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Age After Age›Events›Dev Blog #5 - Logistics System
Community

Dev Blog #5 - Logistics System

Age After Age · published 7 months ago

All eventsPlayers around this dateRead on Steam

Moving Resources, Not Just Numbers

Hello everyone!

Today, we want to take a closer look at one of the core simulation pillars in Age After Age, the Logistics System.

City builders often hide resource movement behind abstract numbers.

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.

This system supports:

  • Production chains

  • Storage balancing

  • Trade routing

  • Service coverage

  • Optimization gameplay

It is designed to scale from early survival settlements to late-game economic networks.

How Logistics Works

At its core, logistics is about linking buildings together so resources move where they are needed.

Each production structure can create links to up to three receiving buildings — these are buildings that consume or redistribute its output.

A receiving building may accept input from any number of suppliers, allowing large networks to form naturally.

Some buildings act as both:

  • Producers of resources

  • Consumers of other resources

This enables circular and layered production chains.

Priority Routing

When players create links, they also define priority levels that control distribution.

Each receiving building is assigned one of three priorities:

  • High Priority - Receives all possible output first. Used for critical supply (food, heating, construction)

  • Medium Priority - Receives resources only after high priority demand is satisfied. Used for processing chains.

  • Low Priority - Receives surplus resources. Ideal for exports or optional production

This ensures players can guide the economy without micromanaging every delivery.

Production Loop Example

Let’s look at a practical scenario:

1️⃣ Multiple woodcutters produce logs

2️⃣ All woodcutters deliver to one storage building

3️⃣ Storage distributes logs based on priority:

High → Town Market

Medium → Lumberyard

Low → Export (Water Trade Post)

4️⃣ Lumberyard processes logs into planks

5️⃣ Planks return to storage with high priority

6️⃣ Surplus planks are exported

This creates a self-sustaining loop where:

  • Citizens get supplied

  • Industry stays productive

  • Trade generates income

Service Logistics

Logistics isn’t limited to materials. Some buildings provide services instead of goods.

Example:

Herbal Medical Posts automatically connect to residential buildings

  • These links are generated by the system

  • Workers travel based on need and availability

This keeps citizens supported without requiring manual routing.

As A Result

  • The logistics system enables:

  • Emergent economic behavior

  • Player-driven optimization

  • Scalable city growth

  • Strategic resource planning and stocking

We let players shape and refine the logistics, making efficiency itself part of gameplay mastery.

This system will continue to expand as we introduce:

  • Global trade routing

  • Diplomacy networks

  • Island supply chains

  • Era-specific production behaviors

More deep dives are coming soon and as always, thank you for following our development blogs!

Cya guys next time!

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