Production
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Production is how raw inputs become inventory. Without producers, traders have nothing to move and raiders have nothing worth stealing.

WEED
SEEDS
Grow
WEED
DIRT
EXPLOITS
Mine
DIRT measured in GB
SEEDS and EXPLOITS are bought from district markets. They are consumed when a production job starts.
Production is a home operation. You grow and mine from your home district. If you are away from home, you need to return before starting or collecting production.
This creates route pressure: profitable traders eventually have to decide when to go home, restock, and expose themselves on the move.
Production jobs are timed. When the timer finishes:
WEED jobs are harvested
DIRT jobs are collected from mining
Until collection, the job is not fully available as inventory, but the expected yield still matters for capacity.
Production yield reserves carry capacity as soon as the job starts.
Example: if you mine 10 GB of DIRT, that expected 10 GB counts against your capacity while the mining job is active. You cannot ignore unfinished jobs and overpack the rest of your inventory.
This rule stops players from using production as hidden storage and makes timing part of the strategy.
Upgrades can speed production and increase yield:
Grow Power
WEED
Faster grow cycles and stronger yield.
Mining Power
DIRT
Faster mining cycles and stronger yield.
Use these upgrades when you can actually complete and monetize the extra output. Buying power without route planning can trap value in your inventory.
Good producers:
buy cheap inputs
avoid starting jobs that exceed capacity
time upgrades before production, not after
protect the collection window
sell into districts where demand is higher
keep enough USDC for travel and defensive upgrades
Production creates value, but selling realizes it.
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WEED: SEEDS -> GROWING -> WEED
DIRT: EXPLOITS -> MINING -> DIRT