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Game Information
Basic Gameplay
You may only build in territory within the service area of your Warehouses and
Market places. Initial colonization requires a Warehouse to be built. The
Warehouse is the only buildings that you build from a ship moored next to the
island. The ship needs to have the required materials (6 Wood, 3 Tools) and
you also need 100 coins available. For further expansion into new areas of the
island, you must build Market places. Build these at the limit of your
existing territory and if the territory was unclaimed, your territory will be
expanded. If the territory is already claimed by another player, you'll need
to destroy their Market places, Warehouses, and any military towers using your
military.

Individual buildings require different volumes of raw materials - coins, Wood,
Bricks, Tools and/or Cannon. Most buildings are only available to build once
you have met or exceeded specific population requirements. These requirements
involve having a minimum number of people at a certain civilization level.
There are five levels, starting from Pioneer, which is what you get when you
build new housing. A list is contained within the Building and Industry Data
in the appendices. All housing requires Food. In order to develop, housing
must be supplied with different goods, and provided with access to different
facilities. For example, to develop from Pioneer to Settler, the population
must be supplied with Cloth, and have access to a Chapel and Market place, in
addition to being fed and not being over-taxed. Basic demands can normally be
met from one island, but the higher civilization levels require many goods,
some of which must come from other colonies.

Taxation is the main source of revenue. Civilization level is the primarily
determinant of taxation. The most advanced (Aristocrat) housing can house 20
times as many people as the basic (Pioneer) housing. More people means more
potential tax revenue. Buildings require coin to build, in addition to
construction materials. Buildings, except houses, have an operating cost,
which needs to be met. In some cases this can be reduced by de-activating the
building. Ships and ground units require coin to build/train (in addition to
construction materials. Military units require upkeep to be paid in coins.
Ships may need repairs if they become damaged, which requires repair materials
(Cloth and Wood). From Robitoby: "Tax collection and taking away the
production-costs from your money, happens all together within 60 seconds at
speed F5. Means if one of your inhabitant-groups says you get 500 gold it
would mean you'll have these within 60 seconds." Trade with other players,
Free Traders and pirates is based on exchange of coin for cargo. Trade with
natives does not require coin - one exchanges cargoes. All coin expenditure
and revenue is shown on the Player Status screen. Military upkeep is included
with Military Cost, not Operating Cost. Certain expenditure, like trade, is
only partly averaged out over time. This can lead to temporary oddities and
extreme values, notably when reloading a game. Shark_Dus writes: "The
financial data is updated constantly. The irritating thing is, that the AI of
the game splits your trading volume (sales and purchases) in 10 pieces and
spreads this volume over 10 consecutive cycles (1 cycle = approximately 1
minute). Then it averages the last 10 cycles, so that the financial data shows
some purchase even when you did not purchase anything within the last 9
minutes." Coin is pooled across all islands - there is only one treasury per
player. This varies from commodities/production, which are island-specific.

Ensure that they don't become unhappy for long. Unhappy residents will leave
and cause housing to decay. Mildly annoyed residents will not develop their
houses. Happier residents may allow taxes to be increased, and will eventually
fill available housing space. It is important to differentiate between demands
and needs. Demands are those things the population want to upgrade their
houses. You do not have to meet those demands for the current population to
remain happy. For example, Settlers would like a Tavern, because it is one of
the things that will allow them to upgrade to Citizens; however Settlers do
not need a Tavern to remain happy Settlers. Needs are more critical: For
example, deprive the population of food and they will become unhappy because
they are starving.

In order to develop many facilities, you will need a lot of space. Cities need
as much space on one island as possible, in order to fit in all the public
buildings needed by advanced civilisation levels. Some or all of the city's
demands can be produced on other islands, and then shipped to your main city
island. Sometimes you will not be able to control all the territory you need
to produce everything, and will be forced to trade with other players.
Although multiple players can settle the same island, this leads to tension
and war, and the relatively small size of most islands means it is common for
one player to wholly own each of the islands they have colonies on.

Buildings that produce things need to have access to the raw materials they
need within their service area. For example, for a Weaver's hut to function,
it needs to have sources of Wool (Sheep farms or Cotton plantations) in its
service area. Alternatively, both industries need access to a Market place or
Warehouse on the same island. The overall transport requirement tends to be
lower when industries can find the raw materials they need without using
Market places, although with clever colony design, Market place based supply
can be the most efficient. The service area is the highlighted area you see
around the buildings when you build or click on it. The same logic applies to
public buildings, but in reverse. For example, only housing in the service
area of a Fire department will be protected when fires start.

Most buildings need to be linked with roads. Roads need to touch at least one
square of one side of each building. Buildings do not need to be aligned to
roads. Road connections make buildings accessible to carts and fire trolleys.
Buildings that produce items will store them in the building after production.
Production buildings have limited storage capacity. If storage capacity is
filled, production will stop. If a road connection is available, a cart will
eventually run out from a nearby Warehouse or Market place, pick up the stock
and return. Once the stock has arrived at the Warehouse or Market place, it is
available for other uses on the same island, or shipment elsewhere. Each
market place adds two carts. Travel speeds can be increased by paving the
roads (cobbles and squares). Having good road networks and enough carts to
service all your buildings is essential.

There are two exceptions to cart transport, both involving industries that
source their raw materials by using donkeys or walking to the supply of raw
materials: (1) Stonemasons will walk to the Quarry, mine stone, and then bring
it back to the Stonemason's hut. In this case, carts will never take stone
from the Quarry - they will only transport Bricks created at the Stonemason's
hut. (2) In certain other cases, such as Sheep farms, Weavers will walk to the
farm to fetch the Wool, so roads are not required. However, any excess Wool
that needs to be moved into your warehouse does require road access. Not
placing roads in the last case prevents large excess amounts of production
from being stored. The second case applies to most basic farm types, Ore
smelting, and shipyards.

Primary production involves growing and harvesting crops or livestock, or
mining. Secondary production is often needed to process these into useful
goods. Most production is a simple case of taking one raw material to a
processing industry, and returning with the finished product. In a few cases,
two items need to be used for production to occur. For example, Ore smelters
require Ore and Wood to produce Iron. Sometimes more than one production
process is needed. For example, after Iron is produced it is made into Tools
or weapons before it has any proper use. End products are consumed by your
population, or used by your military (ships, troop training, etc). Appendix B
shows Production Links, appendix D shows Production Efficiency.

 

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