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B2B Supply Charters & Contracts

Long-term industrial stability is achieved through recurring bilateral supply contracts between player enterprises.

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1. Structuring a Supply Charter

When proposing a supply contract to another merchant house:

  • Commodity & Quantity per Cycle: Configure the recurring volume of goods to dispatch every cycle tick (1 tick = 1 in-game hour).

  • Price per Unit: Agreed fixed settlement price.

  • Cycle Frequency: Time interval between dispatches (defaults to 24 ticks / 1 Game Day).
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    2. Partial Fulfillment Engine

    To prevent supply chain halts, the dispatch loop supports partial fulfillment rather than binary all-or-nothing failures:

  • Stock Deficits: If a supplier has fewer items in stock than the contract demands (e.g., they have 8 units available but the contract is for 20), the engine will dispatch whatever is currently in stock (8 units).

  • Pro-rated Billing: The buyer is billed only for the actual landed value of the dispatched quantity. All logistics handling fees and tariffs are pro-rated automatically.

  • Journal Annotation: Both the buyer and seller ledger transactions are marked with a partial fill indicator (e.g., (Partially filled; ordered 20u)) to ensure bookkeeping transparency.

  • Resume Cycle: The contract remains active and will resume full dispatches automatically once the supplier restocks.
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    3. Logistics & Freight Transit Times

    Goods are not transferred instantaneously. Dispatched shipments are loaded onto freight carriers and travel in real-time. Travel duration depends on the cities of origin and destination:

  • Same-City Transit: 🚚 0.6 Game Days (approx. 14 hours/ticks)

  • Domestic Inter-City: 🏰 2.1 Game Days (approx. 50 hours/ticks)

  • Cross-Border Transit: 🌐 4.1 Game Days (approx. 98 hours/ticks) + 5% Import Tariff levied on the gross value of the cargo upon arrival.

â„šī¸ Note: Transit times are controlled by dynamic administrator settings. Shipments already on the road maintain their original calculated arrival schedules, while new dispatches adopt updated transit times immediately.
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4. Sourcing & Cost Hierarchy

When calculating base costs for retail shelf pricing or factory production inputs, the acquisition price is resolved using a fallback hierarchy:
1. Contract Price: The weighted average unit price of active supply contracts for that product.
2. Landed Cost: The unit cost of the last successfully delivered shipment.
3. In Transit Cost: The unit price of incoming cargo currently on the road.
4. Base Guide: The standard catalog wholesale baseline price.

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5. Wholesale Price Control

Merchants can configure wholesale prices for their warehouse and factory dispatches at any time. Pricing rules set in your facility settings are cached and persist even when the product's inventory temporarily drops to zero stock, ensuring seamless contract setups for new clients.