Turf 2 Supply Chain Ideas

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Revision as of 14:44, 10 August 2019 by SnapperTheTwig (talk | contribs)
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Ideas for supply chain should go here. If you would like to suggest a resource/chain

For some recipes all components are compulsory, for others

Primary Resources

Primary resources are produced continuously and endlessly from a relevant building based on natural deposits. Perhaps they should be boostable with suitable consumables (such as explosives)

  • Iron Ore
  • Gravel/Sand/Clay (should these be separate?)
  • Oil
  • Coal
  • Natural Gas
  • Uranium
  • Hydrogen (via electrolysis)

=Agricultural Resources Agricultural Resources are grown. They could be generated by themselves, or have their yields increased by having access to something like fertilizer

  • Lumber
  • Grain
  • Spices (Tropical)
  • Rubber (Tropical)

Building Materials

Resource requirements for buildings should be some of these

  • Bricks ( Clay -> Bricks)
  • Concrete ( Sand + Lime -> Concrete )
  • Steel ( Iron Ore + Coal -> Steel )
  • Wood ( Lumber -> Wood )
  • Building Supplies (Bricks / Concrete / Wood / Steel -> Building Supplies) -- Should there be a generic "building supplies" resource?

Consumables

Residential/Office/Civilian

  • Foods (Grain -> Food)
  • Paper (Lumber -> Paper)

Industrial/Military

  • Small Arms ( Steel -> Weapons ) -- Should be augmentable with increasingly rare resources to make better tier weapons
  • Natural Gas ( Hydrogen + CO2 -> Natural Gas via Sabatier process )
  • Ammonia ( Natural Gas -> Ammonia )
  • Fertilizer (Ammonia -> Fertilizer)
  • Explosives (Fertilizer -> Explosives)
  • Munitions ( Steel + Explosives -> Munitions )
  • Military Supplies ( Munitions + Small Arms + Long Life Food + Medical Supplies ) -> Military Supplies

Waste

Waste resources are sometimes required to be removed in order to maintain

  • CO2 (is normally vented)
  • Garbage