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For example, potatoes into snaps, you can put the farm with a road to the snaps factory, and the warehouse never has to touch the farm. The roads can go
Ware-brewery-farms
Just like above, the -(road) never allows the warehouse to touch the farms, it's not needed.
The potato goes to brewery, and gets turned into snaps, comes out the other side of the building and enters the warehouse, so your warehouse only ever deals with 1 building in the chain.
Also, note that buildings can carry different amounts. Example, lumber and snaps are 8 tons before production stops, so even if your warehouse says it can't grab anymore goods, as long as the factory isn't sitting on 8 tons you are not losing production, you only lose production if the factory can't unload the goods before it hits 8.
Click on the building to see the total it can hold.
Most buildings later in the game can only carry 2 tons, so as you progress supply chains become more important to watch closely.
Also seperate your types, aka only productions chains of same type should be mixed to help reduce stress.
This isn't valid for electricity, but start of getting to that part of the game first, than you can learn how to rebuild for electricity.
This is very useful. Newbie to this game not a new person to anno here. Revamped my main island from my way to what the game way is and it was a massive improvement. ended up getting rid of 8-9 warehouses.
This is one of my most efficient setups. You can see that the raw materials are on the inner ring while the production are on the outer. I do have a trade union with items, but it works the same unmodded. I have a few wool farms paused as I am currently producing 31 wood and 28 clothing...so the extra ins't yet needed. I also use a fire station between the 2 rings for coverage since the inner ring ins't connected to any outside road. I also place the wool silos connected to the outer ring to be supplied with grain.