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Company Colony

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Intro

Colony Landing Spot

CompanyColony

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 Netherlands A / New Haven NN 13142,3120
10 New Netherlands 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

Status How to Change Status After Population Add Remark
Quiet Normal Status Quiet 10 Justine may come(random), bring additional population
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 - Total Buildings Limit

Population Buildings 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 Trade Goods Types

Population Max Trade Goods Types
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 American specialty goods 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.


Tips

  • 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 Rank 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 Director and Deputy Directors may dismantle a building.
  • Houses cannot be upgraded. Because there is a limit on the number of buildings (50 buildings), a completed colony will have to have only Rank 3 (MAX) houses. You will need 25 Rank 3 (MAX) houses to reach max population of 5000. Therefore as soon as a colony can build Rank 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 Rank 3 (MAX) 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 Director or Deputy Director to stay in the colony to be able to dismantle Rank 1 and Rank 2 housing. It saves time and lets a real player be somewhere else.
  • The only buildings that add population are houses and the Square. The Rank 1 add 50 the Rank 2 add 100, the Rank 3 (MAX) add 200, and the Square adds 100.  The Square also unlocks the 5000 population cap.
  • 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 dismantle 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 on the layout to rotate. An orange arrow indicates the entrance facing.

_____________________________________________________________________________________

Buildings

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 be dismantled to free up building slots. Dismantled residences reduce the population cap accordingly. One person can have one building under construction at a time. Several persons can construct buildings simultaneously. 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.

Residences

Building Rank Ingredients Construction Cost Invest Capital Area Accessories Building Cycle (Shortest) Unlock At Pop. Remarks
Residence Type A R1 Lumber 40 500,000 500,000 2*2 2 2 0 +50 pop
Residence Type B R1 Lumber 40 500,000 500,000 2*2 2 2 0 +50 pop
Residence Type C R1 Lumber 40 500,000 500,000 2*2 2 2 0 +50 pop
Residence Type D R1 Lumber 50 500,000 500,000 2*2 2 2 0 +50 pop
Residence Type E R1 Lumber 50 500,000 500,000 2*2 2 2 0 +50 pop
Residence Type F R1 Lumber 50 500,000 500,000 2*2 2 2 0 +50 pop
Residence Type A R2 Lumber 80 Stone 40 600,000 3,600,000 3*3 2 7 500 +100 pop
Residence Type B R2

Lumber 80 Stone 30 Clay 10

600,000 4,200,000 3*3 2 7 500 +100 pop
Residence Type C R2 Lumber 80 Stone 40 600,000 4,200,000 3*3 2 8 500 +100 pop
Residence Type D R2 Lumber 100 Stone 50 600,000 4,800,000 3*3 2 9 500 +100 pop
Residence Type E R2 Lumber 100 Stone 50 600,000 5,400,000 3*3 2 9 500 +100 pop
Residence Type F R2 Lumber 100 Stone 40 Clay 10 600,000 5,400,000 3*3 2 10 500 +100 pop
Residence Type A MAX

Lumber 100 Stone 120

1,500,000 13,500,000 5*5 2 10 2000 +200 pop
Residence Type B MAX Lumber 120 Stone 100 1,500,000 13,500,000 5*5 2 10 2000 +200 pop


Production Facilities

Building Rank Ingredients Construction Cost Invest Capital Area Accessories Building Cycle (Shortest) Unlock At Pop. Remarks
Farm R1 Lumber 80 1,000,000 4,000,000 5*5 0 5 0
Planted Forest R1 Lumber 80 1,000,000 4,000,000 5*5 0 5 0
Ranch R1 Lumber 50 Hay 30 1,000,000 4,000,000 5*5 0 5 0
Mine R1 Lumber 80 1,000,000 4,000,000 5*5 0 5 0
Farm R2 Lumber 50 Clay 50 3,000,000 27,000,000 5*5 5000
Planted Forest R2 5*5 5000
Ranch R2 5*5 5000
Mine R2 Lumber 50 Logs 20 Stone 80 3,000,000 27,000,000 5*5 5000


Markets

Building Rank Ingredients Construction Cost Invest Capital Area Accessories Building Cycle (Shortest) Unlock At Pop. Remarks
Food Market R1 Lumber 70 Stone 30 1,000,000 4,000,000 3*3 2 5 0
Wares Market R1 Lumber 70 Stone 30 1,000,000 4,000,000 3*3 2 5 0
Manufactured Goods Market R1 Lumber 70 Stone 30 1,000,000 4,000,000 3*3 2 5 100
Luxury Market R1 Lumber 70 Stone 30 1,000,000 4,000,000 3*3 2 5 250


Service Buildings

Building Rank Ingredients Constr. Cost Invest Capital Area Accessories Building Cycle (Shortest) Unlock At Pop. Remarks
Shipyard R1 Lumber 100 Stone 60 Spare Sail 20 800,000 7,200,000 3*3 0 10 400
Bank R1 Lumber 120 Stone 60 Iron 20 1,000,000 10,000,000 3*3 2 11 600
Tavern R1 Lumber 120 Stone 60 Hay 20 1.100.000 12,100,000 3*3 2 12 900
Archive

Type A (Seville)

R1 Lumber 120 Stone 60 Paper 20 1,200,000 14,400,000 3*3 2 13 1300 Seville
Archive

Type B (Lisbon)

R1 Lumber 120 Stone 60 Paper 20 1,200,000 14,400,000 3*3 2 13 1300 Lisbon
Archive

Type C (Venice)

R1 Lumber 120 Stone 60 Paper 20 1,200,000 14,400,000 3*3 2 13 1300 Venice
Archive

Type D (Marseilles)

R1 Lumber 120 Stone 60 Paper 20 1,200,000 14,400,000 3*3 2 13 1300 Marseille
Archive

Type E (Amsterdam)

R1 Lumber 120 Stone 60

Paper 20

1,200,000 14,400,000 3*3 2 13 1300 Amsterdam
Archive

Type F (London)

R1 Lumber 120 Stone 60 Paper 20 1,200,000 14,400,000 3*3 2 13 1300 London
Craft Shop R1 Lumber 120 Stone 60 Iron 20 1,800,000 21,000,000 3*3 2 13 1800
Shipyard R2 Lumber 120 Stone 60 Iron 20 2,000,000 23,000,000 3*3 0 13 2400

Shipyard R2 Production

Shipbuilding/Hull - IV Company Colony - Shipyard Master(Town's mans Recipe)
Produce Ranks Materials Materials Materials Cost Unlock At Pop.
Improved Double-Shelled Heavy Hull Rank16 Shipbuilding

Rank 17 Handicrafts

Improved Shell Specifications Specially Fashioned Rope Processed lumber 3,000 ?




Other Buildings

Building Rank Ingredients Construction Cost Invest Capital Area Accessories Building Cycle (Shortest) Unlock At 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 Delphin Statue
Square Type D Lumber 100 Stone 100 1,000,000 11,000,000 5*5 0 13 3500 Amphitheater
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
Lab R1 Lumber 100 Stone 100 1,000,000 4,000,000
Lab R2 Lumber 50 Stone 150 Marble 20 3,000,000 27,000,000
Company House R1
Company House R2
Town Hall R1 Lumber 100 Stone 100 1,000,000 4,000,000 3*3 0 5
Town Hall R2 Lumber 50 Stone 150 Marble 20 3,000,000 27,000,000
Office Building
Factory


Dedicated Facilities

These are the special "Dedicated Facilities" available. You may only choose 3 total of these 9 possible facilities, so choose wisely. Of course if you change your mind you can dismantle and build a different one, but these are all 50m build cost plus materials with long build times.  See the table below for the exct benefits of each type.

Building Ingredients Construction Cost Invest Capital Area Accessories Building Cycle (Shortest) Unlock At Pop.
Arsenal (Paymaster) Lumber 50 Stone 150 Marble 50 10,000,000 40,000,000 5*5 5,000
College Lumber 50 Stone 150 Marble 50 10,000,000 40,000,000 5*5 5,000
Government Building Lumber 50 Stone 150 Marble 50 10,000,000 40,000,000 5*5 5,000
Manufacture Control Lumber 50 Stone 150 Marble 50 10,000,000 40,000,000 5*5 5,000
Physician Lumber 50 Stone 150 Marble 50 10,000,000 40,000,000 5*5 5,000
Printer Lumber 50 Stone 150 Marble 50 10,000,000 40,000,000 5*5 5,000
Reeve Lumber 50 Stone 150 Marble 50 10,000,000 40,000,000 5*5 5,000
Salon Lumber 50 Stone 150 Marble 50 10,000,000 40,000,000 5*5 5,000
West Indies Company Lumber 50 Stone 150 Marble 50 10,000,000 40,000,000 5*5 5,000


Dedicated Facilities Descriptions

Building Description
Arsenal (Paymaster) Allows purchase of ship parts and ship handling research. Ship handling research adds approximately 30% Ship Handling Proficiency to all ships in inventory and can only be done once per day per voyager.
College Allows use of College functions with 20% Experience and Credit bonus.
Government Building Allows voyagers to change jobs and obtain skills.
Manufacture Control Allows skill bonuses from production.
Physician Lowers the likelihood of headaches occurring.
Printer Allows quick skill book archiving and gives 1 Printed Material Exchange Ticket per day per voyager.
Reeve Prevents voyagers with bounties on their heads from entering town.
Salon Allows discoveries to be reported.
West Indies Company Allows various benefits to trade/ more goods in the Markets.

_____________________________________________________________________________________

Building Development Level Contributions

Some buildings provide contribution to the colony's development levels in the four categories 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

Trading Goods List

The last four columns list the development level requirements.

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
Beef 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

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