Knights of Honor II: Sovereign

Knights of Honor II: Sovereign

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Knights of Honor II: Resources References
By S A I N T P E P S I
A quick list of all of the in-game resources, what producing them does, and their relative tech tree
   
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Introduction
There's plenty of resources, and, while there is the distinct resource view to look at all of them, I figured it could be nice to have a way to look at them

The map autogenerates different resources for each game, so I can't give any hints to how or where they will be formed
Resources Part 1


Resource Name
Icon
Effects
Province Requirement
Goods Required
Produced In
Required For
Unlocks
Ale
+2 Kingdom Happiness.
+5 Trade Limit
Barrels, Herbs
Food Market (Breweries)
Trade Fairs
Abundance
Amber
+1 base merchant trade income
Amber Deposits
Amber Trade
Jewlery Shops
Barrels
+50 food storage in all towns.
+10% army resupply gold reduction
Deep Forests
Woodworking (Cooper Workshops)
Salt Trade, Food Market, Warehousese, Wineries, Fish Markets, Grain Trade, Breweries
Mercantilism
Candles
+3 book income.
+10 cultural power
Herbs and Spices
Linen
Herb Gardening (Candle Markers)
Libaries, Ceremonies
Abundance
Cannon(s)
+10 Attack in sea battles.
+20 fortifications attrtion damage.
+30% army's base siege damage
Iron, Gunpowder
Admiralty/Lord's Castles (Artillery)
Age of Discovery, Age of War
Canvas
+2 Trade Limit
+15 cultural power
Flax Fields
Flax Growing (Canvas Makers)
Art Schools, Sailmakers
Progress
Carpets
+1 base merchant trade income
+10 cultural power
Dyes, Wool
Artisans (Rug Weavers)
Large Keeps, Harems, Great Halls, Caravanserai, Ceremonies, Decorations
Age of Triumph
Charcoal
+5 income
+10% hammer production
Deep Forests
Woodworking (Collier Kilns)
Ink Makers, Drying ovens, Blast Furnaces
Compasses
+2% merchant trade income
+5% Increased chance for successful expedition
+10% Ship sailing speed for all armies
Lodestone
University/Madrasah (Observatories)
Expeditions
Age of Discovery
Draft Oxen
+10% hammer production
+1 crop in Crop farms
Cattle
Auction Markets, Rituals, Heavy Ploughs
Masonry
Dyes
+2 Kingdom Happiness
+5 income
Herbs and Spices
Minerals
Herb Gardening (Dye Workshops)
Tailoring Shops, Rug Weavers
Fine Art
+10 cultural power
+20 influence
Canvas, Minerals, Sculptures, Oils
Cathedral/Great Mosque (Art Schools)
Great Halls
Fine Boots
+5 income
+5% Army travel speed
Leather, Furs, Oils
Artisans (Shoemaking Shops)
Large Keeps
Age of Prosperity
Fine Cheese
+2 Kingdom happiness
+3 Trade Limit
Cattle
Salt
Cattle Farming (Dairy Shops)
Age of Prosperity
Fine Clothing
+1 base merchant trade income
+5 income
Wool, Linen, Dyes
Artisans (Tailoring Shops)
Bazaars
Age of Prosperity
Furs
+1 base merchant trade income
Rare Game
Fur Trade
Shoemaking Shops
Age of Triump
Furniture
+2 Kingdom happiness
+3 Trade Limit
Deep Forests
Oils
Woodworking (Master Joiners)
Hospitals, Great Library, Large Keeps, Queens Chambers, Great Halls, Taverns
Glass
+5 Trade Limit
+5 income
Deep Forests
Minerals
Woodworking (Glassworks)
Auction Markets, Decorations
Abundance
Gold Ingots
+1 base merchant trade income
+8 income
Gold Ore
Gold Smelting
Harems, Jewelry Shops, Merhcant Banks, Decorations
Gunpowder
+20% army base siege damage
Saltpeter, Sulfur
Universit/Madrasah (Alchemist Labs)
Artillery, Trade Colonies
Resources Part 2
Resource Name
Icon
Effects
Province Requirement
Goods Required
Produced In
Required For
Unlocks
Herbs
+2 Trade Limit
+5% Population growth
Herbs and SPices
Herb Gardening (Herbalist Shacks)
Ink Makers, Apothecaries, Breweries
Illustrated Books
+3 book income
+10 cultural power
Leather, Furniture
University/Madrasah (Great Library)
Age of Enlightenment, Golden Age
Ink
+3 book income
+2% mechant trade income
Charcoal, Wine, Herbs
Church/Masjid/Temple (Ink Makers)
Translator's Chambers, Cartographers, Seats of Power, Town Charters, Muhtasibs
Progress, Age of Triumph
Iron
+20 heavy squad defense
+30% siege equipment attack, health, and siege damage
Iron Ore
Charcoal
Metalworking (Blast Furnaces)
Artillery, Farriers, Large Keeps, Royal Guard Quarters, Heavy Ploughs
Progress
Jewelry
+2 Kingdom happiness
+1 base merchant trade income
Silver Ingots, Gold Ingots, Amber, Minerals
Artisans (Jewelry Shops)
Queens Chambers, Harems, Bazaars
Age of Triumph
Leather
+10 squads defense
Sheep/Cattle
Sheep Farming/Cattle Farming (Tanneries)
Great Library, Saddling Shops, Shoemaking Shops
Lime
+10 elite squads defense
Limestone deposit
Lime Trade
Decorations
Masonry, Age of Triumph
Linen
+3 Trade Limit
+3 income
Flax Fields
Flax Growing (Flax Weavers)
Candle Makers, Tailoring Shops, Auction Markets
Lodestone
+5 Trade Limit
Lodestone deposits
Lodestone Trade
Observatories
Maps
+2% merchant trade income
+5% chance of successful expedition
+10% ship sailing speed for all armies
Ink, Parchment
Admiralty (Cartographers)
Trade Colonies
Mercantilism, Age of Discovery
Marble
+10 cultural power
+2% cheaper buildings and upgrade costs
Marble deposit
Stoneworking (Stone Cutters)
Great Halls, Decorations
Masonry, Age of Triumph
Meat
+2 income
+5% population growth in all provinces
Sheep/Cattle
Sheep Farming/Cattle Farming (Butchers)
Abundance
Medicine
+10% population growth in all provinces
-20% cost for refilling squads
Spirits, Herbs
Cathedral/Great Mosque/Temple (Apothecaries)
Abundance, Age of War, Age of Enlightenment, Golden Age
Minerals
+3 Trade Limit
+3 income
Mineral Deposits
Mineral Trade
Art Schools, Dye Workshops, Glassworks, Jewelry Shops
Oils
+5% melee squads attack
+30% siege equipment attack and damage
Flax Fields
Flax Growing (Oil Presses)
Art Schools, Master Joiners, Ship Joiners, Shoemaking Shops
Abundance, Progress
Parchment
+3 book income
+25 influence
Sheep
Sheep Farming (Parchment Makers)
Translator's Chambers, Cartographers, Seats of Power, Town Charters, Muhtasibs
Progress, Age of Triumph
Pastries
+2 kingdom happiness
+5 income
Yummy Icon
Raisins, Spices, Salt
Food Market (Bakeries)
Age of Prosperity
Raisins
+3 Trade Limit
+3 income
Vines
Viticulture (Grape Sun Drying)
Bakeries
Ropes
+15% ranged squads attack
+30% siege equipment attack and damage
Flax Fields
Tar
Flax Growing (Ropewalks)
Wooden Cranes
Masonry, Age of Discovery
Sails
+15% ship sailing speed for all armies
+10 attack in sea battles
Tar, Canvas
Shipyards (Sailmakers)
Mercantilism, Age of Discovery
Resources Part 3
Resource Name
Icon
Effects
Province Requirement
Goods Required
Produced In
Required For
Unlocks
Salt
+1 base merchant trade income
+30 food storage in all towns
Salt deposits
Salt Trade
Dairy Shops, Sausage Makers, Fish Markets, Bakeries
Salted Fish
+3 Trade Limit
+5% army resupply gold reduction
Salt, Barrels
Harbor (Fish Markets)
Abundance
Saltpeter
+20 food storage in all towns
+5% army's base siege damage
Saltpeter deposits
Saltpeter Trade
Alchemist Labs
Progress
Sausages
+2 Kingdom happiness
+5% army resupply gold reduction
Cattle
Salt, Spices
Cattle Farming (Sausage Makers)
Trade Fairs
Age of Prosperity
Sculptures
+2 Kingdom happiness
+20 cultural power
Marble deposit
Stoneworking (Sculptures shop)
Art Schools
Age of Triumph
Silver Ingots
+1 base merchant trade income
+5 income
Silver Ore
Silver Smelting
Queens Chambers, Jewelry Shops, Town Charters, Muhtasibs, Merchant Banks, Decorations
Spices
+1 base merchant trade income
+3 income
Herbs and Spices
Herb Gardening (Spice Shops)
Sausage Makers, Caravanserai, Bazaars, Bakeries
Mercantilism
Spirits
+3 income
+5% Population growth in all provinces
Vines
Viticulture (Distilleries)
Apothecaries, Filthy Taverns
Sulfur
+15% Population growth in all provinces
+15% army's base siege damage
Sulfur deposits
Sulfur Trade
Alchemist Labs
Progress
Tar
+5% chance for successful expedition
+10% siege equipment attack and damage
+20% siege equipment health
Deep Forests
Woodworking (Tar Pits)
Ropewalks, Sailmakers, Boatwrights
Progress
Timber
+10% hammer production
+20% siege equipment cost reduction
Deep Forests
Woodworking (Sawmills)
Ship Joiners, Boatwrights
Trained Camels
+25% camel cavalry cost reduction
+10 camel cavalry resilience
+15% camel cavalry attac
Camels
Camels Trade
Auction Markets
Trained Horses
+25% horse cavalry cost reduction
+10 horse cavalry resilience
+15% horse cavalry attack
Horses
Horse Breeding (Horse Markets)
Grain Trade
Mercantilism, Masonry
War Horses
+15% heavy cavalry attack
+250% heavy cavalry trample chance
Horses
Horse Breeding (Warhorse Breeds)
Age of War
Resources Part 4
Resource Name
Icon
Effects
Province Requirement
Goods Required
Produced In
Required For
Unlocks
Wax
+3 Trade Limit
+10% melee squads attack
Herbs and Spices
Herb Gardening (Apiaries)
Seats of Power
Wine
+3 Trade Limit
+3 income
Vines
Barrels
Viticulture (Wineries)
Ink Makers
Age of Prosperity
Wool
+2 Kingdom happiness
+1 base merchant trade income
Sheep
Sheep Farming (Wool Weavers)
Tailoring Shops, Rug Weavers, Auction Markets
Abundance
Arists
+20 cultural power
+5 income
Cathedral/Great Mosque (Art Schools)
Age of Enlightenment, Golden Age
Clergy
+20 cultural power
+20 influence
Candles
Cathedral/Great Mosque (Ceremonies)
Age of Enlightenment, Golden Age
Explorers
+10% increase chance for successful expedition
+15% Ship sailing speed for all armies
Compasses
Trade Port (Expeditions)
Age of Discovery
Masons
+20% hammer production
+5% cheaper buildings and upgrades costs
Marble desposit
Stoneworking (Masons Guilds)
Masonry
Traders
+3 Trade Limit in coastal provinces
+4% merchant trade income
Ale, Sausages
Merchant's Guild (Trade Fairs/Caravanserai)
Trade Companies
Mercantilism
Noblemen
+35 influence
-10% Crown Authority increase cost
Furniture, Fine Art, Marble, Carpets
Royal Palace (Great Halls)
Age of War, Age of Prosperity
Scholars
+5 book income
+10% cheaper skills and traditions learning and improving
Parchment, Ink
University/Madrasah (Translator's Chambers)
Age of Enlightenment, Golden Age
Building Tree



Military Tree
Building Tier
Building Name
Goods Produced
Goods Icon
Building Name
Goods Produced
Goods Icon
3
Royal Palace
Noblemen
2
Royal Armory
Lord's Castles
Cannons
1
Barracks

Population Tree
Building Tier
Building Name
Goods Produced
Goods Icon
Building Name
Goods Produced
Goods Icon
3
Merchant's Guild
Traders
2
Artisans
Fine Clothing, Fine Boots, Carpets, Jewelry
Village Militia
1
Market Square
Housings

Religion Tree - Pagans can only build Tier 1
Building Tier
Building Name
Goods Produced
Goods Icon
3
University/Madrasah
Scholars, Compasses, Illustrated Books, Gunpowder
2
Cathedral/Great Mosque
Medicine, Clergy, Fine Art, Artists
1
Church/Masjid/Temple
Ink

Farming Tree
Building Tier
Building Name
Goods Produced
Goods Icon
3
Food Market
Pastries, Ale
2
Windmill
1
Crop Farming

Sea Shore Tree
Building Tier
Building Name
Goods Produced
Goods Icon
Building Name
Goods Produced
Goods Icon
3
Trade Port
Explorers
2
Admiralty
Maps, Cannons
Shipyard
Sails
1
Harbor
Salted Fish

Province Features Part 1



Resource Name
Icon
Building Name
Goods Produced
Goods Icon
Amber
Amber Trade
Amber
Camels
Camel Trade
Trained Camels
Cattle
Cattle Farming
Draft Oxen, Meat, Fine Cheese, Leather, Sausages
Coastal
Sea Shore Building Chain
Salted Fish, Maps, Cannons, Sails, Explorers
Deep Forests
Woodworking
Timbers, Charcoal, Barrels, Tar, Furniture, Glass
Flax Fields
Flax Growing
Oils, Linen, Canvas, Ropes
Gold Deposits
Gold Smelting
Gold Ore
Herbs and Spices
Herb Gathering
Herbs, Wax, Spices, Candles, Dyes
Hill and Mountains
Hill Forts
Horses
Horse Breeding
Trained Horses, War Horses
Iron Deposits
Metalworking
Iron
Large Rivers
River Trade, Irrigation
Province Features Part 2
Resource Name
Icon
Building Name
Goods Produced
Goods Icon
Limestone Deposits
Lime Trade
Lime
Lodestone Deposits
Lodestone Trade
Lodestone
Marble Deposits
Stoneworking
Marble, Sculptures, Masons
Mineral Deposists
Mineral Trade
Minerals
Pirates
Pirate Haven
Rare Game
Fur Trade
Furs
Salt Deposits
Salt Trade
Salt
Saltpeter Deposits
Saltpeter Trade
Saltpeter
Sheep
Sheep Farming
Meat, Wool, Leather, Parchment
Silver Deposits
Silver Smelting
Silver Ore
Sulfur Deposits
Sulfur Trade
Sulfur
Vines
Viticulture
Raisins, Wine, Spirits
Advantages
Advantage Name
Icon
Effects
Goods Required
Faiths
Abundance

+30% Population Growth
+10 Kingdom Happiness
Ale, Candles, Glass, Meat, Medicine, Oils, Salted Fish, Wool
All
Mercantilism

Inflation reduced by 25%
+20% Merchant Trade income
Barrels, Maps, Sails, Spices, Trained Horses, Traders
All
Masonry

+100 siege defense
+25% Hammer production
5% cheaper Buildings and Upgrade costs
Draft Oxen, Lime, Marble, Rope, Trained Horses, Masons
All
Progress

20% lower Upgrade Costs
+25% Hammer productions
Canvas, Ink, Iron, Oils, Pachement, Saltpeter, Sulfur, Tar
All
Age of Discovery

+10% Ship sailing speed
+10 Attack in Sea Battles
+3 income in Coastal Settlements
Canons, Compasses, Maps, Ropes, Sails, Explorers
All
Age of War

+20% Siege Attack
+2 Army Morale
+3000 Troop Capacity
Cannons, Medicine, War Horses, Noblemen
All
Age of Prosperity

+%0 Cultural Power
+100 Kingdom Influence
+20 Espionage Defense
+50% Cost of bribing Knights
Fine Boots, Fine Cheese, Fine Clothing, Pastries, Sausages, Wine, Noblemen
All
Age of Enlightenment

+10 piety income
+1000 book capacity
+50 cultural power
+100 Kingdom Influence
Illustrated Books, Medicine, Artists, Clergy, Scholars
Christian
Golden Age

+10 piety income
+1000 book capacity
+50 cultural power
+100 Kingdom Influence
Illustrated Books, Medicine, Artists, Clergy, Scholars
Islamic
Age of Triumph

+50% lower Religious Tension
+100 Kingdom Influence
+100 cultural power
+20% chance to convert religions upon conquest
Carpets, Furs, Ink, Jewelry, Lime, Marble, Parchment, Sculptures
Pagan
1 Comments
bronson.orr Feb 9, 2024 @ 2:39pm 
where can i find lodestones