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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]Production chains[/p]
  • [p]Storage balancing[/p]
  • [p]Trade routing[/p]
  • [p]Service coverage[/p]
  • [p]Optimization gameplay[/p]
[p]It is designed to scale from early survival settlements to late-game economic networks.[/p][p][/p][h2]How Logistics Works[/h2][p]At its core, logistics is about linking buildings together so resources move where they are needed.[/p][p]Each production structure can create links to up to three receiving buildings — these are buildings that consume or redistribute its output.[/p][p]A receiving building may accept input from any number of suppliers, allowing large networks to form naturally.[/p][p]Some buildings act as both:[/p]
  • [p]Producers of resources[/p]
  • [p]Consumers of other resources[/p]
[p]This enables circular and layered production chains.[/p][p][/p][h2]Priority Routing[/h2][p]When players create links, they also define priority levels that control distribution.[/p][p]Each receiving building is assigned one of three priorities:[/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]This ensures players can guide the economy without micromanaging every delivery.[/p][p][/p][h2]Production Loop Example[/h2][p]Let’s look at a practical scenario:[/p][p]1️⃣ Multiple woodcutters produce logs[/p][p]2️⃣ All woodcutters deliver to one storage building[/p][p]3️⃣ Storage distributes logs based on priority:[/p][p]High → Town Market[/p][p]Medium → Lumberyard[/p][p]Low → Export (Water Trade Post)[/p][p]4️⃣ Lumberyard processes logs into planks[/p][p]5️⃣ Planks return to storage with high priority[/p][p]6️⃣ Surplus planks are exported[/p][p]This creates a self-sustaining loop where:[/p]
  • [p]Citizens get supplied[/p]
  • [p]Industry stays productive[/p]
  • [p]Trade generates income[/p]
[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]These links are generated by the system[/p]
  • [p]Workers travel based on need and availability[/p]
[p]This keeps citizens supported without requiring manual routing.[/p][p]
[/p][p][/p][h2]As A Result [/h2]
  • [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]We let players shape and refine the logistics, making efficiency itself part of gameplay mastery.[/p][p]This system will continue to expand as we introduce:[/p]
  • [p]Global trade routing[/p]
  • [p]Diplomacy networks[/p]
  • [p]Island supply chains[/p]
  • [p]Era-specific production behaviors[/p]
[p]More deep dives are coming soon and as always, thank you for following our development blogs![/p][p][/p][p]Cya guys next time![/p][p][/p]
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