Card · ST-03
Production Chain
I – Economic Order
Production Chain
Ludic Organisational Structure · I – Economic Order production · Tipping potential: high
Production Chain transforms raw materials over several stages into ever more valuable goods: a directed dependency structure in which bottlenecks affect the whole system.
Design question – How are raw materials transformed over several stages into more valuable goods in your game?
Reference example – Anno 1800: grain becomes flour, flour becomes bread – if a mill is missing, the whole chain stalls. Factorio: ore, plates, gears, belts – each stage depends on the one before. Puerto Rico: without a production building, the sugar or tobacco harvest is worthless.
Ordering domain
Orders multi-stage value creation through directed dependencies.
Emergent behaviour
Bottleneck effects, optimization curves and growth spurts – exponential acceleration or sudden jams that no single transformation can predict.
Core Mechanisms
- Production (MEC-01) – Inputs → outputs.
- Conversion (MEC-03) – Raw material → intermediate → end product.
- Construction (MEC-05) – Build up production sites.
Dynamic Mechanisms
- Accumulation (MEC-02) – Storage, buffer stocks.
- Selection (MEC-07) – Which chain to optimize?
- Progression (MEC-15) – Efficiency gains, upgrades.
- Priority (MEC-08) – Order of the production steps.
Feedback architecture
- positive – Reinvestment: more output → reinvestment → better production → even more output. (Progression)
- negative – Bottleneck: a bottleneck at one stage → a jam across the whole system. (Production)
Design parameters
- Chain count – one linear chain ↔ branching network
- Stage count – 2 stages (simple) ↔ 5+ stages (complex)
- Bottleneck – every stage equally fast ↔ deliberate bottlenecks
- Automation – purely manual ↔ automatic per round
- Disruption – stable ↔ disruption-prone
Risk profile
- Runaway leader – high
- Kingmaking – medium
- Stagnation – low
- Complexity ceiling – medium
Compatible with
- Market (ST-01) – Compatible: end products are traded.
- Technology / Research System (ST-14) – Compatible: research improves production.
- Banking / Credit (ST-02) – Compatible: investments finance build-up.
Tension with
- Survival System (ST-16) – Tension: production resources for survival instead of value creation.
Belongs to the stack
- Organisational Structure
- Which orders does your game need? (19 cards)
- Ludic Organisational Structure
- To the term
- ST-02 Banking / Credit
- previous card
- ST-04 Commons
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