# Production Chains 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) - [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 ### 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: - **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 ## 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