1.7 KiB
1.7 KiB
Game Systems
Core mechanics that govern how the game economy and logistics work.
Expansion
- Settlement - Settling new islands and cities
Trade & Logistics
- Trading - Complete trading system overview (passive, active, contracts)
- Trade Routes - Automated ship loops between islands
- Diplomatic Trade - Passive buy/sell with AI via treaties
Progression
- Accolades - Hall of Fame metaprogression and achievements
Economy
- Maintenance Model - Building upkeep and workforce costs
- Area Effects - Proximity bonuses and penalties
- Statistics Screen - Production vs consumption diagnostics
Resources
- Fertility - Island resource availability and regional differences
City Management
- Citizen Needs - Goods and services required by each population tier
- City Status - Population thresholds, bonuses, and penalties
- Health, Happiness & Fire Safety - Incident prevention and City Watch
Infrastructure
- Shipyard - Ship construction system
- Warehouse Cloud - 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