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# 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