Tutorial part 1 - The Beginning



The first step is always the hardest – but we are here to help you overcome the first hurdles with our tutorial. We wish you all the best and lots of fun.


Your First Island:
The first time you start to play the game, you will find yourself on a new island. Most of the island is covered in fog. The fog can only be removed later on in the game. A good idea is to first get used to the user interface.

So, how do you start? You need to create the first buildings by using the building menu for this. You find it at the right bottom of the interface. Left mouse click on the house icon and you find several tabs there. In the beginning there are only a few buildings to choose from. Later on there will be a lot more buildings. You select a building and place it onto your island. Before doing that, it's a good idea to continue reading the tutorial.



The advisor of the game: In the beginning Lord Northburgh also acts as an advisor. He will tell you where to place which buildings. If you are going to use the advisor, it is a good idea to follow the instructions step by step.

Hint! If you don't want to see the advisor or want to decide how to play the game yourself, you can always disable the advisor via the options menu.



The quests: Right from the start of the game, you will get quests. Quests are an essential part of the game and will always appear. They are like a guide through the game. If you finish a quest, you will receive a reward. The stars will help you reach higher levels.

Hint! Always keep in mind that not all quests need to get finished right away. Sometimes it might be a good idea to wait with building a new production chain, etc. until later in the game. A citizen quest can be rejected.

The beginning: The first thing is you see a ship sailing to the island. Click it and you get your harbourmaster's office. Afterwards place a pioneer residence and a small marketplace. While you have the marketplace selected, you can see a radius in green. All residences within this radius are covered by the marketplace. This is generally the case for all residences later on in the game. In addition to being covered by the green radius, a residence has to be connected to the marketplace by a road. Marketplaces are the most important building in the game. Here, goods will be sold to the nearby residences. This will be your main source of income.

Hint!Try to build additional marketplaces of the same kind in such a way, that the radii hardly overlap. Also try to cover up every part of the green radius with residences to make the most out of it. Do also note, that space becomes really tight in the later part of the game, even if you would think at the beginning of the game that there is plenty of it. It's a good practise to start placing buildings very tight.

Housing: The next project on your island is to place more pioneer residences. You would want many happy citizens on your island, so take things one step a time. Your city will get a lot more residences later on to grow up. A good idea would be to place the first few pioneer residences to the left next to the fog. Later on, the fog will get lifted and more space becomes available.





Hint!
Certain areas of the first zone should not get covered by buildings. Like forest areas. You need a lot of woodcutters to grow at the beginning.
- The shore near the harbourmaster's office will be needed for piers and other coastal buildings.
- Trees can't be planted, hence leave as many as possible aside. Build over trees and when you afterwards remove/replace the building, it will restore the trees on this ground, so no trees actually disappear.
- The area to the immediate right of the harbourmaster's office is a good location for production buildings at the beginning.



Production buildings:
The fisherman's hut is the first production building required. It can be found under the food tag in the production menu. When placing fisherman's huts, it is important to make sure all fish ponds get used efficiently. It needs 4 fish ponds to work with the minimal time required to produce one fish. Build the first fisherman's hut to the far left of the harbourmaster's office. Each production building stores up to 5 goods. These will get picked up by carts from distribution houses and the harbourmaster's office. Hence, make sure production buildings are within the green radius of the harbourmaster's office or distribution house and are connected to it by a road.

Hint! Later on in the game, you will need to constantly check your storage, whether you have sufficient fish (and other goods), while your population is growing. On the other hand, make sure not to have too many production buildings as they will cost you maintenance. If you have too many production buildings in relation to your population, your income will suffer and you might go bankrupt. You can find an overview about the relation of production buildings to citizens in our calculator..

Next, you have to build a lumberjack hut. It will produce wood, which you need to build more residences and other buildings. You should place them in areas with a lot of trees and don't forget to connect the lumberjack with a road to the next distribution house or harbourmaster's office. The lumberjack should have 50/50 trees in the area to work at minimum time to produce wood.

Additional buildings: It's now time to add more pioneer residences. Your goal is to get a bigger town of course. The more pioneers your town has, the more production buildings will be available. Important is to build the required attractions such as the well, the chapel and the carpenter.

Note! Once the well, the carpenter and later the chapel become available, you will need to build them and have your residences in their radii, else no new citizens will move in. Goods do not matter whether citizens move in or not. The number of pioneers is 2 per residence without an attraction.

Hint! The more residences and citizens you have the higher your income. Never forget this important issue, as each residence needs a road connection. It is a good idea to build residences in rows of two connected by roads on the right and left.

Building a goat farm will produce goat milk. Important to note is the fact that the farm needs a field. You need to click on a goat farm and then select a field on the left side of its own menu building screen. Place it within the green radius of the farm.

Warehouse and distribution houses: The warehouse should be built at the coastal area of the island. It will increase the maximum number of goods you can store. Distribution houses increase the number of carts to pick up goods. If you want your goods to be picked up, the production buildings have to lie in a green zone of a distribution house or even the harbourmaster's office. Later on in the game, you are able to upgrade the warehouse and the distribution houses. Upgrading the warehouse will increase the limit for goods, upgrading the distribution house will increase the number of carts. While you can build many distribution houses, you are only able to build one warehouse per island.

Hint! It is best to place the warehouse directly to the left of the harbourmaster's office. Distribution houses should be placed in such a way as to maximise the circle of influence (green radius).

Further Course of Action: Your next goal is to get 250 pioneers. To achieve this, you will need to build more residences and attractions. Once you reach 120 pioneers, you are able to unlock the second sector of your island. Click on the fog and you see the cost for unlocking this sector. You find an overview of the costs of unlocking sectors under the main tab Islands - Newport.

Once you exceed 250 pioneers, you will be able to build sheep farms and the spinner's hut. The farms produce wool, which will be turned into woollen garments in the spinner's hut. If you need to know how many sheep farms are needed for a spinner's hut, you should check out our Production chain. overview. Also you start to prepare for the ascension of citizens. You will find more information about it in our second part of the tutorial – Vassals.




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