Resources & Economy
Gold fills the war chest, stone raises the walls, and lumber builds the fleet. A Governor who masters the flow of raw materials commands the archipelago — one who neglects it will be commanded by those who do.
Provisions Upon Arrival
Every new Governor arrives with a modest provision chest — 250 , 250 , and 250 , along with 120 coins and 200 food. A Main House stands ready at level 1. These reserves are enough to break ground on the first mines and begin generating income, but they will not last long.
Raw Materials
Three raw materials sustain the economy. is the most versatile — demanded by nearly every construction project, research endeavour, and military commission. anchors fortifications and infrastructure, pacing how quickly a settlement can expand. fuels the harbour — without it, no ship is laid down and no fleet sets sail.
Each material is extracted from its own mine: the
Gold Mine, the
Stone Quarry, and the
Lumber Mill. Higher levels yield greater output. Even without a mine, the land provides a small passive trickle — but serious Governors break ground early.
Coin, Food & Morale
Beyond raw materials, a settlement must contend with the needs of its people. are revenue drawn from taxation — the larger the population and the higher the rate, the greater the income. Coins purchase supply crates at the Bazaar and fund advantages that raw materials alone cannot buy. The Main House determines how many coins can be stored — upgrade it to expand the vault. Coin overflow is retained temporarily, then decays each hour back toward treasury capacity.
is consumed continuously by the population. Farms supplement the natural yield, but mouths multiply fast — a growing settlement quickly outpaces its stores. When food runs low, falls sharply. Discontent settlers work slower, and at the worst levels mines and farms produce only half their normal output. These forces are tightly linked — consult the Settlement & Life chapter for the full picture.
Production
Each mine level increases output steadily. The base rate determines how much a single level produces; passive income is the trickle that flows even without a mine.
| Resource | Base /h | Passive /h |
|---|---|---|
| Gold Mine | 8 | 0.8 |
| Stone Quarry | 7 | 0.7 |
| Lumber Mill | 6 | 0.6 |
| Level | Gold Mine /h | Stone Quarry /h | Lumber Mill /h |
|---|---|---|---|
| 1 | 8 | 7 | 6 |
| 2 | 16 | 14 | 12 |
| 3 | 24 | 21 | 18 |
| 4 | 32 | 28 | 24 |
| 5 | 40 | 35 | 30 |
| 6 | 48 | 42 | 36 |
| 7 | 56 | 49 | 42 |
| 8 | 64 | 56 | 48 |
| 9 | 72 | 63 | 54 |
| 10 | 80 | 70 | 60 |
| 11 | 88 | 77 | 66 |
| 12 | 96 | 84 | 72 |
| 13 | 104 | 91 | 78 |
| 14 | 112 | 98 | 84 |
| 15 | 120 | 105 | 90 |
| 16 | 128 | 112 | 96 |
| 17 | 136 | 119 | 102 |
| 18 | 144 | 126 | 108 |
| 19 | 152 | 133 | 114 |
| 20 | 160 | 140 | 120 |
The Storehouse
A settlement can only hold what its
Storehouse can contain at full efficiency. Surplus beyond capacity becomes temporary overflow: you keep it, but it decays each hour until stock returns to cap. A well-built Storehouse also shields a portion of reserves from plunder — the stronger the stores, the less a raiding fleet can carry off.
Settlement and building screens show overflow amount and depletion rate so you can spend excess quickly before it fades.
Click a resource (or coins) in the settlement resource bar to open the detailed ledger: it shows total stock, net trend per hour, and each modifier that pushes the value up or down.
| Storehouse Level | Capacity (per resource) | Protected (per resource) |
|---|---|---|
| 0 | 1,000 | 200 |
| 1 | 1,500 | 350 |
| 2 | 2,250 | 525 |
| 3 | 3,375 | 737 |
| 4 | 5,062 | 1,006 |
| 5 | 7,593 | 1,359 |
| 6 | 11,390 | 1,839 |
| 7 | 17,085 | 2,508 |
| 8 | 25,628 | 3,462 |
| 9 | 38,443 | 4,844 |
| 10 | 57,665 | 6,866 |
| 11 | 86,497 | 9,849 |
| 12 | 129,746 | 14,274 |
| 13 | 194,619 | 20,861 |
| 14 | 291,929 | 30,692 |
| 15 | 437,893 | 45,389 |
| 16 | 656,840 | 67,384 |
| 17 | 985,261 | 100,326 |
| 18 | 1,477,891 | 149,689 |
| 19 | 2,216,837 | 223,683 |
| 20 | 3,325,256 | 334,625 |
Island Resource Tiers
Not all land is equal. The archipelago's islands vary in natural wealth — some sit atop rich deposits, while others offer little more than sand and scrub. A Governor who scouts the world chart before expanding will find the effort well rewarded.
| Tier | Frequency | Gold | Stone | Lumber |
|---|---|---|---|---|
| barren | 20% | 240 | 220 | 320 |
| poor | 28% | 300 | 270 | 400 |
| average | 30% | 400 | 360 | 520 |
| rich | 15% | 850 | 750 | 1,100 |
| abundant | 7% | 1,400 | 1,250 | 1,850 |
These tiers are a permanent property of each island, visible when hovering over uninhabited shores on the chart. They should not be confused with the abundance labels (Scarce, Modest, Plentiful, Overflowing) that appear in Shore Survey reports — those describe how each individual resource compares to the island's average stores, not the island's overall tier.
Beyond tier, each island favours one resource over the others. A shore rich in lumber will produce roughly 80% more lumber once settled — while its gold and stone output sits 40% below normal. Starter islands are exempt; specialisation only applies to colonised territory.
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.



