Colony Landing Spot Edit
No
Name
Culture Region
Coordinate
1
New France A / Blanc Sablon
NF
13116,2247
2
New France B / Saint Pierre
NF
13053,2382
3
New France C / Moncton
NF
13173,2450
4
New France D / Halifax
NF
13190,2675
5
New England A / Saint John
NE
13063,2742
6
New England B / Portland
NE
13095,2893
7
New England C / Portsmouth
NE
13147,2974
8
New England D / Boston
NE
13191,3029
9
New Netherland A / New Haven
NN
13142,3120
10
New Netherland B / New York
NN
13066,3158
11
Virginia A / Philadelphia
VI
13014,3215
12
Virginia B / Baltimore
VI
12962,3290
13
Carolina A / Jacksonville
CA
12945,3427
14
Carolina B / Charleston
CA
12859,3460
15
Georgia A / Savannah
GE
12787,3507
16
Georgia B / Brunswick
GE
12725,3546
Colony Status Edit
Status
How to Change
Status After
Population Add
Remark
Quiet
Normal Status
Quiet
10
Justine may come(random), bring additional populaion
Low
Buy 500k goods in 'Quiet' Status
Quiet
11
Brisk
Buy 500k goods in 'Low' Status
Low
12
Thriving
Buy 500k goods in 'Brisk' Status
Brisk
13
Booming (Phrase 1)
Buy 500k goods in 'Thriving' Status
Brisk
14
Booming (Phrase 2)
Buy 500k goods in 'Booming(Phrase 1)' Status, it's show same status name with Phrase 1,
Brisk
15
Population-Building Edit
Population
Building Limits
Remarks
0-99
10
Initial Status
100+
15
250+
20
400+
25
600+
30
900+
35
1300+
40
1800+
45
2400+
50
Population- Maximum Number of Trading Goods Types Edit
Population
Max Trading Goods Type
0-200
5
201+
6
251+
7
475+ (465+?)
8
1001+
9
1301+
10
At most 8 normal goods in market
At most 2 north america speciality in market
If your buildings support more than the max types of goods, higher level goods replace the lower. Example: Your new mine now provides lead ore so wheat is removed from your farm produce.
A building cycle is 5 hours. Thus, a building that takes one cycle takes five hours to build. A building that takes 5 cycles takes 25 hours to build.
You can register to visit up to 3 other company's colonies by clicking on the "Register Town" button in another players' character information screen in any port. This allows you to access the other colony for trade, bank and shipyard. It is a useful feature because it can give you access to a bank, shipyard and tavern until your colony has one.
Once a colony shipyard reaches level 2 then the special shipbuilding features begin to appear in the company colony but not all ships appear until the population reaches 3000
Any member of a company may start a building. Any member may then add investment bundles to the building to complete it.
Only the company president and deputy directors may demolish a building.
Houses cannot be upgraded. Because there is a limit on the number of buildings a completed colony will have to have only level 2 houses. Therefore as soon as a colony can build level 2 houses they should be built exclusively otherwise you will not be able to reach the next population level. The same is true of the level 3 houses. Once you can build those then then they should built to the exclusion of other types
Your company may want to make an Alt president to stay in the colony to be able to demolish level one housing. It saves time and lets a real player be somewhere else
The only buildings that add population are houses The level 1 add 50 the level 2 add 100 and the level 3 add 200.
The colony is population driven - Watch your population and do not build markets or commercial buildings too fast. It is very easy to reach a point where you cannot build enough housing to reach the next population level for more buildings. Having to demolish a market or shipyard to make more housing is an expensive mistake. So watch the population and the number of slots left. Generally you have 1 commercial slot per level.
Look at colonies that are more complete than yours. Develop a company plan on where you want things to go. In other words, do some zoning.
Players do not need a port permit to enter the colony. Any company member, even one with levels 0-0-0 can enter the colony if they are able to sail to it. It is a good way to level merchant and sailing skills. Carrying 400 units - 8 stacks of specialty cargo from Europe to the colony will net about 1500 to 2000 XP and turn a good profit.
Buildings can be rotated when constructed to have their entrance face a certain direction. Left click multiple times when placing a building plan on the layout to rotate. An orange arrow indicates the entrance facing.
Buildings Edit
All buildings use up one building construction slot. If all building slots are used up, no more buildings can be constructed. Maximum slots are determined by population (see above). Buildings can de destroyed or dismantled to free up building slots. Destroyed/dismatled residences reduce the population cap accordingly.One person can have one building under construction at a time.
Several persons can construct buildings simultaniously.
Population requirement for a new building is met if the actual population is at or above the requirement. Residences under construction do not help to meet requirements.
Building List Residences Edit
Buildings
Rank
Ingredients
Construction Cost
Invest Capital
Area
Accessories
Building Cycle (Shortest)
Pop
Remarks
Residence Type A
1
Lumber 40
500,000
500,000
2*2
2
2
0
+50 pop
Residence Type B
1
Lumber 40
500,000
500,000
2*2
2
2
0
+50 pop
Residence Type C
1
Lumber 40
500,000
500,000
2*2
2
2
0
+50 pop
Residence Type D
1
Lumber 50
500,000
500,000
2*2
2
2
0
+50 pop
Residence Type E
1
Lumber 50
500,000
500,000
2*2
2
2
0
+50 pop
Residence Type F
1
Lumber 50
500,000
500,000
2*2
2
2
0
+50 pop
Residence Type A
2
Lumber 80, Stone 40
600,000
3,600,000
3*3
2
7
500
+100 pop
Residence Type B
2
Lumber 80, Stone 30, Clay 10
600,000
4,200,000
3*3
2
7
500
+100 pop
Residence Type C
2
Lumber 80, Stone 40
600,000
4,200,000
3*3
2
8
500
+100 pop
Residence Type D
2
Lumber 100, Stone 50
600,000
4,800,000
3*3
2
9
500
+100 pop
Residence Type E
2
Lumber 100, Stone 50
600,000
5,400,000
3*3
2
9
500
+100 pop
Residence Type F
2
Lumber 100, Stone 40, Clay 10
600,000
5,400,000
3*3
2
10
500
+100 pop
Residence Type A
3
Lumber 100, Stone 120
1,500,000
13,500,000
5*5
2
10
2000
+200 pop
Residence Type B
3
Lumber 120, Stone 100
1,500,000
13,500,000
5*5
2
10
2000
+200 pop
Building List Production Faclilities Edit
Buildings
Rank
Ingredients
Construction Cost
Invest Capital
Area
Accessories
Building Cycle (Shortest)
Pop
Remarks
Farm
1
Lumber 80
1,000,000
4,000,000
5*5
0
5
0
Planted Forest
1
Lumber 80
1,000,000
4,000,000
5*5
0
5
0
Ranch
1
Lumber 50, Hay 30
1,000,000
4,000,000
5*5
0
5
0
Mine
1
Lumber 80
1,000,000
4,000,000
5*5
0
5
0
Farm
2
Lumber 50, Clay 50
3,000,000
5000
Planted Forest
2
5000
Ranch
2
5000
Mine
2
Lumber 50, Logs 20, Stone 80
3,000,000
5000
Building List Markets Edit
Buildings
Rank
Ingredients
Construction Cost
Invest Capital
Area
Accessories
Building Cycle (Shortest)
Pop
Remarks
Food Market
1
Lumber 70, Stone 30
1,000,000
4,000,000
3*3
2
5
0
Wares Market
1
Lumber 70, Stone 30
1,000,000
4,000,000
3*3
2
5
0
Manufactured Goods Market
1
Lumber 70, Stone 30
1,000,000
4,000,000
3*3
2
5
100
Luxury Market
1
Lumber 70, Stone 30
1,000,000
4,000,000
3*3
2
5
250
Building List Service buildings Edit
Buildings
Rank
Ingredients
Construction Cost
Invest Capital
Area
Accessories
Building Cycle (Shortest)
Pop
Remarks
Shipyard
1
Lumber 100, Stone 60, Spare Sail 20
800,000
7,200,000
3*3
0
10
400
Bank
1
Lumber 120, Stone 60, Iron 20
1,000,000
10,000,000
3*3
2
11
600
Tavern
1
Lumber 120, Stone 60, Hay 20
1.100.000
12,100,000
3*3
2
12
900
Archive Type A
1
Lumber 120, Stone 60, Paper 20
1,200,000
14,400,000
3*3
2
13
1300
Seville
Archive Type B
1
Lumber 120, Stone 60, Paper 20
1,200,000
14,400,000
3*3
2
13
1300
Lisbon
Archive Type C
1
Lumber 120, Stone 60, Paper 20
1,200,000
14,400,000
3*3
2
13
1300
Venice
Archive Type D
1
Lumber 120, Stone 60, Paper 20
1,200,000
14,400,000
3*3
2
13
1300
Marseille
Archive Type E
1
Lumber 120, Stone 60, Paper 20
1,200,000
14,400,000
3*3
2
13
1300
Amsterdam
Archive Type F
1
Lumber 120, Stone 60, Paper 20
1,200,000
14,400,000
3*3
2
13
1300
London
Craftshop
1
Lumber 120, Stone 60, Iron 20
1,800,000
21,000,000
3*3
2
13
1800
Shipyard
2
Lumber 120, Stone 60, Iron 20
2,000,000
23,000,000
3*3
0
13
2400
Building List Other buildings Edit
Buildings
Rank
Ingredients
Construction Cost
Invest Capital
Area
Accessories
Building Cycle (Shortest)
Pop
Remarks
Square Type A
Stone 200
1,000,000
11,000,000
5*5
0
13
3500
Fountain
Square Type B
Stone 200
1,000,000
11,000,000
5*5
0
13
3500
Monument
Square Type C
Stone 200
1,000,000
11,000,000
5*5
0
13
3500
Square Type D
Lumber 100, Stone 100
1,000,000
11,000,000
5*5
0
13
3500
Square Type E
Stone 200
1,000,000
11,000,000
5*5
0
13
3500
Square Type F
Lumber 20, Common Grass 150
1,000,000
11,000,000
5*5
0
13
3500
Large tree in field
Research Center
1
Research Center
2
Company House
1
Company House
2
Town Hall
1
Lumber 100, Stone 100
1,000,000
4,000,000
3*3
0
5
Office Building
Factory
University
Building Development Level Contributions Edit
Some buildings provide contribution to the colonys development levels in the four catergories Agriculture, Mine, Technology and Culture. Wares offered in the markets have development requirements that must be met along with the population requirement before a good appears in the market
Building
Argriculture Degree
Mine Degree
Technology Degree
Culture Degree
Farm
600
0
0
0
Forest
0
300
300
0
Ranch
300
0
0
300
Mine
0
600
0
0
Market
10
10
10
10
Shipyard(r1/r2)
0
100
400
100
Bank
50
50
100
400
Tavern
300
100
100
100
Archive
50
50
100
400
Craftshop
50
50
400
100
Trading Goods Edit
Trading Goods List Edit
The last four columns list the development level requirements. Edit
Name
Category
NF
NE
NN
VI
CA
GE
Pop
Building
Market
Agri
Mine
Tech
Culture
Barley
A
○
○
1
Farm
Food
10
10
10
10
Wheat
A
○
○
○
○
1
Farm
Food
10
10
10
10
Corn
A
○
○
○
○
○
○
101
Farm
Food
500
10
10
10
Soya Beans
A
○
○
○
○
○
○
201
Farm
Food
500
10
10
10
Red Beans
A
○
○
○
○
○
○
251
Farm
Food
500
10
10
10
Onion
A
○
○
301
Farm
Food
1100
10
10
10
Sweet Potatoes
A
○
○
○
○
○
○
351
Farm
Food
1100
10
10
10
Carrot
A
○
○
○
○
○
○
401
Farm
Food
1100
10
10
10
Celery
A
○
○
○
○
○
○
501
Farm
Luxury
1100
10
10
10
Pumpkin
A
○
○
○
○
○
○
701
Farm
Food
1100
10
10
10
Parsley
A
○
○
○
○
○
○
901
Farm
Luxury
1100
10
10
10
Potato
A
○
○
○
○
○
○
1101
Farm
Food
1700
10
10
10
Almonds
A
○
○
1301
Farm
Wares
1700
10
10
10
Mustard
A
○
○
○
○
○
○
1301
Farm
Luxury
1700
10
10
10
Sugar Cane
A
○
○
1301
Farm
Food
1700
10
10
10
Pickles
A
○
○
○
○
○
○
1501
Farm
Wares
1700
10
10
10
Garlic
A
○
○
○
○
○
○
1701
Farm
Luxury
1700
10
10
10
Rosemary
A
○
○
○
○
○
○
1901
Farm
Luxury
2300
10
10
10
Coriander
A
○
○
○
○
○
○
2101
Farm
Luxury
2300
10
10
10
Dried Strawberries
A
○
○
○
○
○
○
2301
Farm
Wares
2300
10
10
10
Hazelnuts
A
○
○
○
○
○
○
2501
Farm
Wares
2300
10
10
10
Dried Apricots
A
○
○
2501
Farm
Wares
2300
10
10
10
Oregano
A
○
○
○
○
○
○
2701
Farm
Luxury
2300
10
10
10
Walnuts
A
○
○
○
○
○
○
2901
Farm
Wares
2300
10
10
10
Salt
B
○
○
○
○
○
○
101
Farm
Food
500
10
300
10
Beer
B
○
○
501
Farm
Wares
500
10
300
10
Rum
B
○
○
601
Farm
Wares
1100
10
700
10
Lemon Oil
B
○
○
○
○
○
○
801
Farm
Luxury
1100
10
700
10
Liqueur
B
○
○
○
○
○
○
1101
Farm
Wares
1100
10
700
10
Sugar
B
○
○
○
○
○
○
1101
Farm
Food
1100
10
700
10
Lavender
B
○
○
○
○
○
○
1501
Farm
Luxury
1700
10
1300
10
Honey
B
○
○
○
○
○
○
2701
Farm
Food
2300
10
1900
10
Eggs
C
○
○
○
○
○
○
51
Ranch
Food
300
10
10
300
Chickens
C
○
○
○
○
○
○
101
Ranch
Food
300
10
10
300
Pigs
C
○
○
○
○
○
○
151
Ranch
Food
500
10
10
300
Duck Meat
C
○
○
201
Ranch
Food
500
10
10
300
Fish
C
○
○
○
○
○
○
251
Ranch
Food
500
10
10
300
Milk
C
○
○
○
○
○
○
301
Ranch
Food
500
10
10
300
Lard
C
○
○
○
○
○
○
401
Ranch
Food
500
10
300
300
Butter
C
○
○
○
○
○
○
501
Ranch
Food
500
10
300
300
Cow
C
○
○
○
○
○
○
701
Ranch
Food
500
10
10
300
Poultry
C
○
○
○
○
○
○
901
Ranch
Food
1100
10
10
700
Cheese
C
○
○
○
○
○
○
1201
Ranch
Food
1100
10
10
700
Pork
C
○
○
○
○
○
○
1301
Ranch
Food
1100
10
10
700
Sausages
C
○
○
○
○
○
○
1501
Ranch
Food
1100
10
10
700
Bacon
C
○
○
○
○
○
○
1601
Ranch
Food
1100
10
10
700
Ham
C
○
○
○
○
○
○
1801
Ranch
Food
1100
10
10
700
Beaf
C
○
○
○
○
○
○
2001
Ranch
Food
1700
10
10
1300
Sage
D
○
○
○
○
○
○
101
Farm
Food
500
10
300
300
Anise
D
○
○
○
○
○
○
151
Farm
Food
500
10
300
300
Dandelion
D
○
○
○
○
○
○
301
Farm
Food
500
10
300
300
Senna
D
○
○
○
○
601
Farm
Food
500
10
300
300
Chamomile
D
○
○
○
○
○
○
801
Farm
Food
1100
10
700
700
Wormwood
D
○
○
○
○
○
○
1001
Farm
Food
1100
10
700
700
Peony
D
○
○
○
○
○
○
1501
Farm
Food
1700
10
1300
1300
Roseship
D
○
○
○
○
○
○
2001
Farm
Food
1700
10
1300
1300
Peafowl
D
○
○
○
○
○
○
2151
Farm
Food
1700
10
1300
1300
Peacock Feathers
D
○
○
○
○
○
○
2301
Farm
Manufactured Goods
2300
10
1900
1900
Apricot Seeds
D
○
○
2501
Farm
Food
2300
10
1900
1900
Zinc Ore
E
○
○
○
○
○
○
251
Mine
Wares
10
500
10
10
Lead Ore
E
○
○
○
○
○
○
501
Mine
Wares
10
1100
10
10
Tin Ore
E
○
○
○
○
○
○
701
Mine
Wares
10
1700
10
10
Iron Ore
E
○
○
○
○
○
○
1001
Mine
Wares
10
2300
10
10
Copper Ore
E
○
○
○
○
○
○
1401
Mine
Wares
10
2900
10
10
Crystal
E
○
○
○
○
○
○
3001
Mine
Luxury
10
3500
10
10
Olivine
E
○
○
○
○
○
○
3501
Mine
Luxury
10
4200
10
10
Logs
F
○
○
○
○
○
○
101
Forest, Mine
Wares
10
300
300
10
Sulphur
F
○
○
○
○
○
○
401
Forest, Mine
Wares
10
500
300
10
Coal
F
○
○
○
○
○
○
601
Forest, Mine
Wares
10
500
300
10
Stone
F
○
○
○
○
○
○
801
Forest, Mine
Wares
10
1100
700
10
Lumber
F
○
○
○
○
○
○
1001
Forest, Mine
Wares
10
1100
700
10
Brass
F
○
○
○
○
○
○
1101
Forest, Mine
Wares
10
1100
700
10
Longbows
F
○
○
○
○
○
○
1201
Forest, Mine
Manufactured Goods
10
1100
700
10
Iron
F
○
○
○
○
○
○
1301
Forest, Mine
Wares
10
1100
700
10
Rubber
F
○
○
○
○
○
○
1401
Forest, Mine
Wares
10
1100
700
10
Short Swords
F
○
○
○
○
○
○
1501
Forest, Mine
Manufactured Goods
10
1700
1300
10
Gunpowder
F
○
○
○
○
○
○
1601
Forest, Mine
Manufactured Goods
10
1700
1300
10
Bronze
F
○
○
○
○
○
○
1701
Forest, Mine
Wares
10
1700
1300
10
Copper
F
○
○
○
○
○
○
1801
Forest, Mine
Wares
10
1700
1300
10
Single-handed Swords
F
○
○
○
○
○
○
1901
Forest, Mine
Manufactured Goods
10
1700
1300
10
Steel
F
○
○
○
○
○
○
2101
Forest, Mine
Wares
10
2300
1900
10
Two-handed Swords
F
○
○
○
○
○
○
2501
Forest, Mine
Manufactured Goods
10
2300
1900
10
Cannon Shot
F
○
○
○
○
○
○
2801
Forest, Mine
Manufactured Goods
10
2900
2500
10
Arquebuses
F
○
○
○
○
○
○
3201
Forest, Mine
Manufactured Goods
10
2900
2500
10
Kenaf
G
○
○
○
○
○
○
151
Forest, Mine
Manufactured Goods
10
300
10
300
Hemp Fabric
G
○
○
○
○
○
○
301
Forest, Mine
Manufactured Goods
10
500
10
300
Leather
G
○
○
○
○
○
○
501
Forest, Mine
Manufactured Goods
10
500
10
300
Knitted Fabric
G
○
○
○
○
○
○
751
Forest, Mine
Manufactured Goods
10
1100
10
700
Woolen Fabric
G
○
○
○
○
○
○
1001
Forest, Mine
Manufactured Goods
10
1700
10
1300
Wax
G
○
○
○
○
○
○
1301
Forest, Mine
Wares
10
1700
10
1300
Fur
G
○
○
○
○
○
○
1501
Forest, Mine
Manufactured Goods
10
2300
10
1900
Lace
G
○
○
○
○
○
○
2001
Forest, Mine
Manufactured Goods
10
2900
10
2500
Embroidery Thread
G
○
○
○
○
○
○
2301
Forest, Mine
Manufactured Goods
10
2900
10
2500
Leatherwork
H
○
○
○
○
○
○
1201
Forest, Mine
Manufactured Goods
10
1700
1300
1300
Gold Thread
H
○
○
○
○
○
○
1501
Forest, Mine
Manufactured Goods
10
2300
1300
1300
Ceramics
H
○
○
○
○
○
○
1701
Forest, Mine
Manufactured Goods
10
2300
1900
1900
Fine Furniture
H
○
○
○
○
○
○
2001
Forest, Mine
Manufactured Goods
10
2900
10
2500
Bronze Sculpture
I
○
○
○
○
○
○
1001
Shipyard, Bank, Archive
Manufactured Goods
10
10
1500
1500
Stone Sculpture
I
○
○
○
○
○
○
1501
Shipyard, Bank, Archive
Manufactured Goods
10
10
2000
2000
Oil Paintings
I
○
○
○
○
○
○
2001
Shipyard, Bank, Archive
Manufactured Goods
10
10
2500
2500
Marble Sculpture
I
○
○
○
○
○
○
3001
Shipyard, Bank, Archive
Manufactured Goods
10
10
3000
3000
Cranberry
NA
○
○
○
○
○
○
1001
n/a
Wares
500
10
10
10
Maple Syrup
NA
○
○
○
○
○
○
1301
n/a
Food
1100
10
700
10
直立木蓝
Natal Indigo?
NA
○
○
○
○
○
○
1701
n/a
Wares(Dyes?)
2300
10
1900
1900
Folk Costumes
NA
○
○
○
○
○
○
2101
n/a
Manufactured Goods
10
2300
1900
1900
Tourmaline
NA
○
○
○
○
○
○
3001
n/a
Luxury
10
6000
10
10
Read more
When you are new, it is easy to get confused and not know what to do. So if you are new in this...
For English newbie merchants
Start here: http://blackrabbit2999.blogspot.com/2011/07...
Sewing guide
Here are a couple investment tips. First off, investments can be only made in any country that...
Investment Guide