46 lines
1.7 KiB
Markdown
46 lines
1.7 KiB
Markdown
# Game Systems
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Core mechanics that govern how the game economy and logistics work.
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## Expansion
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- [Settlement](./settlement.md) - Settling new islands and cities
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## Trade & Logistics
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- [Trading](./trading.md) - Complete trading system overview (passive, active, contracts)
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- [Trade Routes](./trade-routes.md) - Automated ship loops between islands
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- [Diplomatic Trade](./diplomatic-trade.md) - Passive buy/sell with AI via treaties
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## Progression
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- [Accolades](./accolades.md) - Hall of Fame metaprogression and achievements
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## Economy
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- [Maintenance Model](./maintenance.md) - Building upkeep and workforce costs
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- [Area Effects](./area-effects.md) - Proximity bonuses and penalties
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- [Statistics Screen](./statistics-screen.md) - Production vs consumption diagnostics
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## Resources
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- [Fertility](./fertility.md) - Island resource availability and regional differences
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## City Management
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- [Citizen Needs](./citizen-needs.md) - Goods and services required by each population tier
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- [City Status](./city-status.md) - Population thresholds, bonuses, and penalties
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- [Health, Happiness & Fire Safety](./health-happiness-fire.md) - Incident prevention and City Watch
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## Infrastructure
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- [Shipyard](./shipyard.md) - Ship construction system
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- [Warehouse Cloud](./warehouse-cloud.md) - Shared island storage
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## Key Concepts
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### Maintenance
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Nearly every building has ongoing gold + workforce maintenance:
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- Fishing Hut: -6 gold/min, 4 Tier I workers
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- Bakery: -14 gold/min, 3 Tier II workers
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- Deleting buildings stops upkeep and frees workforce
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### Area Effects
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Buildings can give positive/negative proximity modifiers:
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- Shown by green/red arrows on placement
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- Spinner gives income boost near buildings
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- Polluters (e.g., Charcoal Burner) decrease happiness/health
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