Second Orders
Once the first island can feed itself, hold stores, and train defenders, the next question is whether it can reach the water. The second arc is simple: build the Harbour, raid carefully, then save for the first Colonisation Ship.
First, open the Harbour
The Harbour is the door to the second game. It comes after the Main House has grown enough to support naval work, and its first level is enough to commission light warships and light merchant ships.
Next, build ships in pairs of purpose
Small Warships carry troops and fight. Small Merchant Ships move resources between your own holdings or into trade routes. The first raiding fleet wants warships, a small landing force, and enough spare strength that losing a few crews on withdrawal does not empty the harbour.
Then, raid shores you can afford to leave
Raiding is for uninhabited islands. Victory brings resources home, but each target has wild defenders, a resource tier, and withdrawal attrition. Rotate between targets instead of hammering the same beach until the returns fade.
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.
Scout before choosing a future colony
The first good raid target is not always the first good colony. Use the chart and spy reports to learn what a shore is rich in, how dangerous it is, and whether its location is worth defending after the charter lands.
Save for the first Colonisation Ship
A Colonisation Ship is not an early toy. It needs a deep Harbour and Sail research, costs far more than light ships, and is consumed when a new settlement is founded. Start the research and lumber stockpile before the urge to expand becomes urgent.
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 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 berths, 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.
What unlocks the first Colony Ship?expansion gate
| Ship | Requirement | Cost |
|---|---|---|
| Colonisation Ship | Harbour 10, Sail 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.
Where should I read next?route
Use Fleet for ship movement and capacity, Raiding for target rewards and attrition, and Colonisation before committing the first charter ship.
Use Treasure Islands when a shimmering shore appears and the raid fleet is already ready.