Shop empty or processor starved
Trace one good from the Resource Zone through processing, storage, delivery, and the shop crate.

Trace one complete supply chain before rebuilding: Resource Zone to Processor, Depot, Courier, and Shop. Fix the first empty or blocked handoff, then expand only after the original district survives a busy period without manual rescue.
Town triage
The detailed finder traces the hidden system behind an empty shop, idle worker, stuck Courier, trash pile, or failed expansion.
Trace one good from the Resource Zone through processing, storage, delivery, and the shop crate.
Check assignments, full crates, road access, and the distance between home, job, source, and destination.
Find the Depot, Courier, worker, or Maintenance route stretched across both districts.
System lookup
Working chain
Draw a Resource Zone over valid Wood, Ore, Crop, or Fish nodes.
Keep the Processor input and output crates reachable.
Use a Depot as the stable handoff between production and sales.
Assign the Courier to the exact source and destination crates.
Watch one full delivery before increasing shop demand.
Expansion gate
Cave, Desert, and other remote areas increase delivery and maintenance distance. The phone or boundary panel shows the actual Coin, Rank, and EGO requirement.
| Gate | Ready when | If it fails |
|---|---|---|
| Rank | The current phone challenge is complete. | Finish the named requirement instead of adding unrelated buildings. |
| Logistics | Resource Zone → Processor → Depot → Courier → Shop completes without rescue. | Repair the first blocked link. |
| Maintenance | The new area can receive cleanup and repair coverage. | Delay the boundary purchase or place a closer service point. |
| Staffing | Townies have practical homes and jobs in each district. | Shorten the repeated commute before adding another role. |
| Coins | The old commercial street remains stocked through a rush. | Do not use one fragile shop loop to fund two districts. |
Player questions
Answers reflect the current status and check date shown on this hub.
Create one compact loop that connects arrival, shops, workers, and stock. Let it run long enough to reveal the first repeated trip before you open a second district.
Solo is easier for learning cause and effect. Co-op is faster when players split responsibilities and agree on who owns roads, staffing, supply, and visitor flow.
Automate a trip after you have seen it repeat and confirmed the route is sensible. Automating a bad route makes the problem more consistent, not better.
Check the entire supply path: source, pickup, travel distance, delivery, and the worker assigned to the job. Fix the longest or most interrupted leg first.
Expand after the first visitor, worker, and stock loop survives a busy period without repeated manual rescues. Add one road, shop group, or service pressure at a time so you can still identify what changed.