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production

UsageSee below
Your 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.