Dev Blog #5 - Logistics System
[h2]Moving Resources, Not Just Numbers[/h2][p]Hello everyone![/p][p]Today, we want to take a closer look at one of the core simulation pillars in Age After Age, the Logistics System.[/p][p]City builders often hide resource movement behind abstract numbers.[/p][p]We took a different approach in our game, logistics is a controllable, visible system that allows players to shape how resources flow through their settlement.[/p][p]This system supports:[/p]
[/p][p]
[/p][h2]Service Logistics[/h2][p]Logistics isn’t limited to materials. Some buildings provide services instead of goods.[/p][p]Example:[/p][p]Herbal Medical Posts automatically connect to residential buildings[/p]
[/p][p][/p][h2]As A Result [/h2]
- [p]Production chains[/p]
- [p]Storage balancing[/p]
- [p]Trade routing[/p]
- [p]Service coverage[/p]
- [p]Optimization gameplay[/p]
- [p]Producers of resources[/p]
- [p]Consumers of other resources[/p]
- [p]High Priority - Receives all possible output first. Used for critical supply (food, heating, construction)[/p]
- [p]Medium Priority - Receives resources only after high priority demand is satisfied. Used for processing chains.[/p]
- [p]Low Priority - Receives surplus resources. Ideal for exports or optional production[/p]
- [p]Citizens get supplied[/p]
- [p]Industry stays productive[/p]
- [p]Trade generates income[/p]
- [p]These links are generated by the system[/p]
- [p]Workers travel based on need and availability[/p]
- [p]The logistics system enables:[/p]
- [p]Emergent economic behavior[/p]
- [p]Player-driven optimization[/p]
- [p]Scalable city growth[/p]
- [p]Strategic resource planning and stocking[/p]
- [p]Global trade routing[/p]
- [p]Diplomacy networks[/p]
- [p]Island supply chains[/p]
- [p]Era-specific production behaviors[/p]