district_03

All five districts

module: district_03.port berth 2
fig. 04 loading · 0 containers aboard

Trade Port

Everything leaves by water

The port is the hinge the rest of the city turns on. Ore and parts come down the freight line from the industrial district, wait a shift in the yards, and sail on the first ship with room for them.

Routes are generated per run. Biomes, distances and whatever diplomacy you have signed decide what is worth shipping this season — and who is still willing to buy it.

Trade routes
Procedural lanes across biomes, re-priced as the world map changes.
Diplomacy
Tariffs, treaties and embargoes that quietly open or close a lane.
Logistics
Warehouse slots, crane throughput and the schedule you hand the harbour.
Risk
Weather and distance leave a late ship's cargo at the mercy of the market.
how it plays

Inside the district

Reading the map

Each world generates its own biomes, and with them its own shortages. A run where timber is three weeks away plays nothing like one where it is across the bay, and the port is where that difference turns into money or into a problem.

Agreements

Diplomacy is handled as standing agreements rather than one-off deals: tariffs, quotas and exclusivity that hold until someone renegotiates. Signing the wrong one early is survivable; signing three of them is usually what ends a run.

Throughput

Warehouses hold a fixed number of slots, cranes move a fixed number of containers per shift, and ships do not wait politely. Most port upgrades buy throughput rather than capacity, because a full warehouse is only a problem if the quay cannot empty it.