Economy & salaries
Steam frames the game as keeping a business profitable: produce and sell valuable goods, pay worker salaries, and progress via contracts with multipliers. A city conflict lets you take contracts from an invading empire or local resistance — or ignore the conflict.
Systems named on Steam
- Contracts / economy progression with deliverable requirements and multipliers
- Research at computers with a research tree that unlocks capabilities
- Bandit raids: pay them or hire guards / defenses
- Seasons: stockpile and process in the off-season; later tech (greenhouses, fish cages) can reduce seasonal dependence
pages to fill after EA
This page will be updated after Early Access opens on Nov 10, 2026. No invented prices or multipliers.