2.7 KiB
2.7 KiB
Production Chains
Production chains define how raw materials are processed into finished goods.
Guides
- Production Ratios Guide - Optimal building ratios for all supply chains by region and tier
- Supply Chain Guide - Comprehensive guide to supply chain mechanics, warehouses, and trade
Chains
Basic Chains (Tier I)
- Timber Chain - Woodcutter -> Sawmill -> Timber
- Tier I Food Chain - Fish and Porridge production
- Porridge Chain - Oat Farm -> Porridge Stand
- Tunics Chain - Hemp Farm -> Spinner
Intermediate Chains (Tier II)
- Bread Chain - Wheat -> Flour -> Bread
Hybrid Chains (Advanced)
- Tiles and Amphorae Chain - Maximize Clay Pit output
- Defense Chain - 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
- Transport delays: Long distances between buildings reduce effective throughput
- Storage overflow: Downstream buildings can't keep up
- Resource starvation: Upstream buildings can't supply enough
- Warehouse congestion: Too many requests for available transporters