Official guide
Official guide ('Guild Settlement City' tab)
- Potential Colony Locations -
8901:Establishing a Company Colony on this location. Company members will help to develop it.

1. New France

2. New England

3. New Netherland

4. Virginia

5. Carolina

6. Georgia

7. Florida

8. Louisiana
2322:The way a Company Colony develops depends on what types of buildings you construct.
2323:Justine may come and visit your Company Colony on occasion!
2324:Purchasing trade goods at the Company Colony will make the town a bustling one.
2325:Talk with the people in the company to decide what kind of town to make the Company Colony into.
2326:The more people who come to live in a Company Colony, the more it will develop.
- Activity
- Population
- Justine
- Purchase Unit Price
- Low
- +11
- +22
- 500,000 ∼ 1,000,000
- Brisk
- +12
- +24
- 1,000,000 ∼ 1,500,000
- Thriving
- +13
- +26
- 1,500,000 ∼ 2,000,000
- Booming
- +14
- +28
- 2,000,000 ∼ 2,500,000
- Booming
- +15
- +30
- 2,500,000 ∼
- Potential Buildings -
N : Name
P : Population
A : Accessories
M : Materials Needed
C + C : Construction Cost(=Dismantling Cost) + Capital Amount
C / C : Consumption Bundles per Construction Cycle / Completion
A : Agriculture
I : Industry
T : Technology
C : Culture
- N
- P
- A
- M
- C + C
- C / C
- A
- I
- T
- C
10. weed tree
0
0
- 100,000
- 0
11. Residence Type A (Rank1)
0
2
- 500,000
+
500,000
- 5
ㅡ
5
12. Residence Type B (Rank1)
0
2
- 500,000
+
500,000
- 5
ㅡ
5
13. Residence Type C (Rank1)
0
1
- 500,000
+
500,000
- 5
ㅡ
5
14. Residence Type D (Rank1)
0
2
- 500,000
+
500,000
- 5
ㅡ
5
15. Residence Type E (Rank1)
0
2
- 500,000
+
500,000
- 5
ㅡ
5
16. Residence Type F (Rank1)
0
2
- 500,000
+
500,000
- 5
ㅡ
5
17. Farm (Rank 1)
0
0
- 1,000,000
+
4,000,000
- 10
ㅡ
40
600
0
0
0
18. Planted Forest (Rank1)
0
0
- 1,000,000
+
4,000,000
- 10
ㅡ
40
0
300
300
0
19. Ranch (Rank1)
0
0
- 1,000,000
+
4,000,000
- 10
ㅡ
40
300
0
0
300
20. Mine (Rank1)
0
0
- 1,000,000
+
4,000,000
- 10
ㅡ
40
0
600
0
0
21. Food Market (Rank1)
0
2
- 1,000,000
+
4,000,000
- 10
ㅡ
40
10
10
10
10
22. Wares Market (Rank1)
0
2
- 1,000,000
+
4,000,000
- 10
ㅡ
40
10
10
10
10
23. Manufactured Goods Market (Rank1)
100
2
- 1,000,000
+
4,000,000
- 10
ㅡ
40
10
10
10
10
24. Luxury Market (Rank1)
250
2
- 1,000,000
+
4,000,000
- 10
ㅡ
40
10
10
10
10
31. Residence Type A (Rank2)
500
2
- 600,000
+
3,600,000
- 6
ㅡ
36
32. Residence Type B (Rank2)
500
2
- 600,000
+
3,600,000
- 6
ㅡ
36
33. Residence Type C (Rank2)
500
2
- 600,000
+
4,200,000
- 6
ㅡ
42
34. Residence Type D (Rank2)
500
2
- 600,000
+
4,800,000
- 6
ㅡ
48
35. Residence Type E (Rank2)
500
2
- 600,000
+
4,800,000
- 6
ㅡ
48
36. Residence Type F (Rank2)
500
2
- 600,000
+
5,400,000
- 6
ㅡ
54
45. Shipyard (Rank1)
400
0
- 800,000
+
7,200,000
- 8
ㅡ
72
0
100
400
100
46. Bank (Rank1)
600
2
- 1,000,000
+
10,000,000
- 10
ㅡ
100
0
100
100
400
47. Tavern (Rank1)
900
2
- 1,100,000
+
12,100,000
- 11
ㅡ
121
300
100
100
100
48. Archives Type A (Rank1)
1300
2
- 1,200,000
+
14,400,000
- 12
ㅡ
144
50
50
100
400
49. Archives Type B (Rank1)
1300
2
- 1,200,000
+
14,400,000
- 12
ㅡ
144
50
50
100
400
50. Archives Type C (Rank1)
1300
2
- 1,200,000
+
14,400,000
- 12
ㅡ
144
50
50
100
400
51. Archives Type D (Rank1)
1300
2
- 1,200,000
+
14,400,000
- 12
ㅡ
144
50
50
100
400
52. Archives Type E (Rank1)
1300
2
- 1,200,000
+
14,400,000
- 12
ㅡ
144
50
50
100
400
53. Archives Type F (Rank1)
1300
2
- 1,200,000
+
14,400,000
- 12
ㅡ
144
50
50
100
400
54. Craft Shop (Rank1)
1800
2
- 1,800,000
+
21,600,000
- 18
ㅡ
216
50
50
400
100
55. Shipyard (Rank2)
2400
0
- 2,000,000
+
24,000,000
- 20
ㅡ
240
0
100
400
100
56. *
57. Residence Type A (MAX)
2000
2
- 1,500,000
+
13,500,000
- 15
ㅡ
135
58. Residence Type B (MAX)
2000
2
- 1,500,000
+
13,500,000
- 15
ㅡ
135
59. Lab (Rank 1)
1000
0
- 1,000,000
+
4,000,000
- 10
ㅡ
40
0
0
600?
0
60. Lab (Rank 2)
5000
0
- 3,000,000
+
27,000,000
- 30
ㅡ
270
0
0
1000?
0
61. Town Hall (Rank 1)
1000
0
- 1,000,000
+
4,000,000
- 10
ㅡ
40
0
0
0
600?
62. Town Hall (Rank 2)
5000
0
- 3,000,000
+
27,000,000
- 30
ㅡ
270
0
0
0
1000?
63. Farm (Rank 2)
5000
0
- 3,000,000
+
27,000,000
- 30
ㅡ
270
1000?
0
0
0
64. Mine (Rank 2)
5000
0
- 3,000,000
+
27,000,000
- 30
ㅡ
270
0
1000?
0
0
65. Square (Type A)
3500
0
- 1,000,000
+
11,000,000
- 10
ㅡ
110
66. Square (Type B)
3500
0
- 1,000,000
+
11,000,000
- 10
ㅡ
110
67. Square (Type C)
3500
0
- 1,000,000
+
11,000,000
- 10
ㅡ
110
68. Square (Type D)
3500
0
- 1,000,000
+
11,000,000
- 10
ㅡ
110
69. Square (Type E)
3500
0
- 1,000,000
+
11,000,000
- 10
ㅡ
110
70. Square (Type F)
3500
0
- 1,000,000
+
11,000,000
- 10
ㅡ
110
71. Salon
5000
0
- 10,000,000
+
40,000,000
- 100
ㅡ
400
72. Government Building
5000
0
- 10,000,000
+
40,000,000
- 100
ㅡ
400
73. Arsenal
5000
0
- 10,000,000
+
40,000,000
- 100
ㅡ
400
74. Colllege
5000
0
- 10,000,000
+
40,000,000
- 100
ㅡ
400
75. West Indies Company
5000
0
- 10,000,000
+
40,000,000
- 100
ㅡ
400
76. ###Reeve
5000
0
- 10,000,000
+
40,000,000
- 100
ㅡ
400
77. Physician
5000
0
- 10,000,000
+
40,000,000
- 100
ㅡ
400
78. Printer
5000
0
- 10,000,000
+
40,000,000
- 100
ㅡ
400
79. Manufacture Control
5000
0
- 10,000,000
+
40,000,000
- 100
ㅡ
400

11. Residence Type A (Rank1) : Max Population +50

12. Residence Type B (Rank1) : Max Population +50

13. Residence Type C (Rank1) : Max Population +50

14. Residence Type D (Rank1) : Max Population +50

15. Residence Type E (Rank1) : Max Population +50

16. Residence Type F (Rank1) : Max Population +50

31. Residence Type A (Rank2) : Max Population +100

32. Residence Type B (Rank2) : Max Population +100

33. Residence Type C (Rank2) : Max Population +100

34. Residence Type D (Rank2) : Max Population +100

35. Residence Type E (Rank2) : Max Population +100

36. Residence Type F (Rank2) : Max Population +100

57. Residence Type A (MAX) : Max Population +200

57. Residence Type B (MAX) : Max Population +200

65. Square (Type A) : Max Population +100

65. Square (Type B) : Max Population +100

65. Square (Type C) : Max Population +100

65. Square (Type D) : Max Population +100

65. Square (Type E) : Max Population +100

65. Square (Type F) : Max Population +100

21. Food Market (Rank1) : Category 1

21. Wares Market (Rank1) : Category 2

21. Manufactured Goods Market (Rank1) : Category 3

21. Luxury Market (Rank1) : Category 4

47. Tavern (Rank1)

Bourbon : A whiskey with a distinctive aroma distilled in charred oak barrels.

Cranberry Juice : A sour beverage made from cranberries.

Pot-au Feu : A stew of meat and vegetables cut into large, rough slices and boiled for a long time.

Baked Beans : Often cooked in a stew with cooked vegetables or other ingredients.

Clam Chowder : A creamy milk-based soup of lightly sauteed clam and vegetables.

Grilled Lobster : Grilled lobster served up in hearty portions.

48. Archives Type A (Rank1) : Seville

49. Archives Type B (Rank1) : Lisbon

50. Archives Type C (Rank1) : Venice

51. Archives Type D (Rank1) : Marseille

52. Archives Type E (Rank1) : Amsterdam

53. Archives Type F (Rank1) : London

54. Craft Shop (Rank1)
Making Indigenous North American Clothes 2

45. Shipyard (Rank1) : Shipwright

55. Shipyard (Rank2) : Shipyard Master
Shipbuilding/Hull - IV
Extra Improvements : Raise boarding level and increase number of improvements.
- Level
- Light
- Standard
- Heavy
Ironsides 146
Large Survey Clipper 26
Cruise Galleon 23
Super Corvette 44
Large Transport Clipper 71
Long Schooner 34
Long Merchant Schooner 220
Schooner 19 
3000
Trading Schooner 18 
3000
Agile Schooner 4 
3000
Armed Schooner 2 
3000
Cutter 45 
3200
Escort Cutter 3 
3100
Tow Cutter 38 
3200
Population : Construction Slots Available
∼ 100 : 10
100 ∼ : 15
250 ∼ : 20
400 ∼ : 25
600 ∼ : 30
900 ∼ : 35
1300 ∼ : 40
1800 ∼ : 45
2400 ∼ : 50
- Potiential Accessories -
1. Circle Garden Type A
30,000
0
2. Circle Garden Type B
30,000
0
3. Circle Garden Type C
30,000
0
4. Circle Garden Type D
30,000
0
5. Circle Garden Type E
30,000
0
6. Square Garden Type A
30,000
30
7. Square Garden Type B
30,000
30
8. Square Garden Type C
30,000
30
9. Square Garden Type D
30,000
30
10. Square Garden Type E
30,000
30
11. Bush Garden Type A
30,000
50
12. Bush Garden Type B
30,000
50
13. Bush Garden Type C
30,000
50
14. Bush Garden Type D
30,000
50
15. Bush Garden Type E
30,000
50
16. Roadside Tree Type A
50,000
150
17. Roadside Tree Type B
50,000
150
18. Roadside Tree Type C
50,000
150
19. Roadside Tree Type D
50,000
150
20. Roadside Tree Type E
50,000
150
21. Potted Flowers Type A
70,000
300
22. Potted Flowers Type B
70,000
300
23. Potted Flowers Type C
70,000
300
24. Cart Type A
80,000
180
25. Cart Type B
80,000
180
26. Outdoor Set Type A
50,000
100
27. Outdoor Set Type B
50,000
100
28. Outdoor Set Type C
50,000
100
29. Kitchen Garden Type A
100,000
200
30. Kitchen Garden Type B
100,000
200
31. Kitchen Garden Type C
100,000
200
32. Kitchen Garden Type D
100,000
200
33. Kitchen Garden Type E
100,000
200
34. Well
100,000
80
35. Timber Storage Type A
30,000
70
36. Timber Storage Type B
30,000
70
37. Timber Storage Type C
30,000
70
38. Food Yard Type A
30,000
80
39. Food Yard Type B
30,000
80
40. Food Yard Type C
30,000
80
41. Food Yard Type D
30,000
80
42. Food Yard Type E
30,000
80
43. Workshed Type A
100,000
120
44. Workshed Type B
100,000
120
45. Workshed Type C
100,000
120
46. Workshed Type D
100,000
120
47. Kiln
100,000
250
48. *
?
?
49. *
?
?
50. *
?
?
51. Roadside Tree Type F
100,000
?
52. Roadside Tree Type G
100,000
?
53. Roadside Tree Type H
100,000
?
54. Roadside Tree Type I
100,000
?
55. Roadside Tree Type J
100,000
?
56. Roadside Tree Type K
100,000
?
57. Roadside Tree Type L
100,000
?
58. Topiary Type A
1,000,000
?
59. Topiary Type B
1,000,000
?
60. Fountain
50,000
1500
View All Comments

[Purification FleetA]">
[Purification FleetA]01-28-2014
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[Purification FleetA]02-07-2014
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Lessie
02-21-2014
If you can just give me a brife discription of what the words mean.. . Beacon. Citadel. Comrade. Entitled. Iconic. Improvised. Kin. Loom. Pact. Patroness. Prophecy. Repast. Serenity. Strewn. Suitors. Talons. Tedious. Treious. Trestles. Trifling. Yoke.

Francine
02-21-2014
What are the produce and products I can get out of setting Company Colony at Louisiana ?

[Purification FleetA]">
[Purification FleetA]02-21-2014
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Laurencio
02-21-2014
So your colony town must be producing low level specialities you mentioned ? Wonder what it would become when your technology is much higher ?

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[Purification FleetA]02-25-2014
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[Purification FleetA]02-26-2014
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[Purification FleetA]02-26-2014
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[Purification FleetA]02-28-2014
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[Purification FleetA]03-15-2014
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[Purification FleetA]03-16-2014
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[Purification FleetA]03-21-2014
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[Purification FleetA]03-24-2014
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Sparta04-25-2014
1.how long time it take to dismantle each building? 2.can we dismantle multiple?and if we can dismantle multiple it will take more time then calling friend to help dismantle?etc.we got 5 bush to dismantle and we manage to clear 5 bush by ownself vs calling 4 friends to help in dismantle.which way faster? 3. how we can rise [actual]population-not limit population in fact?will buying trade goods in colony help?someone told me it works but i need more opinion.
ReaD04-26-2014
1. depend on what building
for example
if you dismantle house2(which have 40 total) and each cycle will do 10 it will require 4 cycle...look at C / C
2.yes you can dismantle multiple..but each dismantle will cost ya...i kinda have no idea how much it will be though
3.only by buying goods...look at the activity (quiet, low, etc)
tare06-04-2014
How much hours is 1 cycle of contribution in real world time ?
Helmuth11-29-2014
How can i get permition to dismantle when im a regular companymember?
Magteld12-11-2014
Helmuth sorry only directors and their deputies can
Magteld12-11-2014
Tare five hours
mois07-25-2015
All Special Buildings are in fact:
50 Lumber, 150 Stone, 50 Marble
Just checked and clarified in a company colony.
Guilder07-03-2017
Next update, which I figure to be a month from now, there will be a new port in North America: Boston (13239,3058). Or rather, a skosh to the east of the lower-most red dot in the Cape Cod, Open Sea zone shown on the map up there.
As I understand it, Boston will not have archives, or guilds to take quests/change jobs. What it will have... is a Railway station.
www.gamecity.ne.jp/dol/age_of_revolution/chapter2_1.htm
Something to look forward to in the future. (GAMA may not get that red stamp feature like the pay-for JP servers do, but it'd be cool if it did.)
Guilder08-09-2017
With the release of Chapter 2: Cross a Continent, certain Colony buildings can have special NPCs appear at them if the conditions are met. I'm not sure what those conditions are yet, though I strongly suspect it's tied to immigrant quest gauges. The buildings confirmed so far, are:
Bank - Police Officer and "Policeman's Daughter"
Tavern - Steward and Maid
Craftshop - Cowboy and Cowgirl (Sell Red Western clothing for both genders, plus Dreyse Pistol, all MA items)
Town Hall Rank 2 - Miner (Sells Red Miner clothing; MA item)
Archives (any type) - Geographer (sells Geography boosting items)
Square - Various
There's a full list of NPCs and items/recipes here, under "Appearance by Immigration NPC":
gvo.gamedb.info/wiki/?Company/Outpost
I suspect it's gauge related since at one Company Colony that I stopped by (Global_Trades), their Bank had a Police Officer, but no Policeman's Daughter; on the other hand, their Town Hall had a Miner, but a different colony (Friend_Builders, I think) had no Miner at their Town Hall. Both colonies had the Cowboy and Cowgirl, though.
Looks like in order to fully realize the potential options here, the GAMA community would do well to coordinate and share information. If you've been doing Colony immigrant quests, stop by your colonies; you might be surprised by what you find.
Of course, not every NPC listed may be available up front... but a lot of them already seem to be (Geographer, "Royal Girl", Sewing Masters, etc.) around. Happy colony developing. Cheers!
V_I08-12-2017
Good thinking, that's a better format.
FunAndProfit - HQ Seville - colony at Georgia
Arcadian_Dreamchasers - HQ Marseille - colony at New England
Physician buildings @ both colonies
Hmm, maybe there should be an OGP forum post too where this information can be stored/updated...
Ghoul12-06-2017
Can the buildings be finished without investing on them? Is the investment done only to accelerate time or is needed to finish them?
Slideman12-07-2017
You have to invest. Exemple, if the building consume 10 shares per cycle, and its 100/100 it takes 10 cycles to be built. If it is 0/100 it doesn't progress.
FlyByNight12-07-2017
Shipyard 3 - 7000 population - 120 Stone, 50 Clay, 60 iron, 10 million, 15 million invest
Alienor01-16-2022
Food Storehouse
Wares Storehouse
Manufactured Goods Storehouse
Luxury Goods Storehouse
each of those buildings add 30 points in each AITC category.
Details below
Adding these buildings to my colony has caused changes to the list of available goods. So I decided to conduct an experiment to determine this number of points.
I built my colony as follows:
building name / A / I / T / C
market PO1 x1 / 10 / 10 / 10 / 10
market PO2 x1 / 10 / 10 / 10 / 10
market PO3 x1 / 10 / 10 / 10 / 10
market PO4 x1 / 10 / 10 / 10 / 10
farm R1 x1 / 600 / 0 / 0 / 0
storehouse PO1 x3 /? /? /? /?
storehouse PO2 x3 /? /? /? /?
storehouse PO3 x3 /? /? /? /?
storehouse PO4 x3 /? /? /? /?
Population 3162/5044
I got the following goods:
trade goods name / A/ I / T / C
PO1
Red beans / 500 / 10 / 10 / 10
Soya beans / 500 / 10 / 10 / 10
Corn / 500 / 10 / 10 / 10
Wheat / 10 / 10 / 10
Salt / 500 / 10 / 300 / 10
Senna / 500 / 10 / 300 / 300
Dandelions / 500 / 10 / 300 / 300
PO2
Cranberries / 500 / 10 / 10 / 10
Wine / 500 / 10 / 300 / 10
PO3
nothing
PO4
nothing
From these results, it appears that the only way to obtain these goods with this choice of buildings is to award 30 points in each category for each storehouse. 20 points is not enough to reach the 300 points needed for salt, senna, dandelions and wine and 40 points is too much for wheat, corn, red beans and soya beans which would then have been replaced by goods with 1100 points required.
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