production
Usage
See belowYour developed districts work while you are away, turning geology into crafting
materials each hour, and Forge districts refine those into finished vitamins
and repair kits.
Raw output:
A planet's geology sets what and how much it yields, so scout before you invest
(see help develop). Exchange districts amplify it, the Trade Hub for volume and
the summed Exchange facility levels for quality. It also scales with loyalty
and structure, a battered or disloyal district only trickles, a razed or
revolting one yields nothing.
Where it goes:
Output pools into your empire stockpile automatically. Each material caps at
1000, and overflow auto-sells to the bank. Counting Houses raise that sale
price, stacking across a planet you control, up to a cap.
Manufacturing (Forge + Kiln):
A Forge district with a Kiln runs a line converting stockpiled food into
vitamins or ore into repair kits, far stronger than hand crafted, and the
Kiln's level sets the speed.
stockpile production
lists your Forge districts and their lines
stockpile production start <#> <vitamin|repairkit> <count|forever>
stockpile production stop <#>
start or stop a line by number, leader or general only
Each unit eats one food (vitamin) or ore (repair), highest quality first. Its
heal scales with that material's quality, the district's Forge level, and your
empire wide Kiln bonus (stacking on a planet you fully control), and a Granary
can roll it legendary or celestial. A forever line pauses when materials run
out and resumes when restocked, a counted line stops when done. Finished units
wait in the Finished Goods block of stockpile.