Resources

The economy of your kingdom is based on harvesting natural resources to produce manufactured goods which your gnomes consume or trade. There is no currency in Gnomoria and trade is conducted based on the trade values of the goods being traded, which may be modified by their quality. =Plants= Plants include both trees and crops. See the plants page for details. =Animals= Animals include both wild and domesticated varieties. See animals for details about the types of fauna in Gnomoria. =Mined Resources= All of Gnomoria's other resources are acquired through mining activities. All of them except Gems can also be traded for at Market Stalls or by sending a merchant gnome to another kingdom to trade.

Soil
Soil objects come in two varieties, Dirt and Clay.

''Soil does not stack in containers; as such its management is handled differently from other items. You can leave them lying around as they will not interfere with designating areas or building workshops - though you will have to clean it up eventually or else risk spawning Golems. If you decide to clean them up it is recommended to designate temporarily one stockpile square per 64 units close to the soil to be stockpiled. This reduces travel distance and allows your gnomes to stockpile them quickly.''

Once this is complete, create a new stockpile either near a terraforming site where you're raising land (building walls and stairs) or somewhere else nearby. Remove the designation of the previous stockpile and raise the receiving stockpile's priority briefly by lowering the priority value in order to have them all hauled quickly, or lower it to have haulers do it at their leisure. [Tips and Workaround]

Stacking is generally not used on soil if the 'Clean Floor' command is given directly, but if left to be hauled automatically, Gnomes will retrieve soil objects by the stack. The quickest way to achieve a cleanup of a large collection of soil objects is to raise the priority of the 'Hauling' task in the Population > Profession tab for each job, or just edit each Gnome you wish to haul with, manually, then change it back when completed.

Soil has no trade value on its own but can be given to a merchant. This can be useful for instantly removing unwanted soil everywhere in your kingdom and conserving labor and time that would have been used in hauling them to stockpiles.

Dirt
Dirt is the most common mined material and is found within the first few layers of your kingdom. It is used in building basic walls, floors, stairs, and ramps. There's usually a lot left about from digging and mining. Monsters cannot destroy or scale dirt walls any more than they can hardier substances.

There are two uses for dirt:
 * Growing farms and groves of trees. Clay patches must be replaced with dirt floor using the Terrain > Replace Floor command in the contextual menu before you can designate an area for farming.
 * Used in batches of ten in a Prospector for a chance at gaining a random metal sliver.

Clay
Clay, like dirt, is usually found near the surface albeit in much smaller patches. On the surface, it presents itself as a dark patch upon which nothing grows.

A kiln can be used to craft clay into statuettes, or bricks if you're willing to part with valuable coal. Clay can also be used instead of dirt in a Prospector Shop although it may be more valuable to use it for making statuettes instead.

Stone
Different types of stone can be found starting a few layers below the surface (typically beginning from -7). They can be differentiated by their color which is different for each type. The coloration and type of stone is purely cosmetic and does not affect their value as stone blocks. Raw stone is similar to soil in not having any trade value on its own and can be given to merchants. They are also collected in piles and cut into blocks by miners working as stonecutters.

Stone is used primarily for construction purposes either in raw or block form but blocks made from them can be used to make stone furniture at a Stonemason and statues, pillars, statuettes and pet rocks at a Stonecarver's workshop. Raw stone can also be used in batches of ten in a Prospector Shop.

Basalt
A type of rock that is dark grey or black in color.

Bauxite
A type of rock that is burgundy (dark purple) in color.

Granite
A type of rock that is grey in color.

Lapis Lazuli
A type of rock that is blue in color.

Marble
A type of rock that is white (light grey) in color.

Sandstone
A dark brown rock that appears to be the most abundant in the upper layers.

Serpentine
A type of rock that has a light green tint.

Gems
Raw gems are cut into jewels at the gemcutter. Jewels can be incorporated into metal jewelry for higher trade value. They can be found in small clusters at all depths[?].

Raw Sapphire
These precious stones appear as large, vibrant blue rocks.

Found at all levels[?].

Raw Emerald
Raw emeralds are also big rocks, but are a luminescent green color.

Found at levels -10 and below[?].

Metals
Currently, nine different metals can be found through mining and an additional two by smelting at a Forge. Metal ores are always found within stone and never in dirt or clay. Except for coal, ores can be smelted into bars at a forge. Generally, the more valuable metals are deeper down; for example, with Metal Depth set to normal iron cannot be found above level -50. Unlike stone the choice of metal affects the properties of crafted items such as their trade value, weapon damage, and defense provided by armor. {| align="center" style="border:1px solid silver; width:100%; text-align:center; font-size:90%" ! colspan="2" style="background:#CDE; font-size:120%"|Metals ! colspan="2" style="background:#CDE; font-size:110%"|Ores • Slivers • Bars
 * style="background:#EEF; font-size:100%" width="160"|Decorative metals
 * align="left"|Gold • Platinum • Rose Gold • Silver
 * style="background:#EEF; font-size:100%"|Military metals
 * align="left"|Tin • Malachite • Copper • Bronze • Lead • Iron • Steel
 * style="background:#EEF; font-size:100%"|Military metals
 * align="left"|Tin • Malachite • Copper • Bronze • Lead • Iron • Steel