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I would like to request support regarding the use of military facilities.

U
uluhakan
Jul 9, 2026 · EN
81 24 3
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Hello friends, hi everyone. How is the game going? Are there any issues with production, construction, or other matters? If you have questions or encounter any problems, feel free to share them with me. I would be happy to answer questions on topics I am knowledgeable about. I take great pleasure in helping people meet their needs—whenever I am in a position to do so, of course. Life in this world is finite. I believe there is an eternal life that never ends. I am certain we will be resurrected after death. We will then live a new life based on our actions here—a life that will last forever. To secure a good place in that eternal life, I strive with all my might—using whatever means I have—to help others and meet their needs during my time on earth. I know that my actions will come back to me. Because of this belief, those who ask me questions aren't doing me a disservice; quite the opposite—they are doing me a good turn. That is why I am asking seriously: if anyone needs help with matters I understand, please let me know. You will see that I do my very best. Since I’ve asked if anyone else needs help or is facing difficulties, let me mention that *I* need some help myself. I’m looking for answers from those who know the ropes. I’ve built the military academy, the weapons factory, and the ammunition factory. In short, I’ve made all the necessary preparations to raise an army; all the buildings listed in the construction section are complete. But I don't know which building I need to use to produce what, or in what quantities. I wonder if there is information about this somewhere that I simply can't find, or if this is another piece of information the moderators keep under wraps to heighten the mystery and maintain interest. I also have a request for the moderators: please modify the layout of the weapons and ammunition factories. Just like with other buildings, all the producible items should be listed in one place. The list that appears when I click on the building right now is confusing; I worry that I might be missing something I could actually produce. I would also like the game to ask for confirmation when we click to build something. Just a moment ago, I accidentally built a stone quarry when I intended to build a hospital, simply because there was no confirmation step. There could be an option to cancel during the initial construction phase—perhaps based on a time limit or a percentage of completion—or, as I mentioned, a confirmation step (like "Are you sure?" or "Do you confirm?") after the requirements for the chosen building are displayed and we initiate the build. I trust that my requests will be taken into consideration and that the game will continue to improve and become even better over time.

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Comments (3)

O
onnuri
+32
Jul 10, 2026

The only disadvantage in military facilities right now is large icons. But if you move your mouse pointer accurately you see that items to produce are changed. All other aspects are work as in other producing buildings: on leftside you see required materials, on right side -- the output. If you worry to miss something open the Marketplace menu, navigate to military section and consult with it -- all possible goods are listed there.

0
D
Dutton
+26
Jul 10, 2026

Your article is very useful, and congratulations on your initiative to help beginners in this economic, political, financial, and more recently, military simulator. Allow me to share two additional insights regarding storage management, presented for the benefit of your readers: The Impact of Upgrades: When initiating a warehouse repair or upgrade, you will notice the capacity metric on the progress bar fluctuate. This indicates a temporary reduction in storage capacity while renovations are underway. Upgrading all warehouses simultaneously can critically restrict your capacity, potentially causing you to lose new resource harvests or referral commissions due to a lack of space. The Marketplace: You can strategically utilize the resource marketplace as an auxiliary storage unit. By listing your excess goods at a higher, non-competitive price, you effectively hold them safely until you choose to reclaim them hours or days later. I highly recommend testing this method with a small quantity first to observe how the value and listing mechanics behave. In essence, while your resources remain listed on the market, you temporarily free up valuable warehouse slots. The marketplace functions as an external, secondary inventory. However, exercise caution when canceling these active listings; if you do not have sufficient warehouse space available to receive the returned items, you risk losing them or disrupting your production flow. Regarding your suggestion about what advice you could receive touching upon the evolution of your city, I think that first of all you need to answer the question: what kind of plan do I have for my city configuration? What type of user would I like to become? Right here you can find the article where I provided these details.Regarding the suggestions about that confirmation, implementing a confirmation would indeed be useful. Even I proposed that for buildings that are idle (not producing), that 'ZZZZ' should appear so we know which ones are producing and which ones are not, without making too many clicks. Good luck with your plan!

1
Y
yeethernal
+25
Jul 10, 2026

The accidental construction example really caught my attention because it's the kind of mistake anyone can make, especially when buildings become more expensive and take longer to complete. A confirmation step would certainly help prevent wasted resources. About the military production, one tip that helped me was checking the handbook whenever I wasn't sure about a mechanic, since the official rules are documented there and it's usually the most reliable place to look before experimenting.

1

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