Production chain throughput (Theory of Constraints)

Quality of life Production & Recipes UI & UX
AB [ideas] · 4 years ago

In the real world there is this thing called the Theory of Constraints, which is at the heart of this game. In essence, in order to optimise a system of production one needs to know the different inputs/outputs at the different stages of production, what their theoretical unconstraint production levels are, what their constraint production profile is.
So to the game, wouldn't it be cool to have a view based on resource as to what the constraint and unconstraint production levels are and in turn where do you need to expand/contract your factory to balance it.
The simple view at a point in time would be, based on point in time installed capacity, what are the total current demands on resources (with/without current unity boost), what are the theoretical resource outputs (not quite sure how you'd do mining given waste movement), what level are current outputs, whether there is therefore a bottleneck in the process (starved or choked). Add onto that some views of variation over time.

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