Food & growth
Every 60 s, each group of 10 settlers eats one food – first Fish, then Bread. When fed and with free housing, a settler moves in every 45 s; when starving, one leaves every 180 s.
Every building with cost, recipe and upgrade levels, all production chains as diagrams, settlement levels, island specialities, the technology tree and the course of the year – straight from the game’s master data.
38 buildings · 26 goods
Kapitel 01
Viamundo is a cycle: settlers pay taxes, gold and goods become buildings, buildings produce goods, carriers bring them into storage – and well-fed, content settlers follow. The rules behind it at a glance.
Economic cycle
How everything fits together
Every meal, every carrier trip and every production cycle feeds the same cycle. If one link stalls – food is missing, storage is full or the route is too long – the whole island slows down.
Every 60 s, each group of 10 settlers eats one food – first Fish, then Bread. When fed and with free housing, a settler moves in every 45 s; when starving, one leaves every 180 s.
Every settlement picks low, normal or high: low collects 65% of taxes and makes settlers move in 33% faster; high collects 140% and makes them move in 33% slower. When hungry, discontented settlers leave faster. A cooldown of 15 minutes applies between two changes.
Level n costs the base cost × n, plus n − 2 tools from level 3. Each level above 1 adds +20% speed: at level 3 the cycle runs 1.4 times as fast.
18 building pairs strengthen each other: processors next to their suppliers work faster – at most +50% in total.
Carriers carry 2 goods per trip and need 2 s per road tile, 1 s on paving (1 Stone per tile). More carriers: House.
Every good has a storage limit; Storehouse, Granary extend it. Gold is never moved by carriers and has no limit.
Quarry, Coal mine, Iron mine, Gold mine extract from limited deposits (250–400 units); every extraction depletes them.
Storehouse, Granary, Harbour, Weaponsmith, Library, Barracks, Tavern cost gold continuously – factor these fixed costs into your tax income.
Chapel, Tavern, Town hall, Monument raise taxes and earn leaderboard points – each of them only once per settlement.
Kapitel 02
Costs apply to construction at level 1. The upgrade levels on each card show cost and cycle time level by level; the settlement level limits how far you may upgrade.
Housing for 6 settlers and 2 carriers per level.
| Level | Price |
|---|---|
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 |
Fells trees within 2 tiles; cleared forest turns into meadow. A forester replants.
Needs Forest within 2 tiles
| Level | Price | Cycle |
|---|---|---|
| 1 | 30 s | |
| 2 | 25 s | |
| 3 | 21 s | |
| 4 | 19 s | |
| 5 | 17 s |
Plants trees on free meadow within 2 tiles. Woodcutters clear the forest bit by bit.
| Level | Price | Cycle |
|---|---|---|
| 1 | 40 s | |
| 2 | 33 s | |
| 3 | 29 s | |
| 4 | 25 s | |
| 5 | 22 s |
Quarries stone. Needs mountains within 2 tiles. The deposit runs out over time.
Needs Mountains within 2 tiles
| Level | Price | Cycle |
|---|---|---|
| 1 | 45 s | |
| 2 | 38 s | |
| 3 | 32 s | |
| 4 | 28 s | |
| 5 | 25 s |
Turns wood into planks.
| Level | Price | Cycle |
|---|---|---|
| 1 | 30 s | |
| 2 | 25 s | |
| 3 | 21 s | |
| 4 | 19 s | |
| 5 | 17 s |
Catches fish, the simplest food. Needs water within 2 tiles.
Needs Water within 2 tiles
| Level | Price | Cycle |
|---|---|---|
| 1 | 30 s | |
| 2 | 25 s | |
| 3 | 21 s | |
| 4 | 19 s | |
| 5 | 17 s |
Additional storage node in the road network, +150 capacity per level. Costs upkeep in gold.
| Level | Price |
|---|---|
| 1 | |
| 2 | |
| 3 |
Trade with other players and the merchant, ships to your colonies and expeditions. Needs water right next to it. Each level makes ships 25% faster. Costs upkeep in gold.
Needs Water within 1 tile once per settlement
| Level | Price |
|---|---|
| 1 | |
| 2 | |
| 3 |
Breeds fish in ponds on the shore. Needs water right next to it. Unlocked by the “Fish farm” research.
Unlocked by the “Fish farm” research · Needs Water within 1 tile
| Level | Price | Cycle |
|---|---|---|
| 1 | 40 s | |
| 2 | 33 s | |
| 3 | 29 s | |
| 4 | 25 s | |
| 5 | 22 s |
Draws water for the bakery and brewery.
| Level | Price | Cycle |
|---|---|---|
| 1 | 25 s | |
| 2 | 21 s | |
| 3 | 18 s | |
| 4 | 16 s | |
| 5 | 14 s |
Grows grain.
| Level | Price | Cycle |
|---|---|---|
| 1 | 60 s | |
| 2 | 50 s | |
| 3 | 43 s | |
| 4 | 38 s | |
| 5 | 33 s |
Grinds grain into flour.
| Level | Price | Cycle |
|---|---|---|
| 1 | 40 s | |
| 2 | 33 s | |
| 3 | 29 s | |
| 4 | 25 s | |
| 5 | 22 s |
Bakes bread from flour and water.
| Level | Price | Cycle |
|---|---|---|
| 1 | 50 s | |
| 2 | 42 s | |
| 3 | 36 s | |
| 4 | 31 s | |
| 5 | 28 s |
Keeps sheep and shears their wool.
| Level | Price | Cycle |
|---|---|---|
| 1 | 45 s | |
| 2 | 38 s | |
| 3 | 32 s | |
| 4 | 28 s | |
| 5 | 25 s |
Weaves wool into cloth. From village level on, your settlers want clothing.
| Level | Price | Cycle |
|---|---|---|
| 1 | 50 s | |
| 2 | 42 s | |
| 3 | 36 s | |
| 4 | 31 s | |
| 5 | 28 s |
Grows pepper, cinnamon and saffron. Only thrives on spice islands.
Only on islands with “Spice island”
| Level | Price | Cycle |
|---|---|---|
| 1 | 70 s | |
| 2 | 58 s | |
| 3 | 50 s | |
| 4 | 44 s | |
| 5 | 39 s |
Prestige building: content settlers pay 4% more taxes per level. Earns leaderboard points. One per settlement.
once per settlement
| Level | Price |
|---|---|
| 1 | |
| 2 | |
| 3 |
Large store: +120 storage capacity per level, without an extra storage node. Unlocked by the “Granary” research.
Unlocked by the “Granary” research
| Level | Price |
|---|---|
| 1 | |
| 2 | |
| 3 |
Mines coal. The miners need fish. Needs mountains right next to it. The deposit runs out over time.
Needs Mountains within 1 tile
| Level | Price | Cycle |
|---|---|---|
| 1 | 60 s | |
| 2 | 50 s | |
| 3 | 43 s | |
| 4 | 38 s | |
| 5 | 33 s |
Mines iron ore. The miners need bread. Needs mountains right next to it. The deposit runs out over time.
Needs Mountains within 1 tile
| Level | Price | Cycle |
|---|---|---|
| 1 | 60 s | |
| 2 | 50 s | |
| 3 | 43 s | |
| 4 | 38 s | |
| 5 | 33 s |
Smelts iron ore with coal into iron.
| Level | Price | Cycle |
|---|---|---|
| 1 | 50 s | |
| 2 | 42 s | |
| 3 | 36 s | |
| 4 | 31 s | |
| 5 | 28 s |
Forges tools from iron and planks.
| Level | Price | Cycle |
|---|---|---|
| 1 | 60 s | |
| 2 | 50 s | |
| 3 | 43 s | |
| 4 | 38 s | |
| 5 | 33 s |
Grows hops.
| Level | Price | Cycle |
|---|---|---|
| 1 | 60 s | |
| 2 | 50 s | |
| 3 | 43 s | |
| 4 | 38 s | |
| 5 | 33 s |
Brews beer from hops, grain and water. From market town level on, your settlers want beer.
| Level | Price | Cycle |
|---|---|---|
| 1 | 60 s | |
| 2 | 50 s | |
| 3 | 43 s | |
| 4 | 38 s | |
| 5 | 33 s |
Presses paper from wood and water – the basis of your research.
| Level | Price | Cycle |
|---|---|---|
| 1 | 45 s | |
| 2 | 38 s | |
| 3 | 32 s | |
| 4 | 28 s | |
| 5 | 25 s |
Digs sand on the beach. Needs beach within 1 tile. Unlocked by the “Glassblowing” research.
Unlocked by the “Glassblowing” research · Needs Beach within 1 tile
| Level | Price | Cycle |
|---|---|---|
| 1 | 35 s | |
| 2 | 29 s | |
| 3 | 25 s | |
| 4 | 22 s | |
| 5 | 19 s |
Trains guard, archer and pioneer squads for optional NPC landings. Each level reduces training time. One per settlement.
once per settlement
| Level | Price |
|---|---|
| 1 | |
| 2 | |
| 3 |
Meeting place of the citizens: +5% taxes per level and ranking points. One per settlement. Unlocked by the “Guilds” research.
Unlocked by the “Guilds” research once per settlement
| Level | Price |
|---|---|
| 1 | |
| 2 | |
| 3 |
Produces weapons from iron, planks and cloth for optional landing squad equipment. Requires Tactical training.
Unlocked by the “Tactical training” research
| Level | Price | Cycle |
|---|---|---|
| 1 | 60 s | |
| 2 | 50 s | |
| 3 | 43 s |
Melts sand with coal into glass – material for research and great projects. Unlocked by the “Glassblowing” research.
Unlocked by the “Glassblowing” research
| Level | Price | Cycle |
|---|---|---|
| 1 | 60 s | |
| 2 | 50 s | |
| 3 | 43 s | |
| 4 | 38 s | |
| 5 | 33 s |
Mines gold ore. The miners need bread. Only on islands with a gold vein, mountains right next to it. The deposit runs out over time.
Only on islands with “Gold vein”
| Level | Price | Cycle |
|---|---|---|
| 1 | 70 s | |
| 2 | 58 s | |
| 3 | 50 s | |
| 4 | 44 s | |
| 5 | 39 s |
Crafts jewellery from gold ore and coal. From city level on, your citizens want jewellery.
| Level | Price | Cycle |
|---|---|---|
| 1 | 60 s | |
| 2 | 50 s | |
| 3 | 43 s | |
| 4 | 38 s | |
| 5 | 33 s |
Grows grapes. Only thrives on islands with fertile soil.
Only on islands with “Fertile soil”
| Level | Price | Cycle |
|---|---|---|
| 1 | 60 s | |
| 2 | 50 s | |
| 3 | 43 s | |
| 4 | 38 s | |
| 5 | 33 s |
Presses grapes into wine. The citizens of a Hanseatic city want wine.
| Level | Price | Cycle |
|---|---|---|
| 1 | 50 s | |
| 2 | 42 s | |
| 3 | 36 s | |
| 4 | 31 s | |
| 5 | 28 s |
Collects maps, books and knowledge: unlocks research. One per settlement.
once per settlement
Prestige building: +10% taxes per level and plenty of leaderboard points. One per settlement.
once per settlement
| Level | Price |
|---|---|
| 1 | |
| 2 |
Refines spices, wine and fish into delicacies. The citizens of a Hanseatic city demand them.
| Level | Price | Cycle |
|---|---|---|
| 1 | 70 s | |
| 2 | 58 s | |
| 3 | 50 s | |
| 4 | 44 s | |
| 5 | 39 s |
The crowning glory of your island empire: +15% taxes and 400 leaderboard points. One per settlement.
once per settlement
Kapitel 03
From raw material to final product: each chain shows which buildings have to work together. From top to bottom the goods move one processing stage further; each station shows its ingredients. Click a building to go to its card.
Food
Settlers eat one unit per 10 people every 60 s
4 buildings · 3 stages
Need
Citizens’ wish from Village
2 buildings · 2 stages
Need
Citizens’ wish from Market town
4 buildings · 2 stages
Need
Citizens’ wish from City
8 buildings · 5 stages
Need
Citizens’ wish from Hanseatic city
5 buildings · 3 stages
Need
Citizens’ wish from Hanseatic city
2 buildings · 2 stages
Research
Library resource for every technology
3 buildings · 2 stages
Research
Library resource for every technology
11 buildings · 6 stages
Research
Library resource for every technology
4 buildings · 3 stages
Research
Library resource for every technology
13 buildings · 6 stages
Building material
For construction and upgrades from level 3
2 buildings · 2 stages
Kapitel 04
Who produces which good, who consumes it – and what is it worth in trade? The base value is the reference for harbour contracts and markets.
| Good | Base value | Produced by | Consumed by |
|---|---|---|---|
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2 |
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2 |
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Forschung: ArchitectureGreat project: CathedralGreat project: Great lighthouseGreat project: Academy of sciencesGreat project: Hanging gardens |
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1 |
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1 |
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2 |
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3 |
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2 |
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3 |
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3 |
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6 |
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12 |
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Forschung: MiningForschung: GlassblowingForschung: Deep miningForschung: ArchitectureForschung: Siege engineeringSquad equipment: Weapon kitSquad equipment: Siege equipmentGreat project: CathedralGreat project: Great lighthouse |
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24 |
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Forschung: Siege engineeringSquad equipment: Weapon kitSquad equipment: Siege equipmentSquad specialisations |
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2 |
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5 |
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2 |
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5 |
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Need from Market townForschung: Guilds |
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6 |
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20 |
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Need from CityForschung: BankingForschung: Monumental buildingGreat project: CathedralGreat project: Academy of sciences |
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3 |
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9 |
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12 |
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30 |
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Need from Hanseatic cityGreat project: Great lighthouseGreat project: Academy of sciencesGreat project: Hanging gardens |
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8 |
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Forschung: Crop rotationForschung: Fish farmForschung: MiningForschung: GlassblowingForschung: MetallurgyForschung: Deep miningForschung: Master craftsForschung: TransportForschung: WarehousingForschung: GranaryForschung: SeafaringForschung: CartographyForschung: Ocean shipbuildingForschung: CommerceForschung: BankingForschung: Civic administrationForschung: GuildsForschung: ScholarshipForschung: ArchitectureForschung: Monumental buildingForschung: Tactical trainingForschung: Field medicineForschung: Siege engineeringGreat project: Academy of sciences |
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1 |
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10 |
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Forschung: Master craftsForschung: Monumental buildingGreat project: CathedralGreat project: Great lighthouseGreat project: Academy of sciencesGreat project: Hanging gardens |
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– | – | Squad equipment: Weapon kitSquad equipment: Siege equipmentSquad specialisationsGreat project: CathedralGreat project: Great lighthouseGreat project: Academy of sciencesGreat project: Hanging gardens |
Kapitel 05
Advancing is a player action: it costs goods and gold and requires enough inhabitants and fulfilled needs. Each level raises the upgrade limit and the tax rate – and unlocks new buildings.
A few huts around the trading post. Your settlers only need food.
Starting level
New buildings
Farming, bakery and weaving. The villagers want clothing made of cloth.
ab 20 Einwohnern
Advancement
30 Gold
20 Planks
15 Stone
New needs
Cloth 1/20
New buildings
Storehouse
Harbour
Fish farm
Well
Grain farm
Mill
Bakery
Sheep farm
Weaver
Spice garden
Chapel
Mining, smithing and brewing. Besides cloth, people now want beer.
ab 45 Einwohnern
Advancement
20 Cloth
150 Gold
40 Planks
30 Stone
New needs
Beer 1/15
New buildings
Granary
Coal mine
Iron mine
Smelter
Toolsmith
Hop garden
Brewery
Paper mill
Sand pit
Barracks
Tavern
A thriving island city. All buildings can be fully upgraded. The citizens want jewellery from the goldsmith.
ab 90 Einwohnern
Advancement
30 Beer
30 Cloth
400 Gold
15 Tools
New needs
Jewellery 1/50
New buildings
Weaponsmith
Glassworks
Gold mine
Goldsmith
Vineyard
Winery
Library
Town hall
A trading metropolis with offices all over the world. Besides jewellery, citizens want wine and delicacies.
ab 140 Einwohnern
Advancement
40 Beer
1,200 Gold
30 Jewellery
30 Tools
20 Wine
New needs
Delicacies 1/60
Wine 1/40
New buildings
Kapitel 06
Every island has exactly one speciality. It speeds up suitable buildings, enlarges deposits or unlocks buildings in the first place. Colonies preferably get one your empire does not have yet.
Grain and hops grow faster. Only here do vineyards thrive.
Unlocks
Vineyard
Gold glitters in the mountains: only here can a gold mine be built.
Unlocks
Gold mine
Quarry and mines work faster and have larger deposits. More mountains.
Dense forest: woodcutter, forester and sawmill work faster.
Rich fishing grounds off the coast: fishermen catch much faster.
Warm climate: spice gardens only thrive here, fishers work a little faster. Only found as a colony.
Unlocks
Spice garden
Kapitel 07
Research applies to your whole empire. It is started in a settlement with a finished Library (from city level); it is paid from that settlement’s storage, and only one technology runs at a time.
23
Technologies
4
Research branches
38 h
Total research time
Branch · Crop rotation
Rotating fields yield more: grain farms, hop gardens and vineyards work faster.
120 Gold
15 Paper
Ponds on the shore deliver fish reliably: unlocks the fish farm, fishers work faster.
140 Gold
15 Paper
20 Planks
Better tunnels and tools: the quarry and all mines work faster.
160 Gold
20 Paper
3 Tools
Sand, fire and patience: unlocks the sand pit and the glassworks.
220 Gold
25 Paper
4 Tools
Hotter furnaces and better alloys: smelters and toolsmiths work faster.
260 Gold
10 Iron
30 Paper
Deeper shafts and better pumps: new mines and quarries have larger deposits.
380 Gold
10 Iron
40 Paper
8 Tools
Guilds train masters: weavers, breweries, goldsmiths, wineries and glassworks work faster.
450 Gold
20 Cloth
10 Glass
45 Paper
Requires: Metallurgy, Glassblowing
Branch · Transport
Improved roads and trained carriers: your carriers travel faster.
200 Gold
25 Paper
Taller shelves and tidy bookkeeping: storage capacity of all settlements increases.
260 Gold
30 Paper
20 Planks
Airy storage buildings: unlocks the granary.
240 Gold
25 Paper
30 Planks
Experienced captains: all ships travel faster – trade, transports and expeditions.
320 Gold
10 Cloth
35 Paper
Surveyed coasts and star charts: exploration voyages into near and open waters.
360 Gold
10 Cloth
35 Paper
Negotiating skill: one additional delivery contract is posted at your harbour.
400 Gold
15 Cloth
40 Paper
Larger hulls for long voyages: ships travel faster, explorations reach distant seas too.
520 Gold
20 Cloth
45 Paper
60 Planks
Bills of exchange and credit: the upkeep of your buildings drops.
480 Gold
45 Paper
5 Jewellery
Branch · Civic administration
Clerks and tax rolls: your settlements collect more taxes.
180 Gold
20 Paper
Guilds and inns: unlocks the tavern, breweries work faster.
260 Gold
15 Beer
25 Paper
Teachers, students and books: every further research goes faster.
300 Gold
40 Paper
Scaffolds, cranes and plans: construction and upgrades take less time.
380 Gold
40 Paper
40 Stone
8 Tools
The art of great structures: unlocks the great projects in your Hanseatic cities.
800 Gold
20 Glass
60 Paper
10 Jewellery
Requires: Architecture, Scholarship
Branch · Tactical training
Unlocks the weaponsmith, weapon kits and two specialisations per squad type from Experienced rank.
220 Gold
8 Iron
25 Paper
Reduces landing squad recovery after future missions by 20 percent.
280 Gold
12 Cloth
30 Paper
Unlocks siege equipment for experienced pioneer squads. Weapons and tools supply every mission.
420 Gold
40 Paper
6 Tools
8 Weapons
After the “Monumental building” research, Hanseatic cities can work on mighty structures. Each great project exists once per realm; contributions are paid stage by stage from the storage of the Hanseatic city that starts it. Every completed stage takes effect across the whole realm immediately and earns prestige.
3 stages · per stage Taxes +5%
A cathedral of stone and glass: all your settlements collect more taxes.
3 stages · per stage Ships +10% speed
A fire that shines across every sea: all your ships travel faster.
3 stages · per stage Research +15% speed
Scholars from all over the world: your research goes faster.
3 stages · per stage All production +4% speed
Terraces full of blossoms delight the whole realm: all production buildings work faster.
Kapitel 08
The seasons change in equally long periods and alter the cycle time of certain buildings. If you plan ahead, you stock up in autumn for the winter.
Period 1
Sowing and fresh green: fields and pastures flourish.
Period 2
Warm days: the coasts are full of fish, vines ripen.
Period 3
Harvest time: grain and grapes in abundance.
Period 4
Barren land: fields lie fallow, but the fish are biting.
Nothing found
There is no building and no good for “”.
All values come straight from the game data and are updated automatically with every balancing update.