production-chain mechanic sourced
Production chains
Buildings or machines convert input goods into output goods via fixed recipes and cycle times, forming multi-step dependency trees.
definition
Each producer holds a recipe (input amounts, output amounts, cycle time), an input buffer, an output buffer, and a progress timer. Each tick, if inputs and power or labor are present and the output buffer has room, progress advances; on completion inputs are consumed and outputs added. Chained producers form a directed graph from raw resources to finished goods whose steady-state throughput is set by recipe ratios and the slowest stage. The Settlers (1993) chains wheat through a mill to a bakery; Anno 1800 gives each building a fixed cycle time so players build in ratios; Factorio and Satisfactory expose rates directly and add alternate recipes, modules, and productivity bonuses. GlassBox, the SimCity (2013) engine, expresses production as rules that move or combine resources held in a unit's bins. Inputs: raw goods, labor, energy. Outputs: intermediate and final goods, plus a blocked or starved state per producer.
player experience
Building machines that build things. The player traces a desired product back through its tree, sizes each stage, and watches for the stage that starves or backs up. Satisfaction comes from a balanced line running unattended; tension comes from every new product adding a branch to an already crowded layout.
design levers
- recipe depth and branching factor of the dependency tree
- cycle times and ratios, and whether they are round numbers players can compute
- alternate recipes and multi-output recipes that create choices
- buffer sizes at inputs and outputs
- modifiers such as modules, worker skill, or productivity bonuses
- how chains are displayed: hidden, per-building stats, or a full production overview
failure modes
- A single optimal ratio per product, once solved, turns play into copying calculator output.
- Deep trees of single-use intermediates add layout work without adding decisions.
- Starvation far upstream is hard to diagnose without flow statistics, so players blame the wrong building.
dynamics
- The slowest stage sets throughput, so the bottleneck moves each time players fix one, creating a chase loop.
- Shared intermediates create contention between chains and force priority decisions.
- Coupled with logistics, layout distance becomes part of the recipe cost.
- Machines that build machines produce exponential factory growth, capped by inputs, space, or threat.
open questions
- Can AI generate recipe graphs that are solvable, non-degenerate, and on-theme, cutting content cost for factory games?
- Do players learn chain design faster from flow visualizations or from AI explanations of bottlenecks?
relations
1 stored edgesStorage and buffers
Buffers decouple steps of a chain; their fill levels reveal bottlenecks.
backlinks
computed from other recordsBottleneck explainer for production networks, Generated recipe graphs, Factories with a living workforce, Automated mechanic discovery, Parallel autobalancing of economies, Simulation games as agent benchmarks
A Tale in the Desert, Against the Storm, Anno 117: Pax Romana, Anno 1800, Autonauts, Big Pharma, Caesar III, Capitalism, Captain of Industry, Dwarf Fortress, Dyson Sphere Program, Eco, EVE Online, Factorio, Farming Simulator 25, Farthest Frontier, Foundation, Hearts of Iron IV, Kenshi, Manor Lords, Mindustry, M.U.L.E., Offworld Trading Company, Pharaoh, Railroad Tycoon, Satisfactory, Schedule I, shapez 2, Songs of Syx, Space Engineers, Space Haven, SpaceChem, Stardew Valley, Stationeers, Transport Tycoon, Tropico 6, Victoria 3, Workers & Resources: Soviet Republic