Second Orders
The first arc ends with a warship, a raid haul, and a working island. The second arc is about claiming a second one. One island is a settlement; two islands are a realm, with a supply line between them and a resource lean you chose on purpose. Most Governors take their second shore for the wood.
Decide what the second island is for
A colony is not a trophy; it is a specialist. By the time the Harbour is working, lumber is usually the resource that hurts, because ships, walls, and every deep building queue drink it. A forest-rich second island turns that permanent shortage into a supply line. For new Governors the chart already marks a lumber-rich, unclaimed island near home waters, and the adviser names it; that mark is a suggestion, not an order, but it is a good one.
Scout before you commit
The first good raid target is not always the first good colony. Use spy reports to learn what a shore is rich in, how dangerous its wild defenders are, and whether its position can be supplied and defended after the charter lands. A colony you cannot reach quickly is a colony someone else will eventually reach first.
Open the deep Harbour and learn Sailcraft
The first Harbour level builds light warships and merchant hulls; the Colonisation Ship asks for more. It needs a deeper Harbour and Sailcraft research, and it costs far more than light ships. Start the research and the lumber stockpile before the urge to expand becomes urgent.
Let raids pay for the charter
Raiding unclaimed shores is the income engine of this arc. Victory brings resources home, but each target has wild defenders, a resource tier, and withdrawal attrition, and a beach raided twice in a day pays less the second time. Rotate targets and let the sea fund the ship.
A raid that barely wins can still lose its profit on the beach. Send enough strength to come home boringly, then let the next shore pay instead of forcing one target dry.
Sail the charter
The ship is consumed when the colony is founded, so the sailing is the commitment. A new Governor's first settling against an unclaimed shore carries the Newcomer's Favor, which makes that first charter far more likely to take hold. When it lands, your realm doubles: two islands, two build queues, and a transport line between them that turns the colony's surplus into the capital's ambition.
If saving for the ship freezes every wall, barracks order, and mine upgrade, the realm is not ready to hold a second island. Expansion should slow the first island, not starve it.
Reference
What unlocks the Harbour and first ships?opening navy
| Goal | Requirement | Use |
|---|---|---|
| Harbour | Main House 5 | Naval construction and operations. |
| Small Warship | Harbour 1 | Carries 5 troops and40 resources. |
| Small Merchant Ship | Harbour 1 | Carries 5 troops and80 resources. |
What unlocks the first Colony Ship?expansion gate
| Ship | Requirement | Cost |
|---|---|---|
| Colonisation Ship | Harbour 10, Sailcraft 5 | 8,000 gold, 7,000 lumber |
The ship is consumed when a colony is founded. If a charter fails, the deeper colonisation rules decide whether the ship survives the return.
What should the first raids teach?target discipline
A raid teaches three habits: check the target, send only enough fleet for the job, and rotate targets. Warships provide combat strength, troop capacity, and cargo space; troops help win the fight but do not carry resources themselves.
Treasure islands are a special case. When the chart marks a shimmering shore, a successful raid there can claim a treasure result before the island rotates away.
Where should I read next?route
Use Colonisation before committing the first charter ship, Fleet for supply runs once the colony stands, and Raiding for target rewards and attrition while you save.
Common questions
Why is the second island usually a lumber island?
Because by this stage lumber is the bottleneck. Ships, walls, and deep building queues all drink it, and a forest-rich colony feeding the capital by transport line removes the shortage at its source. Gold and stone leans are legitimate choices too; wood is simply the shortage most realms feel first.
When is the first colony ship too early?
If saving for it stops walls, mines, garrison, and research all at once, wait. A second island is only useful if the first can keep funding and defending the realm.
Should I colonise the first island I raid?
Not automatically. Raids test reach and reveal value. Colonies need a defensible position, useful resource lean, and enough support to grow. The marked lumber island near home waters is a strong default for a first colony.