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2 other things also worth keeping in mind:
1. Also avoid overbuilding by noting production ratios (time needed to produce when mousing over each building icon) e.g. 1 clay pit can provide for 2 brick factories.
2. Occasionally check your trade screen to see how long it takes for your ships to transport goods between islands. Let's say you're not producing sausages on an island and transporting them instead from another. Your blue sausage consumption bar for the island is 2, which I understand to mean 2 are consumed every minute. If transporting sausages from the production island takes 5 minutes, that means you need to transport at least 10 sausages to meet the island's needs while also considering the other island's sausage needs (you can set a minimum warehouse level for any item). Build production facilities accordingly with this in mind.
Never underestimate the importance of sound resource management. By setting up proper trade routes, planning which islands should specialize in producing what and just making slight adjustments, I was able to quickly recover from a sausage deficit on my main island to push my income from about +100 to over +2000 very quickly. That said, it's often better to avoid a deficit to begin with but I was too lazy to check my main island frequently once I expanded into other regions.
#Greatsausageshortageof1800 #nevertakesausageforgranted
Last tip, you can increase the productivity of certain goods using the population happiness, do it :) I always do +50% on either costly or space-eater productions (potatoes, shnapps, pigs, clothes...) without any issues. Try to stay above the 10 happiness average mark.
Divide the first by the second, the result is the number of houses of the concerned tier you need for the chain to be beneficial. A lot of people don't know that, and start making very expensive goods before reaching the total number of houses needed to be somewhat profitable.
For exemple, with fake / wrong numbers :
Let's say making BEER cost you a total maintenance of 400 (sum of the maintenance of the 3 buildings).
Let's say giving BEER to your workers gives you +12 per house.
Just do 400 / 12 = 33.3. So you need at least 34 houses of workers for the production chain to be profitable. Again, numbers are wrong, use the in-game numbers.
So don't try to do some productions chains BEFORE they get profitable. So much people go for very expensive stuff, mostly at the start of the engineers phase, and go bankroute. The funny thing is the pocketwatch production, you need at least 80+ engineers houses before you can earn money with them, so be aware. Also, if you follow this very simple rule, luxury goods are not even needed in the game to get a positive income (beer, shnapps, and so on, are just an added bonus).
Supplying goods: $4000 income
Ships-of-the-line: -$16,000
What do I do to fix it!?!?
Either you increase your income, or you get rid of your ships. You can lose them in combat, or you can move them to Archibald Blake's harbor and sell them.