Repairing and Reactivating Buildings

What it is

Repairing and Reactivating Buildings restores buildings whose sign, region or operating state became invalid.

Requirements

  • You must belong to a kingdom and have production-management access.
  • A production building needs a valid region, sign, building type and export destination.
  • The building must be active before it can produce resources.

How it works

A production building uses its type, selected resource, input storage and export destination to create items over time.

Its level, available inputs, local resource potential, storage space and active events can affect how much it produces.

Commands

CommandActionCost or limit
/production repair <id>Repair at its sign.Management access.
/production reactivate <id>Reactivate an eligible building.Building must pass validation.
/production resubmit <id>Resubmit after fixes.Rejected state required.