Regional

Harvested resources have a small chance to be regional. This is shown in the item's tooltip, detailing which region of the world the item is from.

The chance of producing regional resources is around 1% plus luck bonuses provided by jewelry.

When crafting using a regional component, the crafted item will also be regional if it can be. Some recipes require a component to be regional, such as advanced buildings and blueprint recipes.

The crafting interface will show a little icon,, next to crafting components that either can be or has to be regional.

There is currently no UI or game-file hint that says whether a component has to be regional or if it being regional simply means the result can be regional if regional components are used. The current rule of thumb is: in building recipes the regional components are mandatory, in blueprint recipes the regional components are mandatory, and all other recipes the regional components are optional.

Ore
Although ore can be mined with the "Dig a Tunnel" ability, the ore will never be regional when gathered this way. The "Mine Ore" abilities from the mining crafting skill must be used to obtain regional ore.

Warning: Dropping regional ores on the ground will wipe their regional status returning them to ordinary ores. Store regional ore in containers to maintain its regional status.

Items Optionally Using Regional Materials
category = Require_regional notcategory = Require_blueprint notcategory = Buildings uses = Template:Infobox_item tablesortcol = 2 include = {Infobox item}.item_list format = ,\n,,

Items Requiring a Blueprint and Regional Materials
category = Require_regional & Require_blueprint notcategory = Buildings uses = Template:Infobox_item tablesortcol = 2 include = {Infobox item}.item_list format = ,\n,,

Buildings Requiring Regional Materials
category = Require_regional uses = Template:Infobox_building tablesortcol = 2 include = {Infobox building}.building_list format = ,\n,,