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