Resource

A resource is an item which can be harvested from the world or produced from a building. Resources cannot be used directly but they allow a civilization to create and maintain its buildings, units, and equipment.

Like all items, each resource has a quality rating which determines its value and effectiveness. A resource's quality contributes towards the resultant quality of anything produced using that resource: the best steel swords will require the purest steel.

Construction Materials
Construction Materials are basic resources generally used for constructing buildings or equipment.
 * Organic
 * Wood
 * Grass
 * Bone
 * Earthen
 * Terrain
 * Sod
 * Snow
 * Sand
 * Stone
 * Flint
 * Clay
 * Metals
 * Tin
 * Copper
 * Iron
 * Steel
 * Gold
 * Turquoise
 * Coal

Textiles
Resources suitable for crafting into clothing or lightweight and potentially mobile buildings.
 * Cloth
 * Wool
 * Linen
 * Cotton
 * Linen
 * Hemp
 * Silk
 * Hide
 * Rawhide
 * Leather
 * Fur

Provisions
Consumable resources required by all units, including animals. Without access to food and water, a unit's quality will fall quickly.
 * Food
 * Meat
 * Fish
 * Fruit
 * Vegetables
 * Grain
 * Bread
 * Water

Drugs
Potent compounds which can be gathered or farmed. Drugs can be beneficial but may come with profound drawbacks if misused.
 * Medicinal Herbs
 * Alcohol
 * Marijuana
 * Hallucinogens
 * Stimulants
 * Coffee
 * Tobacco
 * Cocaine

Civ Resources
Civ Resources are created directly from a civilization (typically in its villages) rather than being harvested from nature.
 * Rest
 * Repair
 * Manpower