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# Production Chains
Production chains define how raw materials are processed into finished goods.
## Chains
### Basic Chains (Tier I)
- [Timber Chain](./timber.md) - Woodcutter -> Sawmill -> Timber
- [Tier I Food Chain](./tier-i-food.md) - Fish and Porridge production
- [Porridge Chain](./porridge.md) - Oat Farm -> Porridge Stand
- [Tunics Chain](./tunics.md) - Hemp Farm -> Spinner
### Intermediate Chains (Tier II)
- [Bread Chain](./bread.md) - Wheat -> Flour -> Bread
## Understanding Ratios
Production chains work best when buildings are matched by their cycle times:
- **Same cycle time:** 1:1 ratio (e.g., Woodcutter 30s : Sawmill 30s)
- **Different cycle times:** Calculate based on output/input rates
- **Bottlenecks:** Usually at raw material gathering or logistics
## Common Issues
1. **Transport delays:** Long distances between buildings reduce effective throughput
2. **Storage overflow:** Downstream buildings can't keep up
3. **Resource starvation:** Upstream buildings can't supply enough

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# Chain: Bread
**Entity Type:** ProductionChain
## Steps (Summary)
| Step | Building | Input | Output | Cycle Time |
|------|----------|-------|--------|------------|
| 1 | Wheat Farm | None | Grain | 60s |
| 2 | Grain Mill | Grain | Flour | 30s |
| 3 | [Bakery](../buildings/bakery.md) | Flour + Charcoal | Bread | 60s |
## Recommended Ratios
2 Wheat : 1 Mill : 2 Bakeries
## Bottlenecks
- Charcoal availability
- Bakery upkeep

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# Chain: Porridge
**Entity Type:** ProductionChain
## Steps
| Step | Building | Input | Output | Cycle Time |
|------|----------|-------|--------|------------|
| 1 | [Oat Farm](../buildings/oat-farm.md) | None | [Oats](../goods/oats.md) | 60s |
| 2 | [Porridge Stand](../buildings/porridge-stand.md) | Oats | [Porridge](../goods/porridge.md) | 60s |
## Recommended Ratios
Oat Farm 1 : Porridge Stand 1 (both 60s)
## Bottlenecks
- Field layout
- Fertility
- Hauling distance

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# Chain: Tier I Food
**Entity Type:** ProductionChain
## Steps
| Step | Building | Input | Output | Cycle Time |
|------|----------|-------|--------|------------|
| 1a | [Fishing Hut](../buildings/fishing-hut-latium.md) | None | [Sardines](../goods/sardines.md) | 60s |
| 1b | [Oat Farm](../buildings/oat-farm.md) | None | [Oats](../goods/oats.md) | 60s |
| 2b | [Porridge Stand](../buildings/porridge-stand.md) | Oats | [Porridge](../goods/porridge.md) | 60s |
## Notes
Many Tier I settlements produce both Sardines and Porridge to maximize population.

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# Chain: Timber
**Entity Type:** ProductionChain
## Steps
| Step | Building | Input | Output | Cycle Time |
|------|----------|-------|--------|------------|
| 1 | [Woodcutter Hut](../buildings/woodcutter-hut.md) | None | Logs | 30s |
| 2 | [Sawmill](../buildings/sawmill.md) | Logs | [Timber](../goods/timber.md) | 30s |
## Recommended Ratios
Woodcutter 1 : Sawmill 1 (matching 30s cycles)
## Bottlenecks
- Forest density (Woodcutter placement)

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# Chain: Tunics
**Entity Type:** ProductionChain
## Steps
| Step | Building | Input | Output | Cycle Time |
|------|----------|-------|--------|------------|
| 1 | [Hemp Farm](../buildings/hemp-farm.md) | None | [Hemp](../goods/hemp.md) | 60s |
| 2 | [Spinner](../buildings/spinner.md) | Hemp | [Tunics](../goods/tunics.md) | 30s |
## Recommended Ratios
Unknown (cycle mismatch suggests multiple spinners can consume one farm; exact throughput not given)
## Notes
Spinner provides an income area effect (+1) near buildings.