Watch the route color
Green, yellow and red efficiency signals show where physical transport is holding a building below its intended rate.
Unofficial production tool
Turn a target output into a buildable production plan: buildings, upstream goods, fetchers, staffing and spare capacity in one readable chain.
Start a production planV1 coverage Verified starter and mid-game chains only. New entries arrive after source checks.
Production workbench
Utilization is a planning buffer, not a route-time simulation.
| Building | Need / min | Count | Crew | Fetchers | Planned spare |
|---|---|---|---|---|---|
| Powdermillblack powder | 20 | 3 | -- | 6 | 5.5 |
| Charburnercharcoal | 4 | 1 | -- | 2 | 9.6 |
| Quarrystone | 0.5 | 1 | -- | 0 | 4.6 |
| Woodcutterhardwood | 1.5 | 1 | 2 | 0 | 5.3 |
| Guano Gathererguano | 12 | 2 | -- | 0 | 8.4 |
Some production-worker totals are awaiting a second source check. Rates, recipes and listed fetchers remain source-traceable; unknown staffing is shown as --, never estimated.
Route diagnostics
Production capacity is only one half of the cove. Use these checks when a chain should work on paper but stalls in play.
Green, yellow and red efficiency signals show where physical transport is holding a building below its intended rate.
Warehouses, piers and remote processing create extra collection points. Keep inputs close to their next building.
Use 85% for normal planning and 70% for long or busy routes. It is a headroom choice, not an official route formula.
Traceable data
Every selectable record in version one is based on a reviewed official-community source. This site deliberately avoids guessing at unconfirmed workers, alternate recipes or logistics formulae.
View source index