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Worker and production automation

Choose ongoing work, understand its recurring cost and take control again.

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Repeat paid production#

Production repeat asks an owned producer to buy another unit when its ordinary queue becomes empty. Each unit still needs its full current culture price, population space and age requirements. An unaffordable or blocked repeat waits; it never creates a free unit. Disabling repeat leaves paid jobs in the queue. A successful manual production or research command ends repeat for that producer.

Reseed a farm#

Enable reseeding on a villager already gathering from an owned completed farm. When that farm is depleted, reseeding pays its full current culture farm price and replenishes its food stock. Several enabled villagers on one farm do not cause duplicate purchases. Reseeding does not repair damage to the farm.

If funds are missing, the setting waits. Switching it off leaves already paid food and the worker's carried load intact. Compare the recurring price with your other spending plans before enabling it.

Reassign only nearby work#

Nearby reassignment stays with the original resource kind and search area. It waits until the old source is depleted and the carried load is deposited, then chooses among suitable currently visible nearby sources. It does not scout or move a worker to an unseen deposit across the map.

An idle worker with no existing setting cannot acquire a new job by enabling these flags. Give a gather order first. A successful direct order, including a queued order or entering garrison, clears worker automation. A rejected order preserves the setting. An unreachable ordinary route remains a route problem; automation does not teleport the worker or its resources.