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Harbor field notes

Production chains and deliveries in Crown Harbor

Crown Harbor has a physical economy. Producers keep local stock, porters carry goods along roads, and processing workshops wait for ingredients. Plan the whole route rather than only the final building.

Wood starts with logs

At level one, a staffed forester lodge produces four logs per day from nearby forest. A sawmill uses one log to produce three wood per day. Their production rates differ, so keep an eye on accumulated logs as well as your wood reserve.

Forest is finite. Inspect remaining resources and plan another source before a lodge reports a depleted deposit. A warehouse can collect surpluses, but it cannot replace a missing natural resource.

Two routes to food

A level-one farm produces four food and two grain per day. A mill consumes two grain to make three flour, and a bakery consumes two flour to make five food. The farm already feeds residents; the mill and bakery extend the chain.

Where the scenario permits it, a fishing dock produces four fish per day on suitable water. A smokehouse uses two fish to make five food. Fish and food are separate resources: the dock alone does not supply ready food through this chain. Keep both deliveries and processing staffed.

Stone and trade

A quarry needs nearby rocks and produces both stone and rock. A mason processes two rock into four stone per day at level one. The natural deposit is finite, and mountains are not a substitute for a rock deposit.

Coins have a different role from transported materials. A trading post pays on a five-day cycle, while a staffed trading port can provide recurring trade income. A trading post waiting for its next payment is not necessarily blocked. Port availability depends on scenario progression and storm effects.

Workers and porters do different jobs

Assign a resident to a workshop to enable its production. Porters move supplies between stores and workplaces; every three residents provide one porter. More population can improve delivery capacity, but residents also need homes and food.

Roads and bridges form the transport network. Keep source, processor and storage connected, then use priorities when several workshops compete for supplies. Increasing the workforce does not directly change a recipe; workshop upgrades improve production within the current scenario level limit.

Solve the bottleneck shown by the game

Select a building or its warning marker and read the reason for the stoppage. Check worker assignment first, then ingredients, road access, available deposits and store capacity. An ingredient sitting in another building still needs a porter delivery.

A recipe requires enough space for its entire output batch, accounting for the input it consumes. Freeing only one slot may not be sufficient. Expand or upgrade storage when allowed, let porters remove surplus, and resume time if you have been planning on pause.

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