Full notes
Full Age After Age update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Balance
Moving Resources, Not Just Numbers
Hello everyone!
Today, we want to take a closer look at one of the core simulation pillars in Age After Age, the Logistics System.
City builders often hide resource movement behind abstract numbers.
We took a different approach in our game, logistics is a controllable, visible system that allows players to shape how resources flow through their settlement.
This system supports:
Production chains
Storage balancing
Trade routing
Service coverage
Optimization gameplay
It is designed to scale from early survival settlements to late-game economic networks.
How Logistics Works
At its core, logistics is about linking buildings together so resources move where they are needed.
Each production structure can create links to up to three receiving buildings — these are buildings that consume or redistribute its output.
A receiving building may accept input from any number of suppliers, allowing large networks to form naturally.
Some buildings act as both:
Producers of resources
Consumers of other resources
This enables circular and layered production chains.
Priority Routing
When players create links, they also define priority levels that control distribution.
Each receiving building is assigned one of three priorities:
High Priority - Receives all possible output first. Used for critical supply (food, heating, construction)
Medium Priority - Receives resources only after high priority demand is satisfied. Used for processing chains.
Low Priority - Receives surplus resources. Ideal for exports or optional production
This ensures players can guide the economy without micromanaging every delivery.
Production Loop Example
Let’s look at a practical scenario:
1️⃣ Multiple woodcutters produce logs
2️⃣ All woodcutters deliver to one storage building
3️⃣ Storage distributes logs based on priority:
High → Town Market
Medium → Lumberyard
Low → Export (Water Trade Post)
4️⃣ Lumberyard processes logs into planks
5️⃣ Planks return to storage with high priority
6️⃣ Surplus planks are exported
This creates a self-sustaining loop where:
Citizens get supplied
Industry stays productive
Trade generates income
Service Logistics
Logistics isn’t limited to materials. Some buildings provide services instead of goods.
Example:
Herbal Medical Posts automatically connect to residential buildings
These links are generated by the system
Workers travel based on need and availability
This keeps citizens supported without requiring manual routing.
As A Result
The logistics system enables:
Emergent economic behavior
Player-driven optimization
Scalable city growth
Strategic resource planning and stocking
We let players shape and refine the logistics, making efficiency itself part of gameplay mastery.
This system will continue to expand as we introduce:
Global trade routing
Diplomacy networks
Island supply chains
Era-specific production behaviors
More deep dives are coming soon and as always, thank you for following our development blogs!
Cya guys next time!
Source
Changelog.gg summarizes and formats this update. How we read updates.
