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The tutorial is pretty aggressive about telling you to start supplying goods that you can actually wait on. Steel is expensive to produce, but you don’t get any income from producing it.
This way you'll get to see if you have enough of one factory or not, and if that's the case, you can build more houses which will generate money, as long as your supply is stable
Beginning is always rough, you can expect to lose money until you provide fish+work clothes+pub to enough farmers, then you'll have a positive balance and you can catch a breath at this point
Edit: also yeah the campaign will tell you to go steelworks and weapon factory way, way too early, it's a death trap, those things cost an awful lot and generate zero profit. Delay that until you have a solid balance
The most important building is the market. This is where your money actually comes from. You build houses to attract more people to your islands who then shop at the market for their basic needs. You then employ some of those workers to create those needs and send them to the market. However, the more of each tier of worker you have, the more needs they will require, eventually forcing you to head to the new world to satisfy them. If they're needs are unmet, they'll be unhappy and they will complain in the newspaper before leaving your island, making all other workers upset.
Supplying worker needs is the main gameplay loop. You should think ahead and plan housing districts or even blueprint mode them because a surplus of workers is what makes your economy strong. Each tier of worker provides much more income than the previous but also consume the previous needs plus a few unique ones so don't immediately upgrade your housing buildings. Try to get each island to specialize in something and ship that between your islands so each place has enough space for large housing districts.
But remember, you're spinning plates. Large housing districts require pubs, fire houses, police stations, churches, schools etc and you can click on those buildings to see your "coverage" highlighted in green. As you build, you need to also keep track of those or else the ensuing disaster will wreck all your hard work.
The statistics screen tells you if supply meets demand (0), or if there is a shortage (negative value) or overproduction (positive value). In each case, though, supply and demand are happening.
A 0 or slight overproduction is what you should aim for for all the goods your population consumes directly, because excess production cannot necessarily be sold at profit (with few exceptions - selling soap at the prison island is an easy early moneymaker to help you out).
If you've balanced your economy that way and run a deficit, the only surefire way to get rid of it for good is to grow out of it, meaning you will have to increase population and consumer goods production to match until you get into the green.
Shutting down production, selling off ships etc. can only be a temporary stopgap until your tax income catches up.
Also seriously consider setting up major population (up to 1000 peasants and workers each) on every island you get your hands on that can produce the necessary goods by itself. These houses don't add the big money, individually, but it adds up quickly, and they're fast and cheap to build.
this could help you build a small little self-sustainable island and lets you relax a bit more
the real money is however in the later tier residents, workers with beer is the first real somewhat substantial money maker I would say
PS. there's also quite a few "cheesy" money makers in the game which I don't personally use but which are actually intended by the devs, like buying goods from one AI trader and selling it to another for a higher price (like pocketwatches) - the margins are huge and you'll make more money than you'll ever know how to spend
Remember that workers also consume farmer goods, but at a rate twice as fast per home, so if you upgrade a whole bunch of them at once you need to check that your production can follow
Importantly, do not try to produce everything on your starting island. Even if you have the appropriate fertility to produce certain goods there, consider producing the good on another island. By spreading out production across different islands and setting up charter routes to supply your starting island, you not only lessen the burden of losing the previous tier's local workforce from upgrading residences there, but also help improve the attractiveness of your starting island. Using this strategy across 3 islands (including my starting one) in the early game up to supplying beer, I managed to gain almost +1,000 income with pop celebrations and around +500 without even before my first artisan.
If you build house too far from service building along the road, that desire is not fulfilled and it hurts your population. Remember to check how far your services reach along your roads.