Manufacture

Commodities are acquired from the environment or manufactured using other commodities.

Commodity production starts with the environment. Logs and stone are acquired readily from the environment using labor alone. Mines produce stone and other rock-borne commodities. Logging camps produce logs.

Environmental commodities are not limited in quantity. A mine that produces ore never runs out of ore and oil wells never run dry; the supply is limitless within the span of time represented by the game. Similarly, logging camps manage their renewable tree resources so they never run out of trees.

Farms and orchards produce many different agricultural resources from plants and animals, such as fruit, grain, eggs, cheese, vegetables, plant fiber, and live riding animals. The Animals section discusses the details of live animal production by farms; orchards do not produce animals or animal byproducts. Agricultural production is performed just like manufacturing.

Commodities that cannot be acquired directly from the environment must be manufactured. A commodity is manufactured by combining labor with one or more other commodities. For example, textiles can be manufactured from plant fiber; flags are manufactured using textiles. Some processes combine many commodities. An electronic part requires four different components and a special tool.

When a building can manufacture commodities, the Labor (F9) window shows manufacturing controls for the processes it can run. Not all building can manufacture commodities. The number of manufacturing consoles is based on the number of levels of the building. A four-level electronics factory will display four manufacturing consoles, each of which can be configured independently of the others. Therefore, a four-level factory can produce four commodities simultaneously. The figure at the right shows a typical manufacturing console.
Manufactured commodities are added directly to the city's inventory. Electricity is added to the city's power reserve. Vehicles and spacecraft spawn in the environment.

The city's inventory has limited storage space. A process will not run if there is no room in the city's inventory for its output. Similarly, electrical power production must store the electricity it produces in the power reserve. A power production process cannot be run if there is no room in the city's power reserve.

Vehicles, ships and spacecraft are not stored in the city's inventory. Instead this equipment spawns into the game universe as tangible objects. There must be room for this to happen. An object cannot spawn if there is no room. The test for space is usually the mere presense of other large objects in the terrain tile used for spawning. When an object cannot spawn, the manufacturing process waits until there is room.

Space stations and large spacecraft spawn in space. A space station only spawns if there are no other friendly space stations in orbit around the planet, excluding space stations orbiting moons of the planet. Large spacecraft spawn in orbit near a friendly space station. At most, eight new space ships may be present next to a space station; no more ships may spawn until there is room.