Inquory World

Management games · Inventory timing

Inventory in management games: will stock arrive before you need it?

Your stock screen shows a delivery on its way, yet tomorrow’s jobs still lack materials. Count what can be used at each deadline before placing another order.

The short answer: put receipts and committed demand in time order. Start with usable stock physically present, add only deliveries that have arrived, and subtract each commitment once when it needs stock. An accepted order arriving after a deadline cannot cover that deadline.

The example below is an original planning exercise with invented units and rules. It does not describe Inquory World mechanics or report a gameplay test. Its demand is fixed and known; it is not a forecast or an optimal ordering policy.

A positive total can hide tomorrow’s shortage

At Monday’s close, a fictional workshop has 12 usable units on hand. A supplier has accepted an order for 20 more, arriving Wednesday at opening. Already accepted jobs require 8 units Tuesday at opening and 7 Tuesday at noon. Those are the only commitments. No further demand, damage, substitutions, transfers or production occur.

Every unit is identical. A receipt becomes usable immediately on arrival; where receipt and demand share a timestamp, receive first. Jobs consume their required materials immediately. Unfilled demand remains as backlog and is filled at the next receipt. These are explicit rules for our example, not defaults to assume in your game.

The aggregate calculation looks comfortable: 12 on hand + 20 incoming − 15 committed = 17 units after all commitments are eventually filled. But the incoming 20 arrive Wednesday. They cannot help either Tuesday deadline. After the first job consumes 8, only 4 remain for a noon requirement of 7.

Original HTML/CSS stock timeline. Wednesday’s closing surplus does not erase Tuesday’s missed deadline; the three late units are filled only after delivery.

Follow each event without subtracting commitments twice

This ledger starts with physical on-hand units. It subtracts demand only at its need time. The 15 committed units are not also deducted from the opening 12; doing both would count the same jobs twice. Backlog is tracked separately and physical stock never falls below zero.

One material, fixed commitments, backlog allowed; units rather than money
EventReceipt / new needUnits used nowUsable stock afterUnfilled backlog after
Monday closeOpening stock: 120120
Tuesday openingNeed 8840
Tuesday noonNeed 7403
Wednesday openingReceive 20; fill old backlog3170
Wednesday closeNo further events0170

On a phone, focus the table and scroll horizontally to read the backlog column. Tuesday noon serves 4 of the 7 units needed; 3 are late. Across both Tuesday jobs, 12 of 15 units are supplied on time. Wednesday clears that backlog without creating a second new demand for those same 3 units.

If the game loses unmet sales instead of backordering them, remove the lost 3 from future commitments. With no other demand, Wednesday would then end with 20 units, not 17, and the earlier sale would remain lost. Check cancellation, partial-fill and deadline-penalty rules before interpreting a negative stock display.

Check what can still change before the deadline

Ordering another normal Wednesday delivery cannot repair Tuesday’s gap. Look for a permitted earlier transfer, an actually earlier supplier arrival, or a change to the job’s timing. Verify the new arrival precedes consumption, and whether amendments are still allowed. If no feasible change exists, record the shortfall and its consequence instead of treating an unconfirmed rush order as available stock.

A buffer could cover a future gap, but this example does not establish its size. Unknown demand, variable delivery times, quality restrictions and storage limits change the calculation. Keep tentative orders separate from accepted receipts and distinguish accepted delivery estimates from actual arrivals. If materials are present but work still waits, inspect production bottlenecks and worker eligibility.

Copy an arrival-date check

Use paper or an existing notes app; this page collects no entries. Make one ledger per material and avoid adding incompatible qualities or items together.

Then check payment timing and storage separately. This units-only ledger proves neither affordability nor available warehouse space. Use the cash-flow example to inspect payments; use the expansion comparison before buying capacity.

What the primary documentation supports

Paul A. Jensen’s University of Texas inventory-game explanation, copyright 2004, describes weekly order decisions and backordered shortages. Its worked timing is explicit: an order at the end of week 1 with a three-week lead time arrives at the beginning of week 5, after complete weeks 2, 3 and 4. That dated teaching model illustrates why a lead-time label needs an event calendar; its rules are not universal.

Zensimu’s MRP Game documentation, updated February 3, 2026, describes weekly cycles, supply lead times, frozen periods restricting order updates, and scenarios introducing batch sizes and minimum order quantities. These are developer-described planning constraints. They do not establish our invented delivery schedule, a tested result, or the right stock target for another game.

Sources and method

Primary documentation checked November 4, 2026, Toronto time. The timeline, arithmetic and arrival-date check are original editorial work. No game was installed or tested; no player outcome was measured. See our editorial method and corrections policy.