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I don't think it's possible to get a perfect balance of resources no matter how many ships you have, but I don't think I'd even try with a single schooner.
I'll use anything that can carry cargo, even lowly gunboats, fair enough I don't get the influence points that having a pure cargo fleet gives, but i get stuff where it needs to be.
You need to expand slowly enough for you to develop the required logistics, it's easy to expand too quickly and have demand exceed supply, unhappy citizens will tank your economy very quickly indeed. More ships is your answer really
No bad sides to having unemployed citizens that I've found and my economy seems much happier when I have a couple of hundred surplus in each group.
You can use the trade route menu to fine-tune the amount of cargo a ship will drop at each specific island.
The simplest way to then balance out the islands is to have one ship per island, let them drop a specific amount of cargo, make sure that the production meets or slightly exceeds the demand, and then just let the system sort itself out, over time.
If you want to balance out one or more islands at a specific level of goods with just one ship, you can use two stops per island directly back to back.
Set the first stop to load everything of the good you want to transport.
Set the second stop to unload a specific amount of the good you want to transport.
Rinse and repeat for every island in the trade route you want to balance out.
Note that this will inevitably mean your ship will spend a good deal of time loading and unloading at port, so it won't be able to handle many islands at the same time. While it's working, it's also going to block your port for other automated and AI ships.
Also keep in mind that every ship should preferably only handle a single good this way, because it needs to potentially be capable of loading an entire island's stockpile of a good at once, or it won't be capable of correctly balancing things.
No. They're obviously unused potential for further production, but they don't give you any penalty or something like that. As long as they're happy and supplied with goods, they will also keep paying you money.
As you progress into the Engineers level, you will eventually unlock the Commuter Pier, which will allow islands to share workforce. It's expensive to build and run, but it lets you use those unemployed workers on other islands, which, in turn, allows you to specialize islands towards population or production.
For an island that only needs few of a ware and where you can pinpoint how much, you can send your ship there first, unload everything, set a limit of how much remains in warehouse and load everything up again. The limit will keep those wares in storage and the ship will only take the rest to the next island. You will need to adjust that limit according to how much you grow the island.
Otherwise you could set a very high limit (close to max storage) and let the storage of the first island run full. At some point later the ship won't be able to offload all its' wares and will only offload close to what the island needs, as long as storage remains full. The rest can then fill up the next island.
This variant takes longer to take effect but will be somewhat dynamic in the long run.
But exactly balancing out how much is shipped to several islands is only possible when setting freight numbers manually, which I wouldn't recommend.
early to mid game you want to focus on having most of your housing and upgrading it on one single island while the others only as far as what you need to produce goods to upgrade the central island. while expensive end-game gets you the commuter pier which when built on both islands lets you have workforce on a island but no housing needed to be there.
somethings you want to avoid making for as long as possible since they are money and population sinks. Steel beams for example you can buy from archibald which is better option till you need to upgrade to tier 3 housing.
somethings you want to overproduce to sell to NPC's. Soap being the best early example as you can sell it to the prison for pretty big lump sums of money. overproducing a little of everything is fine, so you can have a bit more stock in emergency, overproducing by a lot hits your economy with no real benefit. for example a schapps production makes 2 tonnes of of it per minute, dont need more production unless doing a huge expansion or consuming more then 90% of it.
Interesting idea to unload and upload the same good from an island to use the warehouse minimum.
And I didn't know that it makes such a huge difference wether a good like beer is supplied to tier 3 or tier 4 houses.
My economy makes between 2,000 to 6,000 minus, but I produce a lot of soap, beer, canons (and honestly also everything else)... Seems that I need to learn to fine tune a bit better.
Then you'll usually turn a profit.
My first game I thought I should aim to have no unemployed workers and failed. My second game and since I aim for around 500 unemployed workers of each tier with a max of a 1000 when I'm aiming to upgrade to next tier, later tiers no max. Essentially meaning I don't move on to workers until I have 1000 farmers. Though once my residents start going to work and go below 500 I don't bother immediately add more residents to keep it at a constant 500.
I prefer direct separate routes for demands and saw someone post recently that they load at source island A, unload and load at island B, but set, via storage, a minimum of like 50 for the island to hold before they'll trade, then send back to island A the overstock. Could be incorporated into a "circle" route where supplying multiple islands where each island loads and unloads just enough to keep it stocked. I eventually aim to keep my islands storage full of whatever demands they have, but when first supplying islands with whatever this would work well.
Side note to relieve some headaches later. If your loading multiple products on a route always load and unload at source. Sometimes your products start to overflow into other slots, even though they aren't designated for that slot. Like say beer is first slot only, you load 50, unload 20, and load 50 again, the extra 20 overflows into the next slot, eventially your whole ship has only beer on it when really it should only have 50.
Tier 3 housing and above do not need a Market place. or several other earlier tier buildings so you can move them away after upgrading and replace the original house as long as you have what they need nearby. (like building a second school to place the tier 3 around elsewhere on the island).
keep your housing away from production. you want to plan at the start a large area for housing and general ideas for production areas, it helps prevent faffing around with finding spots for things. It is also much much cheaper and effective to build a second or even third warehouse in a area then to upgrade the warehouse. tier 2 warehouse only has 3 ramps and costs 3 times as much as a tier 1 warehouse in building and maintanance.
if you can find it and get away with affording it buy the "actor" item from the prison since for tier 3 housing it provides for free Canned Goods and Rum for every house within the Town Hall's area of effect. as long as there is a variety theatre there. Rum can be a pain to transport and Canned goods, at least without items to modify the production chain, never brings a profit.
Not paying royal tax for extremely low pop islands is actually more like a boost to make early development a little easier without running out of money. While paying the full amount is more of a balance measure to not make you insanly rich to soon in the game (getting filthy rich will eventually happen anyway, when you hit investors and start supplying them with some of their unique goods).