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docs/production-chains/_index.md
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docs/production-chains/_index.md
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# Production Chains
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Production chains define how raw materials are processed into finished goods.
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## Chains
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### Basic Chains (Tier I)
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- [Timber Chain](./timber.md) - Woodcutter -> Sawmill -> Timber
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- [Tier I Food Chain](./tier-i-food.md) - Fish and Porridge production
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- [Porridge Chain](./porridge.md) - Oat Farm -> Porridge Stand
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- [Tunics Chain](./tunics.md) - Hemp Farm -> Spinner
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### Intermediate Chains (Tier II)
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- [Bread Chain](./bread.md) - Wheat -> Flour -> Bread
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## Understanding Ratios
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Production chains work best when buildings are matched by their cycle times:
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- **Same cycle time:** 1:1 ratio (e.g., Woodcutter 30s : Sawmill 30s)
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- **Different cycle times:** Calculate based on output/input rates
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- **Bottlenecks:** Usually at raw material gathering or logistics
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## Common Issues
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1. **Transport delays:** Long distances between buildings reduce effective throughput
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2. **Storage overflow:** Downstream buildings can't keep up
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3. **Resource starvation:** Upstream buildings can't supply enough
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docs/production-chains/bread.md
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docs/production-chains/bread.md
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# Chain: Bread
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**Entity Type:** ProductionChain
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## Steps (Summary)
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| Step | Building | Input | Output | Cycle Time |
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|------|----------|-------|--------|------------|
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| 1 | Wheat Farm | None | Grain | 60s |
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| 2 | Grain Mill | Grain | Flour | 30s |
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| 3 | [Bakery](../buildings/bakery.md) | Flour + Charcoal | Bread | 60s |
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## Recommended Ratios
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2 Wheat : 1 Mill : 2 Bakeries
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## Bottlenecks
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- Charcoal availability
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- Bakery upkeep
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docs/production-chains/porridge.md
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docs/production-chains/porridge.md
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# Chain: Porridge
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**Entity Type:** ProductionChain
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## Steps
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| Step | Building | Input | Output | Cycle Time |
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|------|----------|-------|--------|------------|
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| 1 | [Oat Farm](../buildings/oat-farm.md) | None | [Oats](../goods/oats.md) | 60s |
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| 2 | [Porridge Stand](../buildings/porridge-stand.md) | Oats | [Porridge](../goods/porridge.md) | 60s |
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## Recommended Ratios
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Oat Farm 1 : Porridge Stand 1 (both 60s)
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## Bottlenecks
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- Field layout
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- Fertility
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- Hauling distance
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docs/production-chains/tier-i-food.md
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docs/production-chains/tier-i-food.md
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# Chain: Tier I Food
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**Entity Type:** ProductionChain
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## Steps
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| Step | Building | Input | Output | Cycle Time |
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|------|----------|-------|--------|------------|
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| 1a | [Fishing Hut](../buildings/fishing-hut-latium.md) | None | [Sardines](../goods/sardines.md) | 60s |
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| 1b | [Oat Farm](../buildings/oat-farm.md) | None | [Oats](../goods/oats.md) | 60s |
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| 2b | [Porridge Stand](../buildings/porridge-stand.md) | Oats | [Porridge](../goods/porridge.md) | 60s |
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## Notes
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Many Tier I settlements produce both Sardines and Porridge to maximize population.
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docs/production-chains/timber.md
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docs/production-chains/timber.md
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# Chain: Timber
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**Entity Type:** ProductionChain
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## Steps
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| Step | Building | Input | Output | Cycle Time |
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|------|----------|-------|--------|------------|
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| 1 | [Woodcutter Hut](../buildings/woodcutter-hut.md) | None | Logs | 30s |
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| 2 | [Sawmill](../buildings/sawmill.md) | Logs | [Timber](../goods/timber.md) | 30s |
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## Recommended Ratios
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Woodcutter 1 : Sawmill 1 (matching 30s cycles)
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## Bottlenecks
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- Forest density (Woodcutter placement)
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docs/production-chains/tunics.md
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# Chain: Tunics
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**Entity Type:** ProductionChain
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## Steps
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| Step | Building | Input | Output | Cycle Time |
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|------|----------|-------|--------|------------|
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| 1 | [Hemp Farm](../buildings/hemp-farm.md) | None | [Hemp](../goods/hemp.md) | 60s |
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| 2 | [Spinner](../buildings/spinner.md) | Hemp | [Tunics](../goods/tunics.md) | 30s |
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## Recommended Ratios
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Unknown (cycle mismatch suggests multiple spinners can consume one farm; exact throughput not given)
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## Notes
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Spinner provides an income area effect (+1) near buildings.
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