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Production chains define how raw materials are processed into finished goods.
## Guides
- [Production Ratios Guide](./ratios.md) - Optimal building ratios for all supply chains by region and tier
- [Supply Chain Guide](./supply-chain-guide.md) - Comprehensive guide to supply chain mechanics, warehouses, and trade
## Chains
### Basic Chains (Tier I)
@@ -13,6 +18,10 @@ Production chains define how raw materials are processed into finished goods.
### Intermediate Chains (Tier II)
- [Bread Chain](./bread.md) - Wheat -> Flour -> Bread
### Hybrid Chains (Advanced)
- [Tiles and Amphorae Chain](./tiles-amphorae.md) - Maximize Clay Pit output
- [Defense Chain](./defense.md) - Sandals, Weapons, and Armour production
## Understanding Ratios
Production chains work best when buildings are matched by their cycle times:
@@ -20,8 +29,45 @@ Production chains work best when buildings are matched by their cycle times:
- **Different cycle times:** Calculate based on output/input rates
- **Bottlenecks:** Usually at raw material gathering or logistics
## Limited Resources
Some buildings require special slots:
- **River Slots:** Clay Pit, Mill
- **Mountain Slots:** Iron Mine
Plan slot usage carefully - each island has limited availability.
## Using Warehouses
Warehouses act as distribution hubs:
- All goods are shared between Warehouses on the same island
- Move space-intensive or negative-effect buildings outside city center
- Upgrade Warehouses when you see hourglass icons (transporters busy)
| Upgrade | Cost | Technology |
|---------|------|------------|
| Level 2 | 250 Denarii, 25 Timber, 5 Tiles | Warehouse Organization |
| Level 3 | 500 Denarii, 50 Timber, 15 Tiles, 5 Concrete | Warehouse Refinement |
## Building Effects
Buildings can affect nearby structures:
- **Positive (green arrow):** Spinner (+1 Income, +1 Knowledge with research)
- **Negative (red arrow):** Charcoal Burner (-3 Health, -3 Happiness)
- **Mixed (half diamond):** Soap Maker (+1 Health, -1 Happiness)
**Tip:** Use farms as buffer zones to distance negative-effect buildings.
## Trade and Fertilities
Islands have different fertilities - not all goods can be produced everywhere:
- Set up trade routes between cities
- Trade across provinces (Latium <-> Albion)
- Province exclusives: Wine (Latium), Cheese (Albion)
## 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
4. **Warehouse congestion:** Too many requests for available transporters

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# Chain: Defense (Hybrid)
**Entity Type:** ProductionChain
A hybrid supply chain producing Sandals, Weapons, and Armour from shared Iron, Pig, and Salt resources.
## Steps
| Step | Building | Input | Output | Cycle Time | Prod/Min |
|------|----------|-------|--------|------------|----------|
| 1a | Iron Mine | None (Mountain Slot) | Iron Ore | 30s | 2t |
| 1b | Pig Farm | None | Pigs | 30s | 2t |
| 1c | Salt Ponds | None | Salt | 30s | 2t |
| 1d | Charcoal Burner | Trees in Radius | Charcoal | 30s | 2t |
| 2a | Furnace | Iron Ore, Charcoal | Iron Ingots | 60s | 1t |
| 2b | Tannery | Pigs, Salt | Leather | 60s | 1t |
| 3a | Sandal Maker | Leather | Sandals | 120s | 0.5t |
| 3b | Weaponsmith | Iron Ingots, Charcoal | Weapons | 90s | 0.66t |
| 3c | Armourer | Iron Ingots, Leather, Charcoal | Armour | 90s | 0.66t |
## Recommended Ratios
For balanced production of Sandals, Weapons, and Armour:
**Raw Materials:**
- 1x Iron Mine
- 1x Pig Farm
- 1x Salt Ponds
- 2x Charcoal Burner
**Processing:**
- 2x Furnace
- 2x Tannery
**Final Production:**
- 2x Sandal Maker
- 2x Weaponsmith
- 1x Armourer
## Resource Flow
```
Iron Mine (2t/min) ──┐
├──► 2x Furnace (2t Iron Ingots/min) ──┬──► 2x Weaponsmith
2x Charcoal ─────────┤ ├──► 1x Armourer
(4t/min) └──────────────────────────────────────┘
Pig Farm (2t/min) ───┬──► 2x Tannery (2t Leather/min) ──────┤
Salt Ponds (2t/min) ─┘ ▼
2x Sandal Maker
```
## Output Summary
- Sandals: 1t/min
- Weapons: ~1.32t/min
- Armour: ~0.66t/min
## Bottlenecks
- Mountain Slot availability for Iron Mine
- Charcoal production (ensure adequate forest coverage)
- Leather distribution between Sandal Makers and Armourer
## Notes
This chain supports military expansion and citizen needs (Sandals). Not perfectly efficient but very close, allowing slight overflow for stockpiling.

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# Production Ratios Guide
**Entity Type:** Reference
Production ratios help you optimize supply chains by constructing the right number of production buildings based on how quickly they produce 1 talentum (1t) of goods. This makes your supply chain more efficient and allows you to produce a surplus for trade or expansion.
## Understanding Production 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
- **Example:** A Tiler takes 60s while Clay Pit takes 30s, so you need 2 Tilers per 1 Clay Pit
These ratios assume baseline production with 100% efficiency, not including the effect of technologies or specialists.
---
## Latium Production Ratios
### Liberti Tier
| Good | Production Ratio |
|------|------------------|
| Timber | 1 Woodcutter (30s) + 1 Sawmill (30s) |
| Porridge | 1 Oat Farm (60s) + 1 Porridge Stand (60s) |
| Tunic | 1 Hemp Farm (60s) + 1 Spinner (60s) |
| Pileus | 1 Sheep Farm (30s) + 2 Pileus Felters (60s) |
### Plebeians Tier
| Good | Production Ratio |
|------|------------------|
| Tiles | 1 Clay Pit (30s) + 1 Charcoal Burner (30s) + 2 Tilers (60s) |
| Bread | 2 Wheat Farms (60s) + 1 Grain Mill (30s) + 1 Charcoal Burner (30s) + 2 Bakeries (60s) |
| Garum | 1 Salt Ponds (30s) + 2 Scomber's Shack (60s) + 3 Garum Works (90s) |
| Sandals | 1 Pig Farm (30s) + 1 Salt Ponds (30s) + 2 Tanneries (60s) + 4 Sandal Makers (120s) |
| Soap | 1 Pig Farm (30s) + 1 Charcoal Burner (30s) + 2 Renderers (60s) + 4 Lavender Growers (120s) + 2 Soap Makers (60s) |
| Amphorae | 1 Clay Pit (30s) + 2 Resin Tappers (60s) + 1 Charcoal Burner (30s) + 2 Potters (60s) |
| Olive Oil | 4 Olive Growers (120s) + 3 Olive Presses (90s) |
### Equites Tier
| Good | Production Ratio |
|------|------------------|
| Concrete | 2 Limestone Quarries (30s) + 3 Sand Refineries (45s) + 6 Concrete Mixers (90s) |
| Wine | 2 Vineyards (90s) + 1 Apiary (45s) + 1 Vintner (45s) |
| Cheese | *Cannot be produced in Latium - trade or found a colony in Albion* |
| Togas | 3 Flax Farms (90s) + 3 Snaileries (90s) + 4 Weavers (120s) + 4 Dye Works (120s) + 2 Loom Weaveries (60s) |
| Brooches | *Cannot be produced in Latium - trade or found a colony in Albion* |
| Writing Tablets | 3 Apiaries (45s) + 6 Sandarac Nurseries (90s) + 8 Tabuli (120s) |
| Fine Glass | 3 Mineral Quarries (45s) + 3 Sand Refineries (45s) + 4 Mineral Crushers (60s) + 6 Glass Smelters (90s) + 4 Charcoal Burners (30s) + 8 Glassblowers (120s) |
| Marble | 2 Marble Quarries (60s) + 3 Marble Masons (90s) |
#### Simplified Equites Ratios
The Writing Tablets and Fine Glass production ratios are resource and manpower intensive. Here are practical alternatives for growing cities:
**Writing Tablets (Simplified):**
- 1 Apiary
- 2 Sandarac Nurseries
- 2-3 Tabuli
With 2 Tabuli you overproduce basic resources by 0.34t/min. With 3 you underproduce by 0.17t/min.
**Fine Glassware (Simplified):**
- 1 Mineral Quarry
- 1 Sand Refinery
- 2 Mineral Crushers
- 2 Glass Smelters
- 2 Charcoal Burners
- 3 Glassblowers
This leaves spare Charcoal and excess capacity at your Mineral Crusher but involves far fewer buildings.
### Patricians Tier
| Good | Production Ratio |
|------|------------------|
| Mosaics | 3 Mineral Quarries (45s) + 4 Mineral Crushers (60s) + 2 Clay Pits (30s) + 2 Charcoal Burners (30s) + 8 Tessera Works (120s) |
| Oysters with Caviar | 6 Oyster Beds (90s) + 6 Sturgeon Hatcheries (90s) + 3 Fish Gutters (45s) + 4 Epicures of Water (60s) |
| Bird Tongues in Aspic | *Cannot be produced in Latium - trade or found a colony in Albion* |
| Necklaces* | 4 Gold Washers (240s) + 1 Goldsmith (60s) + 1 Mineral Quarry (45s) + 1 Charcoal Burner (30s) + 2 Jewellers (90s) |
| Cloaks | *Cannot be produced in Latium - trade or found a colony in Albion* |
| Loungers | 3 Apiaries (45s) + 6 Sandarac Nurseries (90s) + 8 Tabuli (120s) |
| Handmirrors | *Cannot be produced in Latium - trade or found a colony in Albion* |
| Lyres* | 4 Gold Washers (240s) + 1 Sheep Farm (30s) + 2 Stringers (90s) + 2 Sandarac Nurseries (90s) + 1 Goldsmith (60s) + 1 Charcoal Burner (30s) + 1 Gilder + 1 Lythier |
| Chariots | *Cannot be produced in Latium - trade or found a colony in Albion* |
*Note: Necklaces and Lyres ratios are not 100% efficient because a perfect ratio requires more Gold Washers than are typically available. Both are balanced around enough output for 1t instead of a perfectly efficient ratio. You can share resources between the 2 chains to make this more efficient, or unlock Mercury-Lugus in the Hall of Fame, then increase your devotion to build Gold Mines.*
---
## Albion Production Ratios
### Waders Tier
| Good | Production Ratio |
|------|------------------|
| Timber | 1 Woodcutter (30s) + 1 Sawmill (30s) |
| Reed Shoes | 1 Reed Gatherer (60s) + 2 Shoe Weavers (120s) |
| Tunics | 1 Hemp Farm (60s) + 1 Spinner (60s) |
### Smiths Tier
| Good | Production Ratio |
|------|------------------|
| Wattle & Daub | 3 Mud Driers (90s) + 2 Reed Gatherers (60s) + 2 Labourer's Yards (60s) |
| Tiles | 1 Charcoal Burner (30s) + 3 Mud Driers (90s) + 2 Tilers (60s) |
| Cheese | 1 Ochs Farm (60s) + 2 Dairies (120s) |
| Beer | 2 Barley Farms (60s) + 1 Malthouse (30s) + 2 Breweries (60s) + 1 Charcoal Burner (30s) |
| Trousers | 1 Sheep Farm (30s) + 2 Weld Crops (60s) + 3 Hosiers (90s) |
| Torcs | 1 Copper Mine (30s) + 3 Wire Twisters (90s) + 1 Charcoal Burner (30s) |
| Drinking Horns | 1 Tin Mine (30s) + 2 Ochs Farm (60s) + 4 Horners (120s) |
| Clan Shields | 1 Tin Mine (30s) + 1 Copper Mine (30s) + 1 Charcoal Burner (30s) + 2 Bronze Smelters (60s) + 2 Weld Crops (60s) + 3 Shieldbeaters (90s) |
### Elders Tier
| Good | Production Ratio |
|------|------------------|
| Granite | 3 Granite Quarries (45s) + 8 Granite Cutters (120s) |
| Concrete | 2 Limestone Quarries (30s) + 3 Sand Refineries (45s) + 6 Concrete Mixers (90s) |
| Wine | 2 Vineyards (90s) + 1 Apiary (45s) + 1 Vintner (45s) - *Note: Vineyards must be built in Latium or Grapes bought/imported* |
| Roast Beef | 2 Ochs Farms (60s) + 1 Charcoal Burner (30s) + 3 Saltwort Pickers (90s) + 4 Earth Ovens (120s) |
| Cloaks | 2 Weld Crops (60s) + 1 Copper Mine (30s) + 1 Sheep Farm (30s) + 3 Greenhands (90s) + 2 Birrus Stitchers (60s) |
| Fur Hats | 3 Saltwort Pickers (90s) + 2 Saltwort Burners (60s) + 1 Charcoal Burner (30s) + 3 Beaver Trappers (90s) + 4 Beaver Hatters (120s) |
| Chariots | 1 Woodcutter (30s) + 2 Reed Gatherers (60s) + 3 Chassis Builders (90s) + 3 Horsecatchers (90s) + 4 Chariot Workshops (120s) |
| Fine Glass | *Cannot be produced in Albion - trade or found a colony in Latium* |
### Mercators Tier
| Good | Production Ratio |
|------|------------------|
| Wattle & Daub | 3 Mud Driers (90s) + 2 Reed Gatherers (60s) + 2 Labourer's Yards (60s) |
| Tiles | 1 Charcoal Burner (30s) + 3 Mud Driers (90s) + 2 Tilers (60s) |
| Bread | 2 Wheat Farms (60s) + 2 Donkey Mills (60s) + 2 Kitchens (60s) + 1 Charcoal Burner (30s) |
| Sausages | 1 Pig Farm (30s) + 3 Herb Gardens (90s) + 1 Charcoal Burner (30s) + 2 Salsicium |
| Brooch | 1 Silver Mine (30s) + 2 Charcoal Burners (30s) + 2 Silver Forges (60s) + 4 Fibularium (120s) |
| Soap | *Cannot be produced in Albion - trade or found a colony in Latium* |
| Amphorae | 3 Mud Driers (90s) + 2 Resin Tappers (60s) + 1 Charcoal Burner (30s) + 2 Potters (60s) |
| Olive Oil | *Cannot be produced in Albion - trade or found a colony in Latium* |
### Nobles Tier
| Good | Production Ratio |
|------|------------------|
| Granite | 3 Granite Quarries (45s) + 8 Granite Cutters (120s) |
| Concrete | 2 Limestone Quarries (30s) + 3 Sand Refineries (45s) + 6 Concrete Mixers (90s) |
| Wine | 2 Vineyards (90s) + 1 Apiary (45s) + 1 Vintner (45s) - *Note: Vineyards must be built in Latium or Grapes bought/imported* |
| Bird Tongues in Aspic | 3 Bird Charmers (90s) + 1 Pig Farm (30s) + 1 Charcoal Burner (30s) + 2 Renderers (60s) + 4 Tongue Pluckers (120s) + 3 Epicures of Air (90s) |
| Fine Glass | *Cannot be produced in Albion - trade or found a colony in Latium* |
| Handmirrors | 1 Silver Mine (30s) + 2 Silver Forges (60s) + 2 Charcoal Burners (30s) + 3 Shell Gatherers (90s) + 4 Narcissiums (120s) |
---
## Military Building Ratios
| Good | Production Ratio |
|------|------------------|
| Rope | 1 Hemp Farm (60s) + 2 Ropemakers (120s) |
| Sails | 1 Sheep Farm (30s) + 3 Sailmakers (90s) |
| Weapons* | 2 Iron Mines (30s) + 4 Furnaces (60s) + 6 Weaponsmiths (90s) + 5 Charcoal Burners (30s) |
| Armour* | 2 Iron Mines (30s) + 2 Pig Farms (30s) + 2 Salt Ponds (30s) + 4 Furnaces (60s) + 5 Charcoal Burners (30s) + 4 Tanneries (60s) + 6 Armourers (60s) |
### Simplified Military Production
Making fully efficient military production chains is very resource intensive. In most cases, a simplified approach works better:
**Basic Weapons Setup:**
- 1 Iron Mine
- 1 Furnace
- 1 Weaponsmith
- 1 Charcoal Burner
**Adding Armour Production:**
- Add 1 Furnace, 1 Armourer, and 1 Charcoal Burner to your existing setup
- Hybridize the Leather portion with your Sandal Makers
- Example: 1 Pig Farm and 1 Salt Ponds can supply 2 Sandal Makers + 1 Armourer with some leftovers
---
## Hybrid Production Chains
Sometimes maximizing limited resources (like mines or river slots) to produce multiple goods is more efficient than 100% efficiency on a single chain.
### Example: Tiles + Amphorae Hybrid
The Clay Pit produces 1t of clay per 30 seconds. Both the Potter and Tiler take 60s to produce 1t of goods. This allows:
| Building | Count | Cycle Time |
|----------|-------|------------|
| Clay Pit | 1 | 30s |
| Charcoal Burner | 1 | 30s |
| Resin Tapper | 1 | 60s |
| Potter | 1 | 60s |
| Tiler | 1 | 60s |
**Result:** All raw resources consumed to produce 1t of Roof Tiles and 1t of Amphorae per minute.
Look for opportunities to create hybrid supply chains when resources are scarce - it increases production without running out of river slots or incurring extra maintenance costs.
---
## Related Pages
- [Supply Chains Overview](./_index.md)
- [Timber Chain](./timber.md)
- [Bread Chain](./bread.md)
- [Trade System](../systems/trade.md)

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# Supply Chain Guide
**Entity Type:** Guide
This guide explains how supply chains work in Anno 117: Pax Romana, including setting up chains, using warehouses, managing limited resources, and creating hybrid supply chains.
## Overview
Supply chains govern your ability to provide for your citizens' needs, grow your city, and defend yourself in times of war. You use supply chains to harvest raw resources and process them into the goods your empire needs.
- **Early game:** Simple chains with 1 raw resource and 1 processing building
- **Mid game:** More complex chains involving multiple processing buildings
- **Late game:** Chains spanning multiple cities, islands, and provinces (Latium and Albion)
## Setting Up Supply Chains
### Basic Setup
All goods in a supply line need to be connected. This can be:
- **Direct connection:** Via roads
- **Indirect connection:** Through a Warehouse
The **green highlight** on your road shows the distance at which a supply chain can connect.
### Example: Timber Chain
1. Place a **Woodcutter** in a forested area (needs 80 trees within radius for max efficiency)
2. Place a **Sawmill** nearby
3. Connect both to your **Trading Post** with a road
### Example: Porridge Chain (Latium)
1. Build an **Oat Farm** with space for fields at edge of housing blocks
2. Connect to a **Porridge Stand**
3. The Porridge Stand can serve as a mid-way point bridging Oat Farm and Trading Post
## Using Warehouses
Warehouses act as "distribution nodes" or hubs for your supply chains. All goods within Warehouses are shared between all other Warehouses on the same island - they don't need direct connection.
### When to Use Warehouses
Move these supply chain elements outside your city center:
- Buildings with negative effects (e.g., Charcoal Burner: -3 Health, -3 Happiness)
- Farms, Woodcutters, and buildings requiring lots of space or natural resources
- Buildings requiring Mountain or River slots
### Warehouse Congestion
An **hourglass** above a Warehouse indicates transporters are busy. Solutions:
- Build a second Warehouse
- Upgrade existing Warehouse (requires technology)
### Warehouse Upgrades
| Upgrade Cost | Technology Requirement |
|--------------|----------------------|
| 250 Denarii, 25 Timber, 5 Tiles | Warehouse Organization |
| 500 Denarii, 50 Timber, 15 Tiles, 5 Concrete | Warehouse Refinement |
## Building Radius Effects
Buildings can have positive, negative, or mixed effects on nearby structures:
| Effect Type | Indicator | Example |
|-------------|-----------|---------|
| Positive | Green arrow up | Spinner: +1 Income (with research: +1 Knowledge) |
| Negative | Red arrow down | Charcoal Burner: -3 Health, -3 Happiness |
| Mixed | Half red/green diamond | Soap Maker: +1 Health, -1 Happiness |
**Tip:** Use farms as buffer zones - they take up space naturally, helping distance penalty-causing buildings like Charcoal Burner, Pig Farm, or Dye Maker.
## Limited Resources
Some buildings require special locations:
- **River Slots:** Clay Pit, Mill
- **Mountain Slots:** Iron Mine, Weaponsmith (needs Iron Ore)
Each island has limited slots - plan carefully or settle larger islands with more slots.
## Hybrid Supply Chains
Hybrid chains maximize limited resources by producing multiple goods from shared inputs.
### Example: Tiles and Amphorae
Using one Clay Pit to produce both Tiles and Amphorae:
- Clay Pit + Charcoal Burner + Resin Tapper + Potter + Tiler
### Example: Defense Production Chain
| Building | Requires | Cycle Time | Prod/Min |
|----------|----------|------------|----------|
| Iron Mine | N/A | 30s | 2t |
| Pig Farm | N/A | 30s | 2t |
| Salt Ponds | N/A | 30s | 2t |
| Charcoal Burner | Trees in Radius | 30s | 2t |
| Furnace | Iron Ore, Charcoal | 60s | 1t |
| Tannery | Pigs, Salt | 60s | 1t |
| Sandal Maker | Leather | 120s | 0.5t |
| Weaponsmith | Iron Ingots, Charcoal | 90s | 0.66t |
| Armourer | Iron Ingots, Leather, Charcoal | 90s | 0.66t |
### Defense Chain Layout
**Raw materials:**
- 1x Iron Mine (2t Iron Ore/min)
- 1x Pig Farm (2t Pigs/min)
- 1x Salt Ponds (2t Salt/min)
- 2x Charcoal Burner (4t Charcoal/min)
**Processing:**
- 2x Furnace (2t Iron Ingots/min)
- 2x Tannery (2t Leather/min)
**Final products:**
- 2x Sandal Maker (1t Sandals/min, consumes 1t Leather)
- 2x Weaponsmith (1.32t Weapons/min)
- 1x Armourer (0.66t Armour/min)
Consumes: 2t Charcoal, 2t Iron Ingots, 0.66t Leather
## Trade in Supply Chains
Each island has different **fertilities**, meaning you can't always complete a supply chain on one island.
### Example Fertilities
- **Island A:** Mackerel, Lavender, Grapes, Oysters, Iron
- **Island B:** Resin, Olives, Flax, Iron, Gold
### Solutions
1. **Purchase goods from NPCs**
2. **Found cities on new islands**
3. **Set up trade routes** (e.g., Amphorae and Olives for Mackerel)
### Cross-Province Trade
- **Latium exclusive:** Wine (valued in Albion)
- **Albion exclusive:** Cheese (needed by Equites)
Access province switching via:
- Trade screen buttons at top of map
- Globe button on mini-map (west-southwest position)
## Related
- [Production Ratio Guide](./production-ratios.md)
- [Timber Chain](./timber.md)
- [Porridge Chain](./porridge.md)
- [Defense Chain](./defense.md)
- [Tiles and Amphorae Chain](./tiles-amphorae.md)

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# Chain: Tiles and Amphorae (Hybrid)
**Entity Type:** ProductionChain
A hybrid supply chain that maximizes a single River Slot (Clay Pit) to produce both Tiles and Amphorae.
## Overview
This chain demonstrates how to maximize limited resources by sharing raw materials between multiple end products. Both Tiles (construction) and Amphorae (storage/trade) use Clay as a base material.
## Steps
| Step | Building | Input | Output | Slot Required |
|------|----------|-------|--------|---------------|
| 1a | Clay Pit | None | Clay | River Slot |
| 1b | Charcoal Burner | Trees in Radius | Charcoal | None |
| 1c | Resin Tapper | Trees in Radius | Resin | None |
| 2a | Tiler | Clay, Charcoal | Tiles | None |
| 2b | Potter | Clay, Resin | Amphorae | None |
## Buildings Required
- 1x Clay Pit (River Slot)
- 1x Charcoal Burner
- 1x Resin Tapper
- 1x Tiler
- 1x Potter
## Resource Flow
```
Clay Pit ────────────────────────┬──► Tiler ──► Tiles
(River Slot) │
└──► Potter ──► Amphorae
Charcoal Burner ──► Charcoal ──► Tiler │
Resin Tapper ──► Resin ────────────────┘
```
## Benefits
- Maximizes River Slot usage
- Produces both construction materials and trade goods
- Can be clustered together or distributed via Warehouses
## Related
- [Supply Chain Guide](./supply-chain-guide.md) - Full hybrid chain explanation
- [Defense Chain](./defense.md) - Another hybrid chain example