Current Resources

Target Cost

Time to Afford

Enter resources and target cost.

From deficit to a date

The Resource Planner answers the only inventory question that matters: when can I afford it? For each of the five resources — food, wood, stone, iron, gold — you enter current stock, hourly production, and the target cost. The tool computes each deficit and divides by your production rate, then reports the binding constraint: the single resource whose wait time gates the whole purchase. Everything runs on your own numbers, so it is immune to game-balance changes.

Reading the bottleneck

  • The slowest resource is the only one that matters — surplus elsewhere is trade material. Most mid-game players discover their real gate is stone or iron, not the food and wood they obsessively farm.
  • Pull target costs straight from the Building Calculator or Troop Training Calculator instead of estimating them.
  • If the wait is unacceptable, the fix is one of three: raise the rate (production buildings, boosts), raid the difference, or burn speedups on production — cost that last option honestly with the Speedup Calculator.

How the resources calculator works

Takes what you have, what you need, and how fast you produce, and tells you how long the gap takes to close.

The gap
deficit = target - current — Negative means you already have enough and the calculator stops there.
Hours to close it
Math.ceil(deficit / rate) — Rounded UP — a partial hour of gathering does not finish the job.
In days
d = Math.floor(maxHours / 24), h = maxHours % 24 — The longest single resource decides the answer, because you need all of them before you can spend.

The slowest resource sets the timeline. That is why the days figure comes from maxHours and not from a total.

Every expression shown in code above is quoted from js/calc-resources.js, which is the file this page actually runs.