Welcome to Development Diary 2 for Evolution of Ages: New Horizons
Dev Diary #2: SUPPLY
In Settlements the process of supplying your crafting buildings was an arbitrary value that suggested there were many more people about that were working for you.
In New Horizons those people are now in view and you will have much more control over how supply works.
An overview of the crafting process

In the above picture you see a work flow as follows:
GATHERER
Gathering buildings obtain base resources from the world, governed by the value of each terrain tile. The resources they will gather will be either base resources and/or foods.
Workers then carry the base resources to the nearest warehouse that is flagged to store them and has room. (Yellow Arrow)
Foods go to their own storage locations and do not use workers (Grey arrows)
WAREHOUSE
Each warehouse can select what resources it wishes to store.
Workers then carry these to crafting buildings for further processing. (Yellow Arrow)
CRAFTER
A crafting building will process resources into one of the following things: Components, Finished goods or Foods.
Workers will then carry components to a warehouse that is flagged to store them. (Yellow Arrow)
Foods and Finished items go to their own storage locations and do not use workers. (Grey Arrows)
FOODS
In Settlements everything used the same food resources. This led to a fight over the same resource for research and healing.
In New Horizons there are now 3 food resources.
- Base Foods: These will be consumed by your Workers. If there is not enough base food your workers will still do their job but very slowly.
- Research Foods: These will be consumed by research buildings and turned into Research Points that can be spent to unlock technology.
- Healing Foods: These can be consumed by injured characters and militia as well as used to create some in-combat healing items and empower some healing skills in battle.
FINISHED ITEMS
Things like tools, armour, weapons, augment gems etc do not go back into a warehouse. Instead they are available in a generic pool, much like in Settlements.
EXAMPLE

Here is a small example of a startup village.
The crashed ship acts as a large warehouse.
Workers are carrying various base resources and components to and from the warehouse and as they travel they will make their own pathways and trails.
ROADS
As you can see in the above example, workers will make their own little paths over time. These paths can be deleted or upgraded by you into roads.
Roads will further boost the speed of your workers (as well as items and technology) to allow them to do their job faster. Which will become more important if you wish to bring resources from great distances.
That is it for this developer diary. I hope you enjoyed it and look forward to the next diary. If you have any questions on how things will work in EoA: New Horizons, please post them on the forums.
A big thank you to you the community, without whom these games would not be possible.
Tormunda
