Production Chains
Logs do not become furniture on their own. Here is the exchange rate.
Timber line2 Woodcutters : 1 Sawmiller : (furniture later)
LogsSawmillPlanksWorkshopFurniture
Furniture ×6 value over planks. The backbone of the Greyharbor meme.
Food line3 Farmers : 1 Mill : 1 Baker feeds ~20
WheatMillFlourKitchenBread
Bread = 2× food value. Fishing bridges the gap before mill tech.
Ore line3 Miners : 1 Smelter : 1 Smith
OreSmelterIngotsForgeTools
Tools give +8% ALL production per tier. Compounds forever.
Stone line2 Quarriers per active construction
QuarryStonebuildings
The invisible bottleneck. Everyone forgets stone until City tier.
Research line2 Scholars by day 3, 4 by day 6
Scholar hoursResearch pointsTechs
Tech is a snowball; scholars are the hill.
Bottleneck Timeline (come back here when stuck)
| Stage | Choke | Fix |
|---|---|---|
| Hour 1-3 | Food | Foragers → Farm the moment you have 15 logs. Do not overbuild tents. |
| Hour 4-10 | Planks | Second sawmill before second mine. Wood compounds into everything. |
| Day 2-3 | Stone | Quarriers + trade for stone from Oakhollow (cheap there). |
| Day 4+ | Traders | Every caravan slot unfilled is gold left on the table. Train traders in bursts. |
New mayors staff the smith with 4 workers and starve the sawmill. Tools are useless without planks flowing — the bonus is a multiplier on production, and 8% of zero is zero.
Yes — offline gains at 100% up to 2 hours, 50% up to 8, capped at 8 (Pantry policy extends the 100% window). Sleep twice, check the math, cry once.
— verified by three editors with spreadsheets
ratios re-tested on v1.0.1 after the offline fix