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Big Ambitions Warehouses and Deliveries

How a Big Ambitions warehouse feeds your shops: the 2 AM run, the four things it needs, which buildings hold two trucks, and why a driver stops.

Community sourcesCurrent for 1.0 Build 3675

GamePrimer EditorialUpdated Verified

Deliveries go out at 2 AM, and the run needs four things in place the night before: a vehicle parked in the warehouse, a delivery driver assigned to that vehicle, a logistics manager at a headquarters workstation with that warehouse in their plan, and a storage shelf in the shop receiving the goods. If a driver “is not delivering”, one of those four is missing.

A warehouse is the point where Big Ambitions stops being a game about one shop. Stock arrives there from importers or your own factory, and every morning a driver takes it out to the businesses you have told the logistics manager to supply. Get the setup right once and it runs itself; get one piece wrong and nothing moves, silently.

The 2 AM run, and what it needs

The logistics manager’s delivery plan is executed at 02:00. For it to happen at all, four things — the first three from the wiki’s Logistics Manager page, the fourth from the same list:

  1. A vehicle in the warehouse. Vehicles are bought and parked there; a warehouse with no vehicle has no deliveries, whatever the plan says.
  2. A delivery driver assigned to the vehicle. One driver per vehicle, hired from Anderson Recruitment Corp or through a headhunter. Their skill percentage gates which vehicles they may drive. The Freight Truck T1, the biggest, needs a driver at 95% skill or higher, and a driver below the bar simply cannot take it out.
  3. A logistics manager at a headquarters workstation. Hired from City Workforce Inc and assigned to a computer workstation in your headquarters, where they manage one warehouse or factory each. No HQ desk, no delivery schedule.
  4. A storage shelf in the receiving shop. The wiki’s own requirement list ends with “the store needs at least one Storage Shelf”. A shop with display fixtures but no storage shelf has nowhere for the delivery to land, and the run skips it.

Each logistics manager runs one warehouse or factory, and their skill decides how many locations they can deliver to. The community’s ceiling for a single warehouse is sixteen businesses — two freight trucks and one logistics manager at 100%.

Which warehouse to rent

The building code fixes how many vehicles fit:

Codes Size Vehicle slots
H1 · H2 · H3 690 m² 1
I1 · I2 · I3 1292 m² 2
P1 · P2 · P3 2184 m² 2
Q1 · Q2 · Q3 2610 m² 2

The wiki’s advice is blunt and worth repeating: rent a two-slot building even for your first warehouse. A second truck is the difference between adding a shop and re-planning every route, and an H building cannot take one.

Why the driver is not delivering

Almost every “delivery driver not delivering” report comes down to the checklist above, so work through it in order: is there a vehicle, is a driver assigned to that vehicle, does the logistics manager have an HQ desk, does the manager’s plan actually include the shop that is empty, and does that shop have a storage shelf.

Three things Hovgaard has said about it since:

  • A blocked truck used to jam the whole system. Until Early Access 0.11 an obstructed truck delivery “would get locked forever and prevent further deliveries”. That was fixed in June 2026 — if you are on 1.0, a stuck run is not this.
  • Early 1.0 had a delivery bug. Build 3674, on 2 September, fixed employees getting stuck when they tried to quit, which was making deliveries, imports and training fail. Hovgaard’s note says logistics that stopped working should recover as you play through to the next day.
  • Short stock is split, not queued. Since 1.0, when a delivery cannot cover every fixture, it divides what there is: Hovgaard’s own example is two empty cash registers and one box of paper bags, where the first register takes half. A shop that looks half-stocked after a run may simply have been sent half of what it needed.

Factories are warehouses with machines in

A factory lives in a warehouse building and ships out the same way — logistics manager, driver, 2 AM run — with one difference: a factory delivers to a warehouse, and only a warehouse delivers to shops. Goods sent from a factory to a warehouse and on to a shop still arrive the same night. What a factory adds is the inbound side: import contracts, purchasing agents and pallet shelves, covered in the factory guide.

  • Factory guide — the inbound half: importers, purchasing agents, the 0.10 overhaul
  • Employees and demands — the driver and logistics manager have demands too
  • Blueprints — warehouse layouts (H, I, P, Q) other players have saved

Sources

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