Comments (3)
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.

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!

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.