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districts district

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Districts are the pieces a planet is divided into. Each has its own owner and loyalty, and empires capture them one at a time by driving loyalty down, rather than taking a whole planet at once. Seeing them: district The planet you are on, marking the one under your feet. district Another world's districts. district overview Every district your empire holds, across all planets. planets The overview of every planet and who holds it. district overview gathers every district your empire holds across all planets onto one screen, grouped by planet, listing loyalty, structure, development time, specialization, martial law, and siege status one line each. A district under attack shows [SIEGE] on its own line where you hold War Command level 2 or higher to see it, otherwise the planet name itself is flagged. Warden factions may use this for the empire they serve. Specializing a district: An owning empire's leader or general uses develop, standing in the district, to choose one of six specializations, then levels its three facilities with zenni, materials, and a build timer (see help develop). Each facility grants a buff to clan members. Exchange Treasury +zenni, Trade Hub +revenue, Counting House +tokens Forge Anvil, Refinery, Kiln +weapon/armor/tool crafting quality Garrison Armory +physical, Dojo +autohit, Proving Hall +ki damage Bastion Ramparts +damage reduction, Infirmary +healing/repair, War Command +warning, loyalty, and empire rally Sanctum Shrine +legendary drops, Meditation Hall +ki regen, Relic Vault +boss loot Farm Hatchery +fish output, Field +vegetable output, Granary +legendary food chance Farming food: A Farm district turns a planet's fish and vegetables into stat boosting food (set them as resources, see help production). - Hatchery raises fish output, Field raises vegetable output - summed facility levels raise the food's stat bonuses - Granary gives each harvest a chance, 1% per level, to come out legendary or celestial with far stronger bonuses - own every district on the planet and all your Granaries stack, applying that chance to every material any district produces there (ore, wood, all of it), 20% cap - withdraw with contract withdraw fish or vegetables as real edible items; higher quality comes out first, overflow past the cap auto sells for zenni How the buffs work: - reach only the planet the district sits on, never universe wide - control the planet (a majority of its districts) and they follow you anywhere on it, otherwise only while you stand in the district; leave the planet and they drop - same type buffs stack across your districts, capped at +25% per effect - each facility adds a few percent per level, so peak bonuses take several like districts - exception: a Bastion War Command can rally the empire, projecting its buffs everywhere for one hour and superseding local ones (see help rally) - see active bonuses under "District Bonuses" in clan info, per facility in district Structure, the district's walls: Every district has a pool of Structure Points shown on district. The more you build, the deeper the pool, so a developed district is far tougher to tear down. - shields loyalty, an owned district holds above zero while structure is at half or more - powers the buffs, a damaged district grants only a fraction of its facility bonuses - a freshly captured district runs at part strength until it is repaired Defending, and the reward for it: - kill or drive off saboteurs; you may cut them down freely on ground you own - repel the whole siege and hold the district clear for 5 minutes to earn +50 loyalty and +50% structure at once, at most once per district per hour - a district lost to capture or razing earns the defenders nothing - see help siege for the full attacker and defender picture Keeping structure up: Any member of the owning empire may channel district repair to rebuild structure from the clan bank, fast but paid. On top of that, a district you are governing well, one whose loyalty is above zero, slowly mends its own structure for free over time. Repairs of either kind are impossible while the district is under active attack, and the paid repair costs more per point below half. Early warning: A Bastion district's War Command warns its owner the instant a rival begins sabotage, before any real damage is done, so you can rush to answer it while the shield still holds. Higher levels also pin down the intruder's location sooner. Neglect and rebellion: A district left to rot turns on you. While its loyalty sits at zero or below its structure crumbles on its own, and once structure falls under half the loyalty shield breaks and unrest can build into open rebellion, evicting you and setting back its development. Full details are in help rebellions. Losing and rebuilding: Losing a district is not the end of your work there. Your empire remembers the buildings it raised, so if you retake that ground the first rebuild of each facility is cheaper and faster (see help develop). Production: A developed district also produces raw materials into the empire stockpile each hour (see help production and help stockpile).
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