Your colony's population is divided into five distinct social classes, each with increasing needs: Pioneers, Settlers, Citizens, Merchants, and Aristocrats. Each stage requires new, more complex goods and access to specific public buildings like churches and schools to progress. For example, while pioneers are content with just food and simple clothing, citizens will demand alcohol and education, and the wealthy aristocrats require chocolate, perfume, and jewelry.
Before you declare war on the Duchess or try to build that massive Cathedral, run this audit:
Grain farms require a significant amount of land for fields. Plan your agricultural sectors on large flat plains away from your main coastal hub. Cloth (Sheep & Weaving)
If you want to optimize a specific part of your empire, let me know: Which you are currently focusing on?
Ensure your production buildings are connected to a Market Building via roads. If a cart operator takes too long to pick up goods, production stalls.
Maintaining a 1:1 ratio between resource supply and demand is rarely the case due to different production speeds. Here are some other crucial ratios:
At this stage, focus on basic survival and building materials. : 1 Clay Pit → 2 Brick Factories. Cloth : 2 Sheep Farms → 1 Weaver’s Hut. Alcohol : You have two choices based on island fertility: 2 Hop Plantations → 1 Brewery. 2 Sugar Cane Plantations → 1 Distillery.
Jewelry/Gold Goods: Gold/Ore → Mint/Goldsmith → Coins/Jewelry
Depending on your starting island’s fertility, you will produce Alcohol via Sugarcane (Rum) or Potatoes. 2 Sugarcane Plantations →right arrow 1 Distillery Potato Ratio: 2 Potato Farms →right arrow 1 Distillery
You have two choices here, and choosing wrong can ruin your island layout.
Are you running into on your islands or financial deficits ? Share public link
While factories follow the 1:1 rule, agricultural buildings (Plantations) operate slightly differently due to the limited space on islands. This is where new players often stumble.