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
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:
- Mining companies extract raw iron, aluminum, copper, and chemicals — they sell to refineries
- Oil rigs pump crude oil — they sell to refineries
- Farms grow grain, produce, and grapes — they sell to food/beverage manufacturers
- Smelters buy iron and aluminum, produce steel and aluminum powder — they sell to workshops and arms manufacturers
- Oil refineries buy crude oil, produce plastic and fuel — plastic goes to nearly every Tier 3 manufacturer, fuel goes to gas stations
- Manufacturers buy refined materials, produce finished goods — they sell to retail stores and directly to players
- 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.
| Property | Outputs | Cycle | Maintenance | Max Staff |
|---|---|---|---|---|
| Mining & Extraction | Iron ×15, Aluminum ×10, Copper ×10, Chemicals ×5 | 20 min | $1,000/hr | 8 |
| Oil Derrick | Crude Oil ×25 | 10 min | $2,000/hr | 6 |
| Commercial Farm | Grain ×15, Produce ×15, Grape ×10 | 20 min | $800/hr | 8 |
Tier 2 — Refining
Convert raw materials into intermediate goods.
| Property | Inputs | Outputs | Cycle | Maintenance | Max Staff |
|---|---|---|---|---|---|
| Heavy Smeltery | Iron ×10, Aluminum ×5 | Steel ×8, Al. Powder ×4 | 10 min | $1,500/hr | 6 |
| Oil Refinery | Crude Oil ×10 | Plastic ×10, Fuel ×10 | 10 min | $1,800/hr | 6 |
| Huge Oil Refinery | Crude Oil ×50 | Plastic ×90, Fuel ×70 | 30 min | $5,000/hr | 12 |
Tier 3 — Manufacturing
Turn refined materials into finished consumer and military goods.
Food & Beverage
| Property | Inputs | Outputs | Cycle | Maintenance | Max Staff |
|---|---|---|---|---|---|
| Food Processing Plant | Grain ×5, Produce ×5, Plastic ×1 | Sandwich ×10, Grilled Cheese ×8, Twerks ×5, Snikkel ×5 | 20 min | $1,200/hr | 6 |
| Beverage Bottling Plant | Produce ×5, Plastic ×2 | Water ×10, Kola ×10, Coffee ×5, Juice ×5 | 20 min | $1,200/hr | 6 |
| Brewery & Distillery | Grain ×8, Grape ×8, Plastic ×2 | Beer ×15, Wine ×10, Whiskey ×5, Vodka ×5 | 20 min | $2,000/hr | 5 |
Medical & Utility
| Property | Inputs | Outputs | Cycle | Maintenance | Max Staff |
|---|---|---|---|---|---|
| Pharmaceutical Labs | Chemicals ×5, Plastic ×2 | Bandage ×10, First Aid ×5, IFAK ×3, Painkillers ×8 | 15 min | $2,500/hr | 6 |
| Industrial Workshop | Steel ×8, Plastic ×5 | Repair Kit ×5, Lockpick ×10, Nitrous ×2, Wrench ×2 | 30 min | $2,000/hr | 6 |
Weapons & Ammunition
| Property | Inputs | Outputs | Cycle | Maintenance | Max Staff |
|---|---|---|---|---|---|
| Light Arms | Steel ×5, Plastic ×2 | Pistol ×3, SNS Pistol ×2, Tec-9 ×1 | 30 min | $4,000/hr | 6 |
| Advanced Arms | Steel ×10, Aluminum ×8, Plastic ×5 | Assault Rifle ×1, SMG ×2, Pump Shotgun ×1, Carbine ×1 | 40 min | $8,000/hr | 10 |
| Military Arms | Steel ×15, Aluminum ×15, Plastic ×10, E-Kit ×2 | Sniper ×1, Combat MG ×1, Military Rifle ×1 | 60 min | $15,000/hr | 12 |
| Ammunition Factory | Copper ×8, Chemicals ×5 | Pistol Ammo ×15, SMG ×10, Rifle ×8, Shotgun ×10 | 30 min | $4,000/hr | 5 |
Tier 4 — Retail & Distribution
The final stop. These properties sell to end consumers or act as large storage hubs.
| Property | Recipe | Maintenance | Max Staff | Notes |
|---|---|---|---|---|
| Distribution Center | None (storage only) | $3,000/hr | 10 | 150 slots / 1M weight — massive trading hub |
| 24/7 Retail Store | None (market sales) | $800/hr | 4 | Default NPC market when unowned |
| Gas Station | None (market sales) | $1,000/hr | 3 | Default NPC fuel sales when unowned |
| Restaurant / Bar | Sandwich ×5, Water ×5, Wine ×3 → $3,000 | $1,200/hr | 6 | Consumes goods, generates money directly |
| Ammu-Nation Licensee | None (market sales) | $2,500/hr | 4 | Default 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 entirelyTIP
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.
| Category | Buy Spread | Example |
|---|---|---|
| Raw Materials | 6-8x | Iron: buy $120, sell $15 |
| Refined Materials | 5-6x | Steel: buy $450, sell $80 |
| Manufactured Goods | 5-12x | Pistol: 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.
