪟
Glass

Produced by Glassworks.

🎨
Dyes

Produced by Dye House.

💥
Gunpowder

Produced by Powder Mill.

💚
Jade

Produced by Jade Carver.

🍷
Fine Wine

Produced by Winery.

🖼
Tapestry

Produced by Tapestry Hall.

/resources Full stockpile view: amounts, per-tick production rates, and active project draw progress per resource.
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Crafting

Refined goods (Planks, Bricks, Iron Ingots, Mortar, Steel, Rope, Charcoal) are never gathered raw — they're crafted. There are two player-driven crafting systems depending on your tier, plus your city's own automated NPC crafting once it's built the right building (see Masterwork below).

Workbench crafting (all tiers)

The /craft panel lets any player with a Workbench produce goods on demand, with a dedicated crafting queue that runs on its own timer (separate from the hourly tick). This is the main crafting path for Settlers and Citizens. Each craft makes 2 items and takes about 6–10 minutes — your output, XP, and materials per hour are the same as a fast one-at-a-time timer would give, but you re-queue half as often, so there's much less to mind. Your Prize Crate chance over time is unchanged.

Your recipe tool's level multiplies what you get. A fresh Level 1 tool crafts at the base rate, but every level beyond that multiplies your output — by Level 10 a tool makes roughly ten times what it made at Level 1, for the same craft. This applies to every crafting tool (Axe, Shovel, Scythe, Pickaxe, Crucible, Chisel, and Tanning Rack), so levelling up is now the single biggest thing you can do to boost your workbench output. This doesn't change how a craft counts toward City Score — the amount that scores is unaffected, so the realm's rankings stay exactly as they were; only what you actually walk away with grows.

Slots are runway, not speed. A queue slot only lets you queue another craft — it does not craft in parallel. Every craft still finishes one at a time, one craft-time apart, no matter how many slots you've filled. More slots mean you can walk away for longer before you need to requeue; they never make any single craft finish faster. Only a Rush Token (see Consumables) speeds up completions — Hired Help only adds slots.

Requirements

How it works

  1. Use /craft to open the crafting panel.
  2. The panel always shows your city's current stockpile of all craftable goods, so you can see what's worth banking. If your city has an active build project that needs crafted materials, a progress block is shown above it too — one progress bar per needed Tier 2 resource, with how many are already in the stockpile (+N next tick) and how many you're currently crafting.
  3. The panel lists every crafting recipe — the eight core crafted goods (Leather included once your city has a Hunter's Lodge) plus the five Merchant Quarter goods, thirteen in all. Each line shows how much of each input your city currently has and whether you can afford it (✅ = craftable, ⚠️ = short on resources, 🔒 = missing tool).
  4. Tap a recipe button to queue it. Resources are deducted immediately.
  5. If you have open slots and a previous recipe to repeat, a 🔁 Fill button appears at the bottom of the panel — tap it to fill every remaining slot with that recipe in one tap.
  6. Crafts complete automatically (about 6–10 minutes depending on Workbench level, making 2 items each). When done, output goes straight into the city stockpile and you receive a Telegram notification.
  7. To cancel a single queued craft, tap its 🚫 button in the panel — resources are refunded in full. Queued up a big backlog you want to abandon? A 🧹 Clear queue (keep current) button appears once you have more than one craft queued — it cancels everything except the one being made right now (refunding all of it), so you keep the in-progress craft and drop the rest in one tap. To cancel the in-progress one too, just tap its own 🚫.

Your first completed craft (by either system) unlocks the one-time 🏆 Artisan medal worth +5 ⭐ Reputation.

Queue crafting (Developer + Workbench 5)

Once you reach Developer tier and max out your Workbench, you can also queue crafting actions in your hourly action queue alongside (or instead of) gathering. Each queued craft slot fires once per tick — one finished batch of goods per hour, no timer-watching required. See Your Action Queue for details.

Workbench levels

The Workbench levels up from XP gained every time a craft completes (XP per craft = current level; threshold = 10 × level² for Levels 1–4, a steeper 15 × level² for Levels 5–9). Each level adds one queue slot and shaves 30 seconds off the craft time, down to a 3-minute floor at Lv5. Reaching Level 5 is free to everyone — going past it to Level 10 requires the Master's Charter, and those extra levels keep adding slots, never more speed.

LevelSlotsCraft timeTotal queueXP to next
115:005 min10
224:309 min40
334:0012 min90
443:3014 min160
553:0015 min375
663:0018 min540
773:0021 min735
883:0024 min960
993:0027 min1,215
10103:0030 min— (max)

Levels 6–10 require the Master's Charter (50,000g, Trading Post Level 4) — see the Tools section below.

Recipes

OutputInputsRequired tool
📋 Planks2× 🪵 Timber🪓 Axe
🧱 Bricks2× 🏺 Clay🪣 Shovel
⚙️ Iron Ingots1× 🔩 Iron Ore + 1× ⛏ Coal🔥 Crucible
🗿 Mortar2× 🪨 Stone⚒️ Pickaxe
🔧 Steel1× ⚙️ Iron Ingots + 1× ⛏ Coal🔥 Crucible
🪢 Rope2× 🧵 Fiber🌾 Scythe
⚫ Charcoal1× 🪵 Timber + 1× ⛏ Coal🔥 Crucible
🛋️ Furnishings1× 🧥 Leather + 1× 📋 Planks✂️ Chisel
🧶 Cloth1× 🧵 Fiber + 1× 🪢 Rope🌾 Scythe
🥫 Provisions2× 🌾 Grain🌾 Scythe
🍽️ Crockery2× 🏺 Clay🪣 Shovel
🪛 Fittings1× ⚙️ Iron Ingots + 1× 🔧 Steel🔥 Crucible

The last five — Furnishings, Cloth, Provisions, Crockery and Fittings — are the Merchant Quarter district goods; they're crafted just like the rest but feed a district rather than a building upgrade.

✂️ Furnishings needs a Chisel. Every recipe's tool matches the materials it works with — Cloth is fiber-and-rope work, so it crafts with your Scythe; Furnishings blends leather and planks, work no existing tool really fit, so it has its own dedicated tool: the Chisel (2,500g at /vendor, only for sale once your city has built a Craftworks). The Crucible sticks to genuine furnace work — Charcoal, Iron Ingots, Steel, and Fittings.

🏭 Masterwork (Industrial Era)

Once a city upgrades its Craftworks building to Level 2 — only possible after Town Hall reaches Level 4 — it's renamed Masterwork. Its NPC workforce switches to a flat, very high output rate that no longer scales with your city's population, unlike every earlier level. It's what makes the expensive Level 4 building upgrades affordable. Masterwork output is never counted toward City Score — it's automated industrial throughput, not personal craftsmanship. Recipe assignment works the same as before. A Labor Contract still adds +50% workers — but at Masterwork scale that's a real +1,400 workers, not the token amount it added at your city's first Craftworks level; see Cities & Building for the full building mechanics and current pricing.

💰 Level 4 costs are flat. Every Level 4 building upgrade, and the Masterwork upgrade itself, has a fixed material and Treasury cost — unlike Levels 1–3, which scale up with your city's population.

🔦 Library Insight (Library Level 4)

Once your city's Library reaches Level 4, a one-tap 🔦 Library Insight button appears right on the main /queue panel (and in its gather and craft sub-menus). Tap it and it instantly fills every one of your open queue slots for you — no picking resources by hand. The main-panel button is needs-aware: it looks at what your city's active project is actually short on and mixes gathering and crafting to suit — crafting the finished goods it needs (when you own the tool and the raw materials are in stock) and gathering the raw materials it needs otherwise. The gather and craft sub-menu buttons stay single-purpose if you'd rather fill with just one.

It fills your queue exactly as things stand the moment you tap it — it won't re-plan later if your city's needs change, so use it right before you're about to be away for a while.

/craft Open the crafting panel with recipe status, queue, and inline buttons.
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Tools

Tools are personal equipment that make you more productive. They improve how much you gather each hour and unlock crafting recipes for Tier 2 materials. Your city needs a Trading Post before the vendor will set up shop.

/vendor Browse available tools. Tap an inline button to purchase with gold. Once you own every regular tool your city currently offers, the tools section collapses to a compact summary so you can focus on consumables.
/tools View your owned tools, current levels, and XP progress.

Tool leveling

Every tool starts at Level 1 and caps at Level 5 — or Level 10 with the Master's Charter (see below). Each time it fires (on a gather or a workbench craft), it earns XP equal to its current level. The XP needed for each level climbs fast, and climbs even faster from Level 5 onward — but so does what the tool gives back.

LevelXP to next levelXP per useGather bonusCraft bonus-yield chance
1101+0 (baseline)
2402+5 per gather10%
3903+12 per gather20%
41604+22 per gather33%
53755+35 per gather50%
65406+50 per gather67%
77357+70 per gather83%
89608+92 per gather100%
91,2159+117 per gather100% + 15% chance of a 2nd bonus unit
10— (max)+145 per gather (max)100% + 33% chance of a 2nd bonus unit

Gather bonus applies only to the four gathering tools (Axe, Pickaxe, Scythe, Shovel). Craft bonus-yield chance applies to Axe, Shovel, Scythe, Pickaxe, Crucible, and Chisel when used in a workbench craft — a successful roll adds a bonus unit before your tool's level multiplies the whole thing (see above), so a higher tool level makes that roll worth more too. The Workbench levels up the same way but improves crafting slots and speed instead — see Workbench levels above. Levels 6–10 on any tool require the Master's Charter.

🏭 Gathering at a Level 4 producer. Once your city upgrades a resource's producer building (Sawmill, Quarry, Mine, Farm, Coal Shaft, Textile Mill, Clay Pit) to Level 4 — part of the Industrial Era — gathering that resource there is amplified enormously: your tool level determines how large a share of the building's massive output you personally command. City Score always counts the un-amplified base amount, so the flood boosts your stockpile without ever inflating the leaderboard.

Available tools

ToolCostWhat it does
🪣 Shovel450gImproves Clay gather amount. Unlocks the Bricks crafting recipe.
🪓 Axe600gImproves Timber gather amount. Required to craft Planks.
🌾 Scythe600gImproves Grain and Fiber gather amounts. Required to craft Rope and Cloth.
⚒️ Pickaxe900gImproves Stone, Iron Ore, and Coal gather amounts. Also required to craft Mortar.
🔥 Crucible2,000gRequired to smelt Iron Ingots, Steel, Charcoal, and Fittings. Craft-only — no gather bonus.
✂️ Chisel2,500g — appears once your city has built a CraftworksRequired to craft Furnishings. Craft-only — no gather bonus.
🪚 Workbench1,500gPersonal crafting station. Not needed until your city is ready for Level 2 building upgrades — by then you'll have the gold. Lv1: 1 slot, 5 min/craft → Lv5: 5 slots, 3 min/craft (3-min floor). Past Lv5 (Master's Charter): +1 slot/level, still 3 min — Lv10 crafts 10 at once.

The Master's Charter (Levels 6–10)

Once your city's Trading Post reaches Level 4, any citizen can buy the Master's Charter from /vendor for a one-time 50,000g. It's a permanent personal license — buy it once and it's yours for life, in any city.

Buying the Charter earns the one-time 🏆 Licensed Master medal (+10 ⭐ Reputation); your first leased craft earns 🏆 Leased Genius (+5 ⭐ Reputation); reaching Level 10 on any tool earns 🏆 Grandmaster.

Hunting tools — require Hunter's Lodge

These tools only appear at /vendor once your city has a Hunter's Lodge. They level up through use the same way as regular tools, up to the same Level 5/10 cap.

ToolCostWhat it does
🏹 Bow800gRequired to go hunting. Sends you on a quick trip at any unlocked hunting ground — short, light-to-medium game. Earns XP and levels up with each hunt. (Which animal you catch is set by the ground you pick, not your Bow level.)
🎯 Crossbow3,500g — appears once your city's Trading Post reaches Level 4Unlocks Big Game hunts — a much longer trip at every hunting ground that always bags one heavy trophy animal, plus the rarest catches in the game. A higher Crossbow level biases your catches toward the heavy end of a species' range — since heavier animals give more Pelts, leveling up your Crossbow means more Pelts per Big Game hunt (your Bow levels the same way for its own lighter game). Big Game hunts share the same hunt queue as your Bow, so loading up on trophies means fewer quick hunts. A Crossbow also unlocks a heavier Big Game expedition in /queue — double the supplies for a bigger pelt haul, when your city has raw materials to spare.
🧤 Tanning Rack600gUnlocks the Leather crafting recipe (2× Pelts → 1 Leather). Each level adds a 15% chance of double output — capped at 100% by Level 7 (reachable with the Master's Charter).

⚠️ Tools are personal — they belong to you, not your city. If you move cities, your tools move with you.

🦌 Wildlife Passport. Every animal you personally bag — by Bow, Crossbow, or a hunting expedition — is logged to your own collection: how many species you've caught and your heaviest of each. Send /wildlife to see it, or check the trophy case on your player profile on the website. Filling it out earns the Naturalist medal. Every hunt — a quick Bow or Crossbow trip, or a provisioned expedition — gives each animal at that ground an equal chance, so chasing a specific species for your Passport is fair game — pick the right ground and weapon (some animals only appear at one ground, and the heavier prey needs a Crossbow) and keep hunting. A higher-level Bow or Crossbow tends to bag a heavier catch of whatever you land. And keep your eyes open — there are rumors of a few extraordinary creatures out there that no one's ever properly documented; stumble onto one on a hunt and it's revealed on your own profile, plus a shot at the Cryptid Hunter medal. (The city's Lodge hunting parties don't count toward your Passport — only your own hunts and expeditions do.)

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Consumables

Consumables are single-use items that give you an immediate boost. They're sold at /vendor once your city's Trading Post reaches Level 2.

Purchasing

Open /vendor and scroll to the 🛒 Consumables section. Tap any buy button to purchase immediately. Some effects apply on the spot (Queue Boost, Rested Potion); others — Rush Token, Hired Help, and Hunting Party — are stored in your inventory so you choose when to activate them.

Available consumables

ItemCostEffect
Queue Boost 300g Immediately adds 2 extra slots to your action queue for 24 ticks (24 hours). One charge decays per tick regardless of use — spend the extra slots while you have them.
💤 Rested Potion 200g Grants 3 rested charges immediately. Each charge gives your next active gather a +50% yield bonus, consumed one per gather. Stacks with charges you've already built up from idle ticks (up to the 24-charge cap).
Rush Token 500g Stored in your personal inventory. When activated, all crafts run 50% faster for 2 hours — including any crafts already in progress. Activate from the /craft panel or with /use rush_token.
👷 Hired Help 500g Stored in your personal inventory. When activated, adds 5 extra crafting queue slots for 2 hours. Only appears at the vendor once your Workbench reaches Level 5. Activating it again while active extends the timer by another 2 hours rather than resetting it.
🐕 Hunting Party 500g Stored in your personal inventory. When activated, adds 5 extra slots to your hunt queue for 2 hours, so you can line up more hunts at once from the 🏹 Hunt panel. Activate it from the 🏹 Hunt panel or with /use hunting_party; activating again while active extends the timer. Only appears at the vendor once your city has a Hunter's Lodge. (Affects the casual hunt queue only, not expeditions.)

👷 Hired Help is the only consumable gated behind a tool level — it rewards master crafters. With a Lv5 Workbench you jump from 5 to 10 craft slots, letting you blitz through a batch of crafting in a focused session.

Both Rush Token and Hired Help boost the /craft Workbench panel only — they don't speed up or add slots to your city /queue action queue. If you want more from the action queue, that's what Queue Boost is for.

Using stored consumables

Rush Tokens, Hired Help, and Hunting Party go into your inventory when purchased — you choose when to activate them. Queue Boost and Rested Potion apply instantly, because their effect is banked the moment you buy.

/use rush_token Activates your Rush Token — all crafts run 50% faster for the next 2 hours. Any crafts already queued are sped up immediately.
/use hired_help Activates Hired Help — +5 crafting queue slots for the next 2 hours. Activating another while active extends the window.
/use hunting_party Activates a Hunting Party — +5 hunt-queue slots for the next 2 hours. Activating another while active extends the window.

Or open /craft and tap the ⏩ Activate Rush Token or 👷 Activate Hired Help button at the bottom of the panel; for the Hunting Party, open /hunt and tap 🐕 Activate Party. Each button shows how many you own. The Rush Token button hides while a boost is running; the Hired Help and Hunting Party buttons stay (they read "Extend" instead).

⚠️ You can own multiple Rush Tokens but only one speed boost can be active at a time — activate the next one after the current 2-hour window expires. Hired Help is friendlier: every activation simply adds 2 hours to the clock.

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