Plant Fertilities[]
Fertility defines which plants (such as Rice or Tea) can live on an island. Islands may have up to 4 fertilities and up to 1 free fertility slot (indicated by a question mark). An island's fertility can be seen directly below the island's name. Production buildings that depend on a certain fertility will not fuction unless that fertility is present on their island.
A red 'missing fertility' icon will be displayed over buildings when this happens, and then the related buildings should be relocated to an island with the required fertility or the missing fertility cultivated on their island!
Note: Fertilites are infinite, the production farms using them will remain active as long as the fertility exists on their island.
Required fertilities for the Needs of all 4 class Residences of each Faction:
Ecos | Tea | Rice | Vegetable | Fruit | Durum
Wheat |
Corn |
---|---|---|---|---|---|---|
Tycoons | Rice | Vegetable | Truffle | Grapes | Sugar | |
Techs | Coffee | Sugar | Corn* |
* with Deep Ocean expansion
Ecos | Algae | Manganese | Diamond |
---|---|---|---|
Tycoons | Algae | Manganese | Diamond |
Techs | Algae | Sponge* |
* with Deep Ocean expansion
Cultivating new fertilities[]
To add a new fertility you must purchase the appropriate Seeds from NPC Arks or research engineered replicas in the Academy. Then socket the item in the desired island's warehouse and activate it. The island will now have this fertility until you remove the item from the socket, at which point the item is destroyed and any existing buildings using this fertility will become inactive.
Available seeds for Plant Fertilities:
Raw Material Deposits[]
An island's Raw Materials allow for collection of
raw goods, such as Iron or Basalt. Every island has a set of native Raw materials, these can be viewed by opening the Resource bar using the small 'expand' arrow next to an island's Fertility display.
Each Raw material present is shown as small bars next to the resource icons. Materials non-native to and not present on the island are indicated by a hyphen (-). When resources are plenty, the bar is green. As the available quantities are depleted, the bar turns yellow and finally red when remaining supplies are almost gone. The total number of exploitable Mines is also displayed here.
Unlike plant fertilities, an island's Raw materials are finite and will run out eventually. The corresponding production buildings stop functioning when a Raw material type is exhausted, but they can be replaced by buying resource refill items from NPC Arks or researching them in the Laboratory. Once a probe is activated, it can't be unsocketed. It replenishes material over the time shown, and then disappears:
Note: Only Raw material sources native to an island can be replenished. Resource refill items will not activate for resource types that were not present on an island at the start of the game.
Underwater Plateaus[]
Like islands, underwater plateaus feature up to 4 fertilities however no fertilities can be cultivated underwater.
Underwater fertilies include: Algae , Diamond , Manganese Nodule and Black Smoker . In the Deep Ocean expansion Black Smokers are no longer a fertility and a new fertility, Sponge cultures is present.
A unique feature to Underwater islands are Black Smokers. These cease activity up to 10 hours after starting a game. When they turn inactive you can mine Iron, Copper, Gold or Uranium (or Platinum in Deep Ocean) without using a deposit; and therefore without depleting resources. These infinite underwater supplies of Raw materials are valuable in long-term games, as they are exploitable infinitely wihout needing to refill them. It is also possible to manually stop the activity of a Black Smoker by developing technologies in the Academy under "Fertilities and Resources":
Please note that these items are not longer available in the Deep Ocean expansion.