We just learned the happy news that your finished goods never spoil, which means the only true limit on how much you can hold is space. This lesson is about that space, and I will be honest with you: it is one of the most practical lessons in the whole chapter. Get it right and you simply stop leaking goods that you worked hard to make - and that is a quiet kind of profit that many new players miss for far too long. Your town can only store a limited number of units, and here is the key fact to anchor everything else to: that limit comes entirely from your warehouses. With no warehouses at all, you have almost no storage to speak of. Warehouses are not optional decoration or a nicety to add once everything else looks pretty - they are the literal container that everything you own has to fit inside. Treat them as one of the foundations of your town, not an afterthought, and this whole topic becomes easy.
How much room each warehouse gives
Each warehouse adds capacity according to its quality level, and - this is the convenient part - the capacities add up across every warehouse you own. There is no penalty for spreading your storage across several buildings; the totals simply combine. Here is exactly how much room each level provides.
- A level 1 warehouse holds 2000 units.
- A level 2 warehouse holds 4000 units.
- A level 3 warehouse holds 6000 units.
- A level 4 warehouse holds 8000 units.
- A level 5 warehouse, the top, holds 10000 units.
Because capacities add together, working out your total room is just simple arithmetic. Two level 3 warehouses give you 6000 + 6000 = 12000 units of room. A level 5 and a level 2 together would give you 10000 + 4000 = 14000 units. And if you owned, say, three level 1 warehouses, that would be 2000 + 2000 + 2000 = 6000 units - exactly the same as a single level 3. You never have to guess: your current cap, and how much of it is still free, are shown on your town and inventory pages, so you can always see at a glance how close to full you are.
There are two natural ways to grow your storage, and both follow from that arithmetic. You can build another warehouse, which adds its level's capacity on top of what you already have. Or you can upgrade an existing warehouse to a higher level, which raises that one building's contribution - upgrading a level 1 to a level 2, for instance, lifts its share from 2000 to 4000. Either way the total simply climbs. Whichever route suits your town better, the point is the same: storage is something you can keep growing as your output grows.
What happens when you run out of room
Now the part to take seriously, because it is the one storage mistake that genuinely hurts. A full warehouse loses goods for good. When your storage is full, anything new that tries to arrive simply overflows and is destroyed. That includes production you collect, goods you bought on the market, and even tax paid to you by others. It is not queued for later, and it is not refunded - it is gone. The game will send you a message telling you what you lost, but a message is small comfort once the goods have already vanished. There is no undo.
A full warehouse loses goods for good
When storage is full, new arrivals overflow and are destroyed: collected production, goods you bought, even tax paid to you. Nothing is queued or refunded - it is simply lost, and you only get a message after the fact. The lesson is plain: build or upgrade your warehouses BEFORE you hit the cap, not after.
This is exactly why storage is not a luxury you bolt on once everything else is running. If you are producing faster than you are selling - which is a very normal and healthy situation - then warehouse space is the difference between banking your output and pouring it down the drain. A simple habit keeps you safe: keep an eye on your free space, and whenever it starts running low, either sell some stock to make room or build and upgrade a warehouse to add capacity. Stay a comfortable margin ahead of your output and you will never lose a thing.
It helps to imagine the moment overflow actually bites, so you can picture what you are guarding against. Say your storage is nearly full and you have a big production run finishing soon. The run completes, the finished goods try to flow into the town pool - and there is simply no room. The surplus does not wait politely in a queue for space to open up, and the game does not refund you the materials and effort that went into making it. The goods that did not fit are gone, and the only thing you receive is a message after the fact listing what you lost. It is a deflating moment, and it is entirely avoidable.
The good news is that avoiding it asks very little of you. Because your cap and your free space are shown plainly on your town and inventory pages, you always have the information you need to stay ahead. Before you kick off a large run, take a glance at how much room is free; if it looks tight, sell a little stock or add some warehouse capacity first. Treat that quick check as part of your routine and the whole problem simply never happens to you.
So let us gather it all up. Warehouses are your storage, plain and simple. Their capacities stack neatly from 2000 units at level 1 all the way up to 10000 units at level 5, and you grow your total either by building more of them or by upgrading the ones you have. The single rule to take seriously is that a full warehouse quietly destroys everything that tries to arrive, with only an after-the-fact message to show for it. None of that is anything to fear, though, because the cure is so simple: keep a little room to spare, watch your free space, and add capacity before you hit the cap rather than after. Stay comfortably ahead and you can make and buy as freely as you like, banking every unit. With storage understood and your goods safe, we can finally turn to the fun part of this chapter - actually using some of those finished goods on yourself, starting with eating and drinking for an instant lift of energy.