In a real supply chain, an order doesn't reach your supplier instantly. It has to be processed, approved, transmitted, sometimes batched with others. Until now, this order delay was always fixed at 1 period in Zensimu, and changing the lead time only changed the shipping time.
You can now set the order lead time separately, and decide how far ahead each site can see the orders coming its way.

Order lead time + shipping lead time
The lead time of a supply capability is now split in two:
Order lead time: the time for an order to reach the supplier (minimum 1 week),
Shipping lead time (or production lead time): the time for the goods to arrive once the order is received.
Together, they make the total lead time, displayed as before. For example, 1 week of order time + 2 weeks of shipping = 3 weeks of lead time, which is the classic Beer Game setup.
Existing games are unchanged: they keep an order lead time of 1 week.
On the game board, orders travel as paper planes towards the supplier, just as shipments travel as trucks. With a longer order lead time, several planes can be in the air at the same time.
Demand visibility
Each site now has two visibility settings, in the site's Edit panel:
Supply visibility (previously "Visibility limit"): how many weeks ahead a site sees the quantities on its incoming trucks,
Demand visibility (new): how many weeks ahead a site sees the quantities of the orders sent to it.
Beyond that limit, players only see "??". By default, demand visibility is set to 0: orders are only revealed when they arrive, as before.
Both settings are also available in Bulk update.
This opens up new debriefing discussions: what if the retailer shared its orders with its supplier earlier?
Production orders: commit now, check components later
For production capabilities, a production order is now a firm order: you can commit to any quantity, and components availability is only checked when production actually starts.
The site panel shows what will be needed and when, e.g. "Needs 🌾24 🫙12 at W2".

At production start, the order uses the components available. If there aren't enough, the missing production quantity isn't lost: it's automatically carried over as a new production order to be applied for the following week.
This makes multi-level scenarios closer to real production planning, where teams need to coordinate production plans with component purchasing, especially when these are handled by different players.



























