# Game Systems Core mechanics that govern how the game economy and logistics work. ## Trade & Logistics - [Trade Routes](./trade-routes.md) - Automated ship loops between islands - [Diplomatic Trade](./diplomatic-trade.md) - Passive buy/sell with AI via treaties ## Economy - [Maintenance Model](./maintenance.md) - Building upkeep and workforce costs - [Area Effects](./area-effects.md) - Proximity bonuses and penalties - [Statistics Screen](./statistics-screen.md) - Production vs consumption diagnostics ## Infrastructure - [Shipyard](./shipyard.md) - Ship construction system - [Warehouse Cloud](./warehouse-cloud.md) - Shared island storage ## Key Concepts ### Maintenance Nearly every building has ongoing gold + workforce maintenance: - Fishing Hut: -6 gold/min, 4 Tier I workers - Bakery: -14 gold/min, 3 Tier II workers - Deleting buildings stops upkeep and frees workforce ### Area Effects Buildings can give positive/negative proximity modifiers: - Shown by green/red arrows on placement - Spinner gives income boost near buildings - Polluters (e.g., Charcoal Burner) decrease happiness/health