Viamundo handbook · Buildings & production chains The compendium of the island world

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.

Buildings
38
Goods
26
Technologies
23
Specialities
6
An open handbook with a production chain floating above it: Grain farm, Mill, Bakery pass the goods along, a page turns, and behind it a cogwheel and compass rings rotate. Grain farm Mill Bakery

38 buildings · 26 goods

Kapitel 01

Basics

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.

Cycle: Settlers → Taxes → Build & upgrade → Production → Carriers & storage → back to the settlers. Your island Settlers grow when fed Taxes per fulfilled need Build & upgrade Gold and building materials Production Cycle per building Carriers & storage Goods to the trading post

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.

Meal
60 s
Arrivals
45 s
Departures
180 s

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.

Tax rate

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.

Upgrades

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.

Neighbourhood

18 building pairs strengthen each other: processors next to their suppliers work faster – at most +50% in total.

Carriers & roads

Carriers carry 2 goods per trip and need 2 s per road tile, 1 s on paving (1 Stone per tile). More carriers: House.

Storage

Every good has a storage limit; Storehouse, Granary extend it. Gold is never moved by carriers and has no limit.

Deposit

Quarry, Coal mine, Iron mine, Gold mine extract from limited deposits (250–400 units); every extraction depletes them.

Upkeep

Storehouse, Granary, Harbour, Weaponsmith, Library, Barracks, Tavern cost gold continuously – factor these fixed costs into your tax income.

Prestige

Chapel, Tavern, Town hall, Monument raise taxes and earn leaderboard points – each of them only once per settlement.

Kapitel 02

Buildings

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.

1

Settlement

6 Buildings

House

max. level 5

Housing for 6 settlers and 2 carriers per level.

Build 3 Planks4 Wood 40 s
Housing
6 Housing
Carriers
+2 Carriers
Upgrade levels 1–5
LevelPrice
1 3 Planks4 Wood
2 6 Planks8 Wood
3 9 Planks12 Wood1 Tools
4 12 Planks16 Wood2 Tools
5 15 Planks20 Wood3 Tools

Woodcutter

max. level 5

Fells trees within 2 tiles; cleared forest turns into meadow. A forester replants.

Needs Forest within 2 tiles

Build 2 Planks 20 s
from nature
1 Wood
every 30 s
Workers
1 Workers
Neighbours Forester +15 %
Upgrade levels 1–5
LevelPriceCycle
1 2 Planks 30 s
2 4 Planks 25 s
3 6 Planks1 Tools 21 s
4 8 Planks2 Tools 19 s
5 10 Planks3 Tools 17 s

Forester

max. level 5

Plants trees on free meadow within 2 tiles. Woodcutters clear the forest bit by bit.

Build 2 Planks3 Wood 25 s
Workers
1 Workers
Upgrade levels 1–5
LevelPriceCycle
1 2 Planks3 Wood 40 s
2 4 Planks6 Wood 33 s
3 6 Planks9 Wood1 Tools 29 s
4 8 Planks12 Wood2 Tools 25 s
5 10 Planks15 Wood3 Tools 22 s

Quarry

max. level 5

Quarries stone. Needs mountains within 2 tiles. The deposit runs out over time.

Needs Mountains within 2 tiles

Build 2 Planks3 Wood 30 s
from nature
1 Stone
every 45 s
Workers
1 Workers
Deposit
400 Deposit
Upgrade levels 1–5
LevelPriceCycle
1 2 Planks3 Wood 45 s
2 4 Planks6 Wood 38 s
3 6 Planks9 Wood1 Tools 32 s
4 8 Planks12 Wood2 Tools 28 s
5 10 Planks15 Wood3 Tools 25 s

Sawmill

max. level 5

Turns wood into planks.

Build 2 Stone5 Wood 45 s
1 Wood
1 Planks
every 30 s
Workers
1 Workers
Neighbours Woodcutter +15 %
Upgrade levels 1–5
LevelPriceCycle
1 2 Stone5 Wood 30 s
2 4 Stone10 Wood 25 s
3 6 Stone15 Wood1 Tools 21 s
4 8 Stone20 Wood2 Tools 19 s
5 10 Stone25 Wood3 Tools 17 s

Fisherman

max. level 5

Catches fish, the simplest food. Needs water within 2 tiles.

Needs Water within 2 tiles

Build 1 Planks3 Wood 25 s
from nature
1 Fish
every 30 s
Workers
1 Workers
Upgrade levels 1–5
LevelPriceCycle
1 1 Planks3 Wood 30 s
2 2 Planks6 Wood 25 s
3 3 Planks9 Wood1 Tools 21 s
4 4 Planks12 Wood2 Tools 19 s
5 5 Planks15 Wood3 Tools 17 s
2

Village

11 Buildings

Storehouse

max. level 3

Additional storage node in the road network, +150 capacity per level. Costs upkeep in gold.

Build 8 Planks6 Stone 60 s
Storage
+150 Storage
Upkeep
12 Gold/h Upkeep
Upgrade levels 1–3
LevelPrice
1 8 Planks6 Stone
2 16 Planks12 Stone
3 24 Planks18 Stone1 Tools

Harbour

max. level 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

Build 10 Planks8 Stone6 Wood 60 s
Upkeep
30 Gold/h Upkeep
Upgrade levels 1–3
LevelPrice
1 10 Planks8 Stone6 Wood
2 20 Planks16 Stone12 Wood
3 30 Planks24 Stone18 Wood1 Tools

Fish farm

max. level 5

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

Build 4 Planks2 Stone4 Wood 45 s
from nature
2 Fish
every 40 s
Workers
1 Workers
Upgrade levels 1–5
LevelPriceCycle
1 4 Planks2 Stone4 Wood 40 s
2 8 Planks4 Stone8 Wood 33 s
3 12 Planks6 Stone12 Wood1 Tools 29 s
4 16 Planks8 Stone16 Wood2 Tools 25 s
5 20 Planks10 Stone20 Wood3 Tools 22 s

Well

max. level 5

Draws water for the bakery and brewery.

Build 2 Stone2 Wood 20 s
from nature
1 Water
every 25 s
Workers
1 Workers
Upgrade levels 1–5
LevelPriceCycle
1 2 Stone2 Wood 25 s
2 4 Stone4 Wood 21 s
3 6 Stone6 Wood1 Tools 18 s
4 8 Stone8 Wood2 Tools 16 s
5 10 Stone10 Wood3 Tools 14 s

Grain farm

max. level 5

Grows grain.

Build 3 Planks4 Wood 40 s
from nature
2 Grain
every 60 s
Workers
2 Workers
Upgrade levels 1–5
LevelPriceCycle
1 3 Planks4 Wood 60 s
2 6 Planks8 Wood 50 s
3 9 Planks12 Wood1 Tools 43 s
4 12 Planks16 Wood2 Tools 38 s
5 15 Planks20 Wood3 Tools 33 s

Mill

max. level 5

Grinds grain into flour.

Build 5 Planks4 Stone 50 s
2 Grain
1 Flour
every 40 s
Workers
1 Workers
Neighbours Grain farm +20 %
Upgrade levels 1–5
LevelPriceCycle
1 5 Planks4 Stone 40 s
2 10 Planks8 Stone 33 s
3 15 Planks12 Stone1 Tools 29 s
4 20 Planks16 Stone2 Tools 25 s
5 25 Planks20 Stone3 Tools 22 s

Bakery

max. level 5

Bakes bread from flour and water.

Build 5 Planks5 Stone 60 s
1 Flour1 Water
2 Bread
every 50 s
Workers
2 Workers
Neighbours Mill +15 % Well +10 %
Upgrade levels 1–5
LevelPriceCycle
1 5 Planks5 Stone 50 s
2 10 Planks10 Stone 42 s
3 15 Planks15 Stone1 Tools 36 s
4 20 Planks20 Stone2 Tools 31 s
5 25 Planks25 Stone3 Tools 28 s

Sheep farm

max. level 5

Keeps sheep and shears their wool.

Build 4 Planks4 Wood 40 s
from nature
1 Wool
every 45 s
Workers
1 Workers
Upgrade levels 1–5
LevelPriceCycle
1 4 Planks4 Wood 45 s
2 8 Planks8 Wood 38 s
3 12 Planks12 Wood1 Tools 32 s
4 16 Planks16 Wood2 Tools 28 s
5 20 Planks20 Wood3 Tools 25 s

Weaver

max. level 5

Weaves wool into cloth. From village level on, your settlers want clothing.

Build 6 Planks3 Stone 50 s
2 Wool
1 Cloth
every 50 s
Workers
2 Workers
Neighbours Sheep farm +20 %
Upgrade levels 1–5
LevelPriceCycle
1 6 Planks3 Stone 50 s
2 12 Planks6 Stone 42 s
3 18 Planks9 Stone1 Tools 36 s
4 24 Planks12 Stone2 Tools 31 s
5 30 Planks15 Stone3 Tools 28 s

Spice garden

max. level 5

Grows pepper, cinnamon and saffron. Only thrives on spice islands.

Only on islands with “Spice island”

Build 4 Planks5 Wood 50 s
from nature
1 Spices
every 70 s
Workers
1 Workers
Upgrade levels 1–5
LevelPriceCycle
1 4 Planks5 Wood 70 s
2 8 Planks10 Wood 58 s
3 12 Planks15 Wood1 Tools 50 s
4 16 Planks20 Wood2 Tools 44 s
5 20 Planks25 Wood3 Tools 39 s

Chapel

max. level 3

Prestige building: content settlers pay 4% more taxes per level. Earns leaderboard points. One per settlement.

once per settlement

Build 60 Gold20 Planks25 Stone 90 s
Leaderboard points
+30 Leaderboard points
Taxes
+4 % Taxes
Upgrade levels 1–3
LevelPrice
1 60 Gold20 Planks25 Stone
2 120 Gold40 Planks50 Stone
3 180 Gold60 Planks75 Stone1 Tools
3

Market town

11 Buildings

Granary

max. level 3

Large store: +120 storage capacity per level, without an extra storage node. Unlocked by the “Granary” research.

Unlocked by the “Granary” research

Build 12 Planks8 Stone1 Tools 70 s
Storage
+120 Storage
Upkeep
4 Gold/h Upkeep
Upgrade levels 1–3
LevelPrice
1 12 Planks8 Stone1 Tools
2 24 Planks16 Stone2 Tools
3 36 Planks24 Stone4 Tools

Coal mine

max. level 5

Mines coal. The miners need fish. Needs mountains right next to it. The deposit runs out over time.

Needs Mountains within 1 tile

Build 2 Planks1 Tools4 Wood 60 s
1 Fish
2 Coal
every 60 s
Workers
2 Workers
Deposit
300 Deposit
Upgrade levels 1–5
LevelPriceCycle
1 2 Planks1 Tools4 Wood 60 s
2 4 Planks2 Tools8 Wood 50 s
3 6 Planks4 Tools12 Wood 43 s
4 8 Planks6 Tools16 Wood 38 s
5 10 Planks8 Tools20 Wood 33 s

Iron mine

max. level 5

Mines iron ore. The miners need bread. Needs mountains right next to it. The deposit runs out over time.

Needs Mountains within 1 tile

Build 3 Planks2 Tools4 Wood 70 s
1 Bread
2 Iron ore
every 60 s
Workers
2 Workers
Deposit
300 Deposit
Upgrade levels 1–5
LevelPriceCycle
1 3 Planks2 Tools4 Wood 60 s
2 6 Planks4 Tools8 Wood 50 s
3 9 Planks7 Tools12 Wood 43 s
4 12 Planks10 Tools16 Wood 38 s
5 15 Planks13 Tools20 Wood 33 s

Smelter

max. level 5

Smelts iron ore with coal into iron.

Build 3 Planks8 Stone1 Tools 70 s
1 Coal1 Iron ore
1 Iron
every 50 s
Workers
2 Workers
Upgrade levels 1–5
LevelPriceCycle
1 3 Planks8 Stone1 Tools 50 s
2 6 Planks16 Stone2 Tools 42 s
3 9 Planks24 Stone4 Tools 36 s
4 12 Planks32 Stone6 Tools 31 s
5 15 Planks40 Stone8 Tools 28 s

Toolsmith

max. level 5

Forges tools from iron and planks.

Build 5 Planks5 Stone1 Tools 70 s
1 Iron1 Planks
1 Tools
every 60 s
Workers
2 Workers
Neighbours Smelter +20 %
Upgrade levels 1–5
LevelPriceCycle
1 5 Planks5 Stone1 Tools 60 s
2 10 Planks10 Stone2 Tools 50 s
3 15 Planks15 Stone4 Tools 43 s
4 20 Planks20 Stone6 Tools 38 s
5 25 Planks25 Stone8 Tools 33 s

Hop garden

max. level 5

Grows hops.

Build 4 Planks4 Wood 40 s
from nature
1 Hops
every 60 s
Workers
1 Workers
Upgrade levels 1–5
LevelPriceCycle
1 4 Planks4 Wood 60 s
2 8 Planks8 Wood 50 s
3 12 Planks12 Wood1 Tools 43 s
4 16 Planks16 Wood2 Tools 38 s
5 20 Planks20 Wood3 Tools 33 s

Brewery

max. level 5

Brews beer from hops, grain and water. From market town level on, your settlers want beer.

Build 6 Planks6 Stone1 Tools 60 s
1 Grain1 Hops1 Water
2 Beer
every 60 s
Workers
2 Workers
Upgrade levels 1–5
LevelPriceCycle
1 6 Planks6 Stone1 Tools 60 s
2 12 Planks12 Stone2 Tools 50 s
3 18 Planks18 Stone4 Tools 43 s
4 24 Planks24 Stone6 Tools 38 s
5 30 Planks30 Stone8 Tools 33 s

Paper mill

max. level 5

Presses paper from wood and water – the basis of your research.

Build 8 Planks4 Stone1 Tools 70 s
1 Water2 Wood
1 Paper
every 45 s
Workers
2 Workers
Upgrade levels 1–5
LevelPriceCycle
1 8 Planks4 Stone1 Tools 45 s
2 16 Planks8 Stone2 Tools 38 s
3 24 Planks12 Stone4 Tools 32 s
4 32 Planks16 Stone6 Tools 28 s
5 40 Planks20 Stone8 Tools 25 s

Sand pit

max. level 5

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

Build 2 Planks3 Wood 30 s
from nature
2 Sand
every 35 s
Workers
1 Workers
Upgrade levels 1–5
LevelPriceCycle
1 2 Planks3 Wood 35 s
2 4 Planks6 Wood 29 s
3 6 Planks9 Wood1 Tools 25 s
4 8 Planks12 Wood2 Tools 22 s
5 10 Planks15 Wood3 Tools 19 s

Barracks

max. level 3

Trains guard, archer and pioneer squads for optional NPC landings. Each level reduces training time. One per settlement.

once per settlement

Build 120 Gold24 Planks24 Stone4 Tools 2 min
Upkeep
8 Gold/h Upkeep
Upgrade levels 1–3
LevelPrice
1 120 Gold24 Planks24 Stone4 Tools
2 240 Gold48 Planks48 Stone8 Tools
3 360 Gold72 Planks72 Stone13 Tools

Tavern

max. level 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

Build 10 Beer80 Gold15 Planks10 Stone 90 s
Upkeep
6 Gold/h Upkeep
Leaderboard points
+10 Leaderboard points
Taxes
+5 % Taxes
Upgrade levels 1–3
LevelPrice
1 10 Beer80 Gold15 Planks10 Stone
2 20 Beer160 Gold30 Planks20 Stone
3 30 Beer240 Gold45 Planks30 Stone1 Tools
4

City

8 Buildings

Weaponsmith

max. level 3

Produces weapons from iron, planks and cloth for optional landing squad equipment. Requires Tactical training.

Unlocked by the “Tactical training” research

Build 80 Gold16 Planks20 Stone4 Tools 90 s
1 Cloth2 Iron1 Planks
1 Weapons
every 60 s
Workers
2 Workers
Upkeep
4 Gold/h Upkeep
Upgrade levels 1–3
LevelPriceCycle
1 80 Gold16 Planks20 Stone4 Tools 60 s
2 160 Gold32 Planks40 Stone8 Tools 50 s
3 240 Gold48 Planks60 Stone13 Tools 43 s

Glassworks

max. level 5

Melts sand with coal into glass – material for research and great projects. Unlocked by the “Glassblowing” research.

Unlocked by the “Glassblowing” research

Build 6 Planks10 Stone2 Tools 70 s
1 Coal2 Sand
1 Glass
every 60 s
Workers
2 Workers
Upgrade levels 1–5
LevelPriceCycle
1 6 Planks10 Stone2 Tools 60 s
2 12 Planks20 Stone4 Tools 50 s
3 18 Planks30 Stone7 Tools 43 s
4 24 Planks40 Stone10 Tools 38 s
5 30 Planks50 Stone13 Tools 33 s

Gold mine

max. level 5

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”

Build 6 Planks3 Tools6 Wood 80 s
1 Bread
1 Gold ore
every 70 s
Workers
2 Workers
Deposit
250 Deposit
Upgrade levels 1–5
LevelPriceCycle
1 6 Planks3 Tools6 Wood 70 s
2 12 Planks6 Tools12 Wood 58 s
3 18 Planks10 Tools18 Wood 50 s
4 24 Planks14 Tools24 Wood 44 s
5 30 Planks18 Tools30 Wood 39 s

Goldsmith

max. level 5

Crafts jewellery from gold ore and coal. From city level on, your citizens want jewellery.

Build 6 Planks10 Stone2 Tools 80 s
1 Coal1 Gold ore
1 Jewellery
every 60 s
Workers
2 Workers
Upgrade levels 1–5
LevelPriceCycle
1 6 Planks10 Stone2 Tools 60 s
2 12 Planks20 Stone4 Tools 50 s
3 18 Planks30 Stone7 Tools 43 s
4 24 Planks40 Stone10 Tools 38 s
5 30 Planks50 Stone13 Tools 33 s

Vineyard

max. level 5

Grows grapes. Only thrives on islands with fertile soil.

Only on islands with “Fertile soil”

Build 6 Planks6 Wood 50 s
from nature
2 Grapes
every 60 s
Workers
1 Workers
Upgrade levels 1–5
LevelPriceCycle
1 6 Planks6 Wood 60 s
2 12 Planks12 Wood 50 s
3 18 Planks18 Wood1 Tools 43 s
4 24 Planks24 Wood2 Tools 38 s
5 30 Planks30 Wood3 Tools 33 s

Winery

max. level 5

Presses grapes into wine. The citizens of a Hanseatic city want wine.

Build 8 Planks6 Stone2 Tools 70 s
2 Grapes
1 Wine
every 50 s
Workers
2 Workers
Neighbours Vineyard +20 %
Upgrade levels 1–5
LevelPriceCycle
1 8 Planks6 Stone2 Tools 50 s
2 16 Planks12 Stone4 Tools 42 s
3 24 Planks18 Stone7 Tools 36 s
4 32 Planks24 Stone10 Tools 31 s
5 40 Planks30 Stone13 Tools 28 s

Library

max. level 1

Collects maps, books and knowledge: unlocks research. One per settlement.

once per settlement

Build 150 Gold30 Planks40 Stone6 Tools 2 min
Upkeep
6 Gold/h Upkeep

Town hall

max. level 2

Prestige building: +10% taxes per level and plenty of leaderboard points. One per settlement.

once per settlement

Build 20 Cloth300 Gold40 Planks60 Stone10 Tools 3 min
Leaderboard points
+100 Leaderboard points
Taxes
+10 % Taxes
Upgrade levels 1–2
LevelPrice
1 20 Cloth300 Gold40 Planks60 Stone10 Tools
2 40 Cloth600 Gold80 Planks120 Stone20 Tools
5

Hanseatic city

2 Buildings

Delicatessen

max. level 5

Refines spices, wine and fish into delicacies. The citizens of a Hanseatic city demand them.

Build 5 Glass10 Planks10 Stone3 Tools 80 s
2 Fish1 Spices1 Wine
2 Delicacies
every 70 s
Workers
2 Workers
Upgrade levels 1–5
LevelPriceCycle
1 5 Glass10 Planks10 Stone3 Tools 70 s
2 10 Glass20 Planks20 Stone6 Tools 58 s
3 15 Glass30 Planks30 Stone10 Tools 50 s
4 20 Glass40 Planks40 Stone14 Tools 44 s
5 25 Glass50 Planks50 Stone18 Tools 39 s

Monument

max. level 1

The crowning glory of your island empire: +15% taxes and 400 leaderboard points. One per settlement.

once per settlement

Build 800 Gold20 Jewellery150 Stone20 Tools 4 min
Leaderboard points
+400 Leaderboard points
Taxes
+15 % Taxes

Kapitel 03

Production chains

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.

Research

Weapons

  1. Raw materials Woodcutter 1 Wood · 30 s Well 1 Water · 25 s Grain farm 2 Grain · 60 s Fisherman 1 Fish · 30 s Sheep farm 1 Wool · 45 s
  2. Verarbeitung 1 Sawmill → 1 Planks · 30 s Mill → 1 Flour · 40 s Coal mine → 2 Coal · 60 s Weaver → 1 Cloth · 50 s
  3. Verarbeitung 2 Bakery → 2 Bread · 50 s
  4. Verarbeitung 3 Iron mine → 2 Iron ore · 60 s
  5. Verarbeitung 4 Smelter → 1 Iron · 50 s
  6. End product Weaponsmith → 1 Weapons · 60 s

Kapitel 04

Goods guide

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.

GoodBase valueProduced byConsumed by
Wood 1 Woodcutter SawmillPaper mill
Planks 2 Sawmill ToolsmithWeaponsmith Forschung: Fish farmForschung: WarehousingForschung: GranaryForschung: Ocean shipbuildingGreat project: CathedralGreat project: Great lighthouseGreat project: Academy of sciencesGreat project: Hanging gardens
Stone 2 Quarry Forschung: ArchitectureGreat project: CathedralGreat project: Great lighthouseGreat project: Academy of sciencesGreat project: Hanging gardens
Water 1 Well BakeryBreweryPaper mill
Grain 1 Grain farm MillBrewery Great project: Hanging gardens
Flour 2 Mill Bakery
Bread 3 Bakery Iron mineGold mine Settlers’ food
Fish 2 FishermanFish farm Coal mineDelicatessen Settlers’ food
Coal 3 Coal mine SmelterGlassworksGoldsmith
Iron ore 3 Iron mine Smelter
Iron 6 Smelter ToolsmithWeaponsmith Forschung: MetallurgyForschung: Deep miningForschung: Tactical trainingGreat project: Great lighthouse
Tools 12 Toolsmith Forschung: MiningForschung: GlassblowingForschung: Deep miningForschung: ArchitectureForschung: Siege engineeringSquad equipment: Weapon kitSquad equipment: Siege equipmentGreat project: CathedralGreat project: Great lighthouse
Weapons 24 Weaponsmith Forschung: Siege engineeringSquad equipment: Weapon kitSquad equipment: Siege equipmentSquad specialisations
Wool 2 Sheep farm Weaver
Cloth 5 Weaver Weaponsmith Need from VillageForschung: Master craftsForschung: SeafaringForschung: CartographyForschung: Ocean shipbuildingForschung: CommerceForschung: Field medicineGreat project: Great lighthouse
Hops 2 Hop garden Brewery
Beer 5 Brewery Need from Market townForschung: Guilds
Gold ore 6 Gold mine Goldsmith
Jewellery 20 Goldsmith Need from CityForschung: BankingForschung: Monumental buildingGreat project: CathedralGreat project: Academy of sciences
Grapes 3 Vineyard Winery
Spices 9 Spice garden Delicatessen Great project: Hanging gardens
Wine 12 Winery Delicatessen Need from Hanseatic cityGreat project: CathedralGreat project: Hanging gardens
Delicacies 30 Delicatessen Need from Hanseatic cityGreat project: Great lighthouseGreat project: Academy of sciencesGreat project: Hanging gardens
Paper 8 Paper mill 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
Sand 1 Sand pit Glassworks
Glass 10 Glassworks Forschung: Master craftsForschung: Monumental buildingGreat project: CathedralGreat project: Great lighthouseGreat project: Academy of sciencesGreat project: Hanging gardens
Gold (Währung) – – Squad equipment: Weapon kitSquad equipment: Siege equipmentSquad specialisationsGreat project: CathedralGreat project: Great lighthouseGreat project: Academy of sciencesGreat project: Hanging gardens

Kapitel 05

Settlement levels

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.

  1. 1
  2. 2
  3. 3
  4. 4
  5. 5

    Hanseatic city

    A trading metropolis with offices all over the world. Besides jewellery, citizens want wine and delicacies.

    ab 140 Einwohnern

    Upgrades
    up to 5
    Tax
    rate 5

    Advancement

    40 Beer1,200 Gold30 Jewellery30 Tools20 Wine

    New needs

    Delicacies 1/60 Wine 1/40

    New buildings

    Delicatessen Monument

Kapitel 06

Island specialities

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.

Gold vein

Gold glitters in the mountains: only here can a gold mine be built.

Unlocks Gold mine

Rich ore veins

Quarry and mines work faster and have larger deposits. More mountains.

Fishing grounds

Rich fishing grounds off the coast: fishermen catch much faster.

Spice island

Warm climate: spice gardens only thrive here, fishers work a little faster. Only found as a colony.

Unlocks Spice garden

Kapitel 07

Research

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

  1. 1 1 h

    Crop rotation

    Rotating fields yield more: grain farms, hop gardens and vineyards work faster.

    • Grain farm +12 %
    • Hop garden +12 %
    • Vineyard +12 %

    120 Gold 15 Paper

  2. 2 1 h

    Fish farm

    Ponds on the shore deliver fish reliably: unlocks the fish farm, fishers work faster.

    • Fisherman +10 %
    • Unlocks: Fish farm

    140 Gold 15 Paper20 Planks

  3. 3 1.5 h

    Mining

    Better tunnels and tools: the quarry and all mines work faster.

    • Quarry +12 %
    • Coal mine +12 %
    • Gold mine +12 %
    • Iron mine +12 %

    160 Gold 20 Paper3 Tools

  4. 4 1.5 h

    Glassblowing

    Sand, fire and patience: unlocks the sand pit and the glassworks.

    • Unlocks: Sand pit, Glassworks

    220 Gold 25 Paper4 Tools

  5. 5 1.5 h

    Metallurgy

    Hotter furnaces and better alloys: smelters and toolsmiths work faster.

    • Smelter +15 %
    • Toolsmith +15 %

    260 Gold 10 Iron30 Paper

  6. 6 2 h

    Deep mining

    Deeper shafts and better pumps: new mines and quarries have larger deposits.

    • New deposits +25%

    380 Gold 10 Iron40 Paper8 Tools

  7. 7 2.5 h

    Master crafts

    Guilds train masters: weavers, breweries, goldsmiths, wineries and glassworks work faster.

    • Weaver +12 %
    • Winery +12 %
    • Brewery +12 %
    • Goldsmith +12 %
    • Glassworks +12 %

    450 Gold 20 Cloth10 Glass45 Paper

    Requires: Metallurgy, Glassblowing

Branch · Transport

  1. 1 1 h

    Transport

    Improved roads and trained carriers: your carriers travel faster.

    • Carriers +12% speed

    200 Gold 25 Paper

  2. 2 1.5 h

    Warehousing

    Taller shelves and tidy bookkeeping: storage capacity of all settlements increases.

    • Storage capacity +10%

    260 Gold 30 Paper20 Planks

  3. 3 1 h

    Granary

    Airy storage buildings: unlocks the granary.

    • Unlocks: Granary

    240 Gold 25 Paper30 Planks

  4. 4 2 h

    Seafaring

    Experienced captains: all ships travel faster – trade, transports and expeditions.

    • Ships +15% speed

    320 Gold 10 Cloth35 Paper

  5. 5 1.5 h

    Cartography

    Surveyed coasts and star charts: exploration voyages into near and open waters.

    • Exploration: near waters and open sea

    360 Gold 10 Cloth35 Paper

  6. 6 2 h

    Commerce

    Negotiating skill: one additional delivery contract is posted at your harbour.

    • +1 offer at the harbour

    400 Gold 15 Cloth40 Paper

  7. 7 2.5 h

    Ocean shipbuilding

    Larger hulls for long voyages: ships travel faster, explorations reach distant seas too.

    • Ships +10% speed
    • Exploration: distant seas

    520 Gold 20 Cloth45 Paper60 Planks

  8. 8 2 h

    Banking

    Bills of exchange and credit: the upkeep of your buildings drops.

    • Upkeep −25%

    480 Gold 45 Paper5 Jewellery

Branch · Civic administration

  1. 1 1 h

    Civic administration

    Clerks and tax rolls: your settlements collect more taxes.

    • Taxes +5%

    180 Gold 20 Paper

  2. 2 1.5 h

    Guilds

    Guilds and inns: unlocks the tavern, breweries work faster.

    • Brewery +10 %
    • Unlocks: Tavern

    260 Gold 15 Beer25 Paper

  3. 3 1.5 h

    Scholarship

    Teachers, students and books: every further research goes faster.

    • Research +15% speed

    300 Gold 40 Paper

  4. 4 2 h

    Architecture

    Scaffolds, cranes and plans: construction and upgrades take less time.

    • Construction +20% speed

    380 Gold 40 Paper40 Stone8 Tools

  5. 5 3 h

    Monumental building

    The art of great structures: unlocks the great projects in your Hanseatic cities.

    • Great projects in Hanseatic cities

    800 Gold 20 Glass60 Paper10 Jewellery

    Requires: Architecture, Scholarship

Branch · Tactical training

  1. 1 1 h

    Tactical training

    Unlocks the weaponsmith, weapon kits and two specialisations per squad type from Experienced rank.

    • Unlocks: Weaponsmith
    • Squad specialisations and weapon kits

    220 Gold 8 Iron25 Paper

  2. 2 1.5 h

    Field medicine

    Reduces landing squad recovery after future missions by 20 percent.

    • Squad recovery −20%

    280 Gold 12 Cloth30 Paper

  3. 3 2 h

    Siege engineering

    Unlocks siege equipment for experienced pioneer squads. Weapons and tools supply every mission.

    • Siege equipment for experienced pioneers

    420 Gold 40 Paper6 Tools8 Weapons

Great projects

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.

Cathedral

3 stages · per stage Taxes +5%

A cathedral of stone and glass: all your settlements collect more taxes.

  1. Level 160 Glass3,000 Gold300 Planks600 Stone40 Tools
  2. Level 2120 Glass5,000 Gold40 Jewellery900 Stone60 Tools
  3. Level 3200 Glass8,000 Gold80 Jewellery1,200 Stone80 Wine

Great lighthouse

3 stages · per stage Ships +10% speed

A fire that shines across every sea: all your ships travel faster.

  1. Level 12,500 Gold400 Planks500 Stone50 Tools
  2. Level 2100 Glass4,500 Gold80 Iron700 Stone
  3. Level 3120 Cloth40 Delicacies180 Glass7,000 Gold900 Stone

Academy of sciences

3 stages · per stage Research +15% speed

Scholars from all over the world: your research goes faster.

  1. Level 13,000 Gold150 Paper400 Planks400 Stone
  2. Level 2120 Glass5,000 Gold40 Jewellery300 Paper
  3. Level 360 Delicacies200 Glass8,000 Gold500 Paper

Hanging gardens

3 stages · per stage All production +4% speed

Terraces full of blossoms delight the whole realm: all production buildings work faster.

  1. Level 12,500 Gold300 Grain300 Planks500 Stone
  2. Level 2100 Glass4,500 Gold80 Spices700 Stone
  3. Level 380 Delicacies160 Glass7,500 Gold900 Stone100 Wine

Kapitel 08

Seasons

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.

The wheel of the year: Spring, Summer, Autumn, Winter follow each other in equally long periods; a pointer slowly turns in a circle. Jahreslauf 4 ABSCHNITTE
4 Seasons · equally long periods

Period 1

Spring

Sowing and fresh green: fields and pastures flourish.

  • Grain farm +10 %
  • Hop garden +10 %
  • Sheep farm +10 %

Period 2

Summer

Warm days: the coasts are full of fish, vines ripen.

  • Fisherman +10 %
  • Vineyard +10 %
  • Winery +5 %

Period 3

Autumn

Harvest time: grain and grapes in abundance.

  • Grain farm +15 %
  • Vineyard +20 %
  • Woodcutter +5 %

Period 4

Winter

Barren land: fields lie fallow, but the fish are biting.

  • Fisherman +25 %
  • Grain farm −25 %
  • Hop garden −25 %
  • Sheep farm −15 %
  • Vineyard −60 %
  • Winery −25 %
  • Forester −10 %
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All values come straight from the game data and are updated automatically with every balancing update.