Inselnova Wiki

Resources & Economy

The economy is not background noise. Gold sets the pace of orders, stone decides how hard the island is to crack, and lumber decides when the realm can reach the sea. A strong Governor does not simply gather more, they keep the right shortage from becoming the next crisis.

Opening Reserves

Every new Governor arrives with a provision chest: 250 GoldGold, 250 StoneStone, and 250 LumberLumber, plus 600 coins and 200 food. A Main House stands ready at level 1. The chest is enough to start the first mines, not enough to spend evenly on every tempting order.

Treasurer Mora
Treasurer Mora: The first shortage is information
Before the Storehouse exists, full stores stop new production from being kept. Before the Gold Mine grows, every better answer is unaffordable. Spend the opening chest to reveal which shortage is coming next.

The Three Materials

GoldGold is the flexible pressure: construction, research, troops, ships, and market decisions all ask for it.StoneStone is the defensive pressure: walls, infrastructure, and durable growth consume it steadily.LumberLumber is the naval pressure: ships, expansion, and late logistics punish any island that treated timber as a spare resource.

Each material has its own site: the Gold MineGold Mine, the Stone QuarryStone Quarry, and the Lumber MillLumber Mill. Even untouched land gives a small passive trickle, but mine levels are what turn a holding from a camp into an economy.

MaterialEarly pressureLater pressure
GoldGoldOrders compete for the same coin purse.Research, ships, troops, and Bazaar timing.
StoneStoneMain House, Storehouse, walls, and civic works.Fortified colonies and hard-to-raid islands.
LumberLumberMine balance and early construction.Harbour, warships, merchants, and colony ships.

Coin, Food, and Morale

Raw materials build the island. Settlement life decides whether the island can keep working. CoinsCoins come from taxation and population; they buy supply crates at the Bazaar and cover choices raw materials cannot. The Main House determines treasury capacity. Coin overflow is retained temporarily, then decays each hour back toward the vault limit.

FoodFood is consumed by population, and farms only help if they keep pace with growth. Food pressure becomes morale pressure: when stores run low, HappinessHappiness falls sharply. At the worst levels, mines and farms produce only half their normal output. The danger is not one bad hour, it is the feedback loop.

Master Quill
Master Quill: The loop to watch
High taxes can fix a coin shortage while creating a happiness shortage. Empty food stores can do the same. The economy is stable when the next order does not make the next problem worse.

Production Pace

Each mine level adds dependable hourly output. The visible rates show the base production for one level and the passive income that still arrives without a mine. The full level ladder matters when deciding whether the next build slot buys more economy or solves an immediate military need.

MineBase /hPassive /h
Gold Mine80.8
Stone Quarry70.7
Lumber Mill60.6
Church0.20.0
How much does each mine level produce?20 levels
LevelGold Mine /hStone Quarry /hLumber Mill /hChurch /h
18760.2
21614120.4
32421180.6
43228240.8
54035301
64842361.2
75649421.4
86456481.6
97263541.8
108070602
118877662.2
129684722.4
1310491782.6
1411298842.8
15120105903
16128112963.2
171361191023.4
181441261083.6
191521331143.8
201601401204

Storage, Overflow, and Plunder

Gold, stone, and lumber can only be held at full efficiency up to the limit that the StorehouseStorehouse can contain. Surplus beyond capacity becomes temporary overflow: the stores remain usable, but they decay each hour until stock returns to cap. A better Storehouse also shields part of the reserve from raiders, which turns a lost raid from a collapse into a repair bill.

Lumen is the exception. It follows the ChurchChurch cap, not Storehouse space, and surplus lumen is not protected by overflow grace.

Settlement and building screens show overflow amount and depletion rate. The resource bar is also a ledger: click a resource or coins to see total stock, net trend per hour, and each modifier pushing the value up or down.

Storehouse LevelCapacityProtected
01,000200
11,500350
57,5931,359
1057,6656,866
203,325,256334,625
What does every Storehouse level hold and protect?21 rows
Storehouse LevelCapacity (per resource)Protected (per resource)
01,000200
11,500350
22,250525
33,375737
45,0621,006
57,5931,359
611,3901,839
717,0852,508
825,6283,462
938,4434,844
1057,6656,866
1186,4979,849
12129,74614,274
13194,61920,861
14291,92930,692
15437,89345,389
16656,84067,384
17985,261100,326
181,477,891149,689
192,216,837223,683
203,325,256334,625
Marshal Voss
Marshal Voss: Stores are defence
A raiding fleet takes what it can carry. Protected stores do not win the battle, but they decide whether the island can afford the recovery.

Island Wealth and Specialisation

Not all land is equal. Resource tiers are a permanent property of each island, visible when hovering over uninhabited shores on the chart. They describe the general wealth of the island, while Shore Survey reports describe how each individual resource compares to that island's own stores.

How rich can an uninhabited island be?5 tiers
TierFrequencyGoldStoneLumber
barren20%240220320
poor28%300270400
average30%400360520
rich15%8507501,100
abundant7%1,4001,2501,850

Beyond tier, each island favours one resource over the others. A lumber- or stone-dominant shore produces roughly 80% more of its dominant resource once settled, while the other two sit 40% below normal. Gold is deliberately tighter: a gold-dominant island produces only 30% more gold above its tier. Starter islands are exempt from this dominance bonus — their production stays uniform once settled, no matter what the chart hints. Raid plunder ceilings still scale with the full 80% figure.

Specialisation cannot be seen from the chart. Send spy ships to survey uninhabited shores before committing a colony fleet. The survey reveals each resource's abundance and names the dominant material. See Raiding for how this shapes the plunder economy.

Treasurer Mora
Treasurer Mora: Departure counts
Shipments and trade contracts debit the treasury at departure. Raids are different: the fleet earns only what the landing wins and carries home. Verify the reserve before the order leaves the dock, not after the previous hour's income report.

Common questions

Which resource should lead the first build order?

Gold usually leads because it appears in almost every serious order. Stone and lumber cannot fall far behind, but a weak Gold Mine turns good plans into waiting.

Is overflow wasted immediately?

New production above the cap is not kept. Overflow already above the cap remains usable, then decays each hour until the stock returns toward capacity. Spend it quickly or raise the Storehouse before the next production cycle repeats the problem.

Can the chart reveal a resource-specialised island?

The chart shows the island's overall tier, not its dominant material. Send spy ships for a Shore Survey before committing a colony fleet.