Whiskerwood early walkthrough: landing, taxes and research

From Export Dock and Central Warehouse placement to food, housing, taxes and education. Progress by settlement conditions rather than fixed days.

Scope: Whiskerwood PC Early Access edition

Checked scope: Mouse colony management, initial settlement, taxes, education, production and logistics. Requirements vary with settings and updates; this is not a complete table of all building costs, naval systems or research.

Sources checked on: 2026-10-16

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Starting settings and residents

You begin with five residents. Check traits as well as numbers to identify future needs such as teachers.

  1. Read the difficulty preset description on your first attempt and check what changes, including tax severity.
  2. Hover over starting residents' traits to inspect strengths and expectations.
  3. Review the resident list before sailing so you understand gathering, construction and education roles.

With customized difficulty, tax amounts and deadlines may differ from other play examples.

Landing: build initial routes around the warehouse

Plan the initial settlement around the Central Warehouse, which is difficult to reposition.

Scroll horizontally to read wide tables.

Landing: build initial routes around the warehouse:5 entries
OrderActionCondition to check
1Place Export DockNearby trees and berries, with room for an inland road
2Receive starting residents and resourcesInspect possible Central Warehouse sites
3Place Central WarehouseIt cannot move: check roads and future expansion space
4Check the CharterRead tax demands and resources accepted for payment
5Follow initial quests to establish gathering and housingMice can reach workplaces, storage and homes

Start food, timber and housing

Stabilize minimum supplies before staffing every building simultaneously.

  1. Check Forage Hut and food-gathering sites; create a route replenishing food.
  2. Place Woodcutter within reach of forests and check storage distance.
  3. Provide housing such as Log Cabin, checking residents' beds and workplaces.
  4. Keep some residents free for construction instead of assigning everyone permanently to workplaces.
  5. If construction stops despite available resources, check workers, roads and stairs.

Before the first tax payment

Not every commodity you own can pay taxes. Prepare according to the resources shown on the bill screen.

Scroll horizontally to read wide tables.

Before the first tax payment:5 entries
CheckAction
Time until the next collectionRead the deadline in the event display at the top
Required paymentCompare with assessed value of eligible stock
Production and consumptionDo not surrender all food, fuel and construction resources
Missing itemsTemporarily adjust gathering/mining workers
After paymentCheck Trust, rewards and next bill

Begin education and research

If you cannot assign a researcher, check personnel requirements before buildings.

  1. Check whether you have an Educated resident able to teach at School.
  2. Choose the needed education and assign teacher and pupils.
  3. Give Scholarly education to the resident intended for research.
  4. Assign a qualified resident to Research Lab.
  5. Supply planks and metals required by the chosen research. Review the material mix as research tiers rise.

This ends the initial stabilization walkthrough. Final procedures for naval development, inter-island trade and all research are not included.

Frequently asked questions

Construction stopped immediately after starting

Unassigned residents perform construction. First check whether everyone is assigned to gathering/production and whether a road reaches the construction site.

How often does the tax ship arrive?

The basic guide says every three days, but prioritize the next in-game event display, including setting differences. Do not spend every resource based on a fixed interval alone.

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Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).