ColonyBy Pax Autocratica GuidePublished

Jobs and Production: Diagnose the Bottleneck

When a line stalls, check material availability, hauling, storage, staffing, and output capacity in that order.

The current job assignment screen listing work attributes and buildings
The assignment view shows nine work attributes and links workers to concrete production and service buildings.
Table of contents

When production stops, the visible idle worker is often the last link in the failure—not the first. Diagnose the chain in this order:

input → delivery → storage → worker → process → output space

Adding workers before checking the earlier links can make the colony slower by creating more travel and consumption without moving more material.

The current work attributes

The current assignment view separates nine work attributes:

Attribute Use it to evaluate Common mistake
Mining Ore and mining work Ignoring hauling from the site
Logging Wood extraction Building processors before supply is stable
Gathering Wild or field collection Treating it as the same job as planting
Production Conversion and workshop work Blaming production when inputs are absent
Construction Completing placed structures Assigning everyone away after placement
Research Generating research output Queuing nodes without a capability goal
Cooking Food processing Letting output or ingredient storage fill
Planting Crop work Forgetting the rest of the food chain
Breeding Animal work Expanding before food and staffing are ready

Carry load is also visible and deserves its own operational check. A high-output workstation can still starve when material cannot reach it or its products cannot leave.

The six-check bottleneck flow

1. Input exists

Confirm the source is producing the right material. A resource icon at the destination does not prove fresh input is arriving.

2. Delivery can happen

Check distance, route access, available carriers, carry capacity, and any transport building involved. Resource Transport Station behavior and hauling are especially important in longer chains.

3. Storage has room

Inspect both input and output storage. A full output store can stop a building that looks fully supplied.

4. A suitable worker is assigned

Match aptitude to the actual job, not the building’s visual theme. Also check whether the worker has been redirected, aged, or otherwise changed.

5. The production rule requests work

The late pre-unlock production model documented three modes after the warehouse capability:

  • Order: request a fixed amount.
  • Stock: maintain a target reserve.
  • Auto: continue according to the automatic rule.

Read the current mode and target before declaring the line broken; exact unlock and behavior remain patch-sensitive.

6. Output can leave

Confirm the product has destination capacity and someone can move it. The largest number of producers is useless if the line is blocked at its end.

Match buildings to the full chain

The current job screen visibly includes a wide range of work sites: Deep Drill Tower, Titanite Mine, Tendril Tree, Bitter Herb, Command Center, Weapon Research Center, Armor Workshop, Vehicle Works, Space Shipyard, Greenhouse, Animal Farm, Victory Square, Kitchen, Wood Harvest Plant, Ore Refinery, and a transport entry whose full name is cut off in the current image.

That list is a readable sample, not a complete building database. It is enough to show why the colony needs extraction, conversion, research, food, government, transport, and specialist work at the same time.

Current job assignment view showing work attributes and building jobs

Production modes by player intent

Choose the mode from the decision you need:

Intent Better starting mode Watch for
Craft a known one-time quantity Order Inputs reserved by another line
Keep a safety buffer Stock Target larger than storage or consumption needs
Run a mature, balanced line Auto Silent overproduction or transport congestion

Do not set every line to automatic immediately. Automatic production is easiest to read after you know normal input rate, consumption, storage, and hauling.

A safe expansion rule

Add the next building only when the present line can answer all five:

  • What input limits it?
  • Which worker attribute operates it?
  • Who or what moves input and output?
  • Where is each side stored?
  • Which downstream task consumes the output?

If any answer is missing, improve observation or layout before adding capacity. For named production relationships and the readable weapon crafting example, use Resources and Recipes.

Related guides

Layout guide

Buildings and Layout: Functional Colony Zoning

Place work, storage, housing, and transport by flow and access instead of copying an “optimal” grid.

Read guide
Scoped database

Resources and Recipes: Current Production Reference

A bounded index of readable buildings and one current weapon recipe, plus a method for tracing unknown materials.

Read guide
Colony system

Citizens: Fear, Loyalty, Relationships, and Rebellion

Read citizen signals, isolate the cause of unrest, and choose a government or production response.

Read guide