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Production Chains

Core Business uses a tiered production chain where raw materials flow through refineries, manufacturers, and eventually reach retail — just like a real economy. Businesses depend on each other: a food plant can't produce without grain from a farm and plastic from a refinery.

The Supply Chain

GENERATORSRaw material extractionREFINERIESProcessing raw materialsMANUFACTURERSCreating consumer productsRETAILSelling finished goods STUFF PLAYERS USE
Mining FacilityGenerator
Oil RigGenerator
Commercial FarmGenerator
Ore SmelteryRefinery
Oil RefineryRefinery
Food ProcessingManufacturer
Beverage PlantManufacturer
Medical LabManufacturer
Arms ManufacturingManufacturer
RestaurantRetail
24/7 StoreRetail
Gas StationRetail
Gun StoreRetail
Players

How Businesses Depend on Each Other

No single business can run the entire chain alone (unless they own properties at every tier). This forces economic interaction:

  1. Mining companies extract raw iron, aluminum, copper, and chemicals — they sell to refineries
  2. Oil rigs pump crude oil — they sell to refineries
  3. Farms grow grain, produce, and grapes — they sell to food/beverage manufacturers
  4. Smelters buy iron and aluminum, produce steel and aluminum powder — they sell to workshops and arms manufacturers
  5. Oil refineries buy crude oil, produce plastic and fuel — plastic goes to nearly every Tier 3 manufacturer, fuel goes to gas stations
  6. Manufacturers buy refined materials, produce finished goods — they sell to retail stores and directly to players
  7. Retail properties are the final stop — they sell finished goods to casual players who just want to buy a sandwich or some ammo

The End Product

The entire supply chain exists to put items in the hands of regular players. A player walks into a 24/7 store and buys a sandwich — that sandwich was produced at a food plant from grain grown at a farm and plastic refined from crude oil. Every step was a business transaction between player-owned companies.

Property Types Reference

Tier 1 — Raw Resource Generators

No inputs required. These properties generate materials from nothing.

PropertyOutputsCycleMaintenanceMax Staff
Mining & ExtractionIron ×15, Aluminum ×10, Copper ×10, Chemicals ×520 min$1,000/hr8
Oil DerrickCrude Oil ×2510 min$2,000/hr6
Commercial FarmGrain ×15, Produce ×15, Grape ×1020 min$800/hr8

Tier 2 — Refining

Convert raw materials into intermediate goods.

PropertyInputsOutputsCycleMaintenanceMax Staff
Heavy SmelteryIron ×10, Aluminum ×5Steel ×8, Al. Powder ×410 min$1,500/hr6
Oil RefineryCrude Oil ×10Plastic ×10, Fuel ×1010 min$1,800/hr6
Huge Oil RefineryCrude Oil ×50Plastic ×90, Fuel ×7030 min$5,000/hr12

Tier 3 — Manufacturing

Turn refined materials into finished consumer and military goods.

Food & Beverage

PropertyInputsOutputsCycleMaintenanceMax Staff
Food Processing PlantGrain ×5, Produce ×5, Plastic ×1Sandwich ×10, Grilled Cheese ×8, Twerks ×5, Snikkel ×520 min$1,200/hr6
Beverage Bottling PlantProduce ×5, Plastic ×2Water ×10, Kola ×10, Coffee ×5, Juice ×520 min$1,200/hr6
Brewery & DistilleryGrain ×8, Grape ×8, Plastic ×2Beer ×15, Wine ×10, Whiskey ×5, Vodka ×520 min$2,000/hr5

Medical & Utility

PropertyInputsOutputsCycleMaintenanceMax Staff
Pharmaceutical LabsChemicals ×5, Plastic ×2Bandage ×10, First Aid ×5, IFAK ×3, Painkillers ×815 min$2,500/hr6
Industrial WorkshopSteel ×8, Plastic ×5Repair Kit ×5, Lockpick ×10, Nitrous ×2, Wrench ×230 min$2,000/hr6

Weapons & Ammunition

PropertyInputsOutputsCycleMaintenanceMax Staff
Light ArmsSteel ×5, Plastic ×2Pistol ×3, SNS Pistol ×2, Tec-9 ×130 min$4,000/hr6
Advanced ArmsSteel ×10, Aluminum ×8, Plastic ×5Assault Rifle ×1, SMG ×2, Pump Shotgun ×1, Carbine ×140 min$8,000/hr10
Military ArmsSteel ×15, Aluminum ×15, Plastic ×10, E-Kit ×2Sniper ×1, Combat MG ×1, Military Rifle ×160 min$15,000/hr12
Ammunition FactoryCopper ×8, Chemicals ×5Pistol Ammo ×15, SMG ×10, Rifle ×8, Shotgun ×1030 min$4,000/hr5

Tier 4 — Retail & Distribution

The final stop. These properties sell to end consumers or act as large storage hubs.

PropertyRecipeMaintenanceMax StaffNotes
Distribution CenterNone (storage only)$3,000/hr10150 slots / 1M weight — massive trading hub
24/7 Retail StoreNone (market sales)$800/hr4Default NPC market when unowned
Gas StationNone (market sales)$1,000/hr3Default NPC fuel sales when unowned
Restaurant / BarSandwich ×5, Water ×5, Wine ×3 → $3,000$1,200/hr6Consumes goods, generates money directly
Ammu-Nation LicenseeNone (market sales)$2,500/hr4Default NPC weapon sales when unowned

Creating Custom Property Types

You can add your own property types in Config.PropertyTypes. Here's the anatomy of a property type:

lua
Config.PropertyTypes = {
    my_custom_property = {
        label = "My Custom Property",       -- Display name
        base_maintenance = 2000,            -- Hourly maintenance cost
        storage_slots = 60,                 -- Inventory slot count
        storage_weight = 200000,            -- Max inventory weight
        max_employees = 6,                  -- Max assigned employees
        require_manager = true,             -- Require a manager to produce

        icon = "fa-flask",                  -- FontAwesome icon for UI
        color = "linear-gradient(135deg, #9C27B0, #6A1B9A)",  -- CSS gradient for UI card

        -- Production recipe
        recipe = {
            inputs = {                      -- Items consumed per cycle
                chemicals = 10,
                plastic = 5
            },
            outputs = {                     -- Items produced per cycle
                my_custom_item = 8,
                my_other_item = 3
            },
            time = 1200                     -- Base cycle time in seconds (20 min)
        },

        -- Map blip
        blip = { sprite = 498, color = 15 },

        -- (Optional) Default NPC market for when property is unowned
        default_manager = "doris_manager",  -- NPC from Config.NPCWorkers
        default_market = {
            my_custom_item = 500,           -- Item name = price
        }
    },
}

Recipe Variants

Raw generator (no inputs):

lua
recipe = { outputs = { my_raw_material = 20 }, time = 600 }

Processor (inputs → outputs):

lua
recipe = { inputs = { iron = 10 }, outputs = { steel = 8 }, time = 600 }

Money generator (inputs → cash):

lua
recipe = { inputs = { food = 5, drink = 5 }, money_output = 3000 }

Storage only (no recipe):

lua
-- Simply omit the recipe field entirely

TIP

Remember to add any new items to Config.MarketItems if you want them to be tradeable on property markets, and to your inventory system's item list.

International Market (NPC Fallback)

The International Market is a global NPC vendor with intentionally punishing prices. It exists so players can bootstrap their supply chain when no other businesses are selling yet, but it should never be the profitable option.

CategoryBuy SpreadExample
Raw Materials6-8xIron: buy $120, sell $15
Refined Materials5-6xSteel: buy $450, sell $80
Manufactured Goods5-12xPistol: buy $6,000, sell $500

Prices fluctuate dynamically every hour (±10%, within 0.7x-1.5x of base price) and stock is limited (50-500 units per item, replenishing over time).

The goal: make player-to-player trading always more profitable than the NPC market. A mining company selling iron at $60 beats the NPC's $120 — and the buyer still pays less.