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.
BazaarOpening Reserves
Every new Governor arrives with a provision chest: 250 , 250 , and 250 , 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.
The Three Materials
is the flexible pressure: construction, research, troops, ships, and market decisions all ask for it. is the defensive pressure: walls, infrastructure, and durable growth consume it steadily. 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 Mine, the
Stone Quarry, and the
Lumber Mill. Even untouched land gives a small passive trickle, but mine levels are what turn a holding from a camp into an economy.
| Material | Early pressure | Later pressure |
|---|---|---|
| Orders compete for the same coin purse. | Research, ships, troops, and Bazaar timing. | |
| Main House, Storehouse, walls, and civic works. | Fortified colonies and hard-to-raid islands. | |
| Mine 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. 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.
is consumed by population, and farms only help if they keep pace with growth. Food pressure becomes morale pressure: when stores run low, 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.
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.
| Mine | Base /h | Passive /h |
|---|---|---|
| Gold Mine | 8 | 0.8 |
| Stone Quarry | 7 | 0.7 |
| Lumber Mill | 6 | 0.6 |
| Church | 0.2 | 0.0 |
How much does each mine level produce?20 levels
| Level | Gold Mine /h | Stone Quarry /h | Lumber Mill /h | Church /h |
|---|---|---|---|---|
| 1 | 8 | 7 | 6 | 0.2 |
| 2 | 16 | 14 | 12 | 0.4 |
| 3 | 24 | 21 | 18 | 0.6 |
| 4 | 32 | 28 | 24 | 0.8 |
| 5 | 40 | 35 | 30 | 1 |
| 6 | 48 | 42 | 36 | 1.2 |
| 7 | 56 | 49 | 42 | 1.4 |
| 8 | 64 | 56 | 48 | 1.6 |
| 9 | 72 | 63 | 54 | 1.8 |
| 10 | 80 | 70 | 60 | 2 |
| 11 | 88 | 77 | 66 | 2.2 |
| 12 | 96 | 84 | 72 | 2.4 |
| 13 | 104 | 91 | 78 | 2.6 |
| 14 | 112 | 98 | 84 | 2.8 |
| 15 | 120 | 105 | 90 | 3 |
| 16 | 128 | 112 | 96 | 3.2 |
| 17 | 136 | 119 | 102 | 3.4 |
| 18 | 144 | 126 | 108 | 3.6 |
| 19 | 152 | 133 | 114 | 3.8 |
| 20 | 160 | 140 | 120 | 4 |
Storage, Overflow, and Plunder
Gold, stone, and lumber can only be held at full efficiency up to the limit that the
Storehouse 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
Church 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 Level | Capacity | Protected |
|---|---|---|
| 0 | 1,000 | 200 |
| 1 | 1,500 | 350 |
| 5 | 7,593 | 1,359 |
| 10 | 57,665 | 6,866 |
| 20 | 3,325,256 | 334,625 |
What does every Storehouse level hold and protect?21 rows
| 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 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
| 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 |
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.
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.




