City tasks
Produce Material
Keep the Research Factory's production queue full of the material you pick.
Produce Material walks to the Research Factory, opens Produce Materials, and adds the material you pick to the production queue until the game says the queue is full. Producing costs nothing in the game, and the run never taps a speed-up.
Instances ▸ open an instance ▸ Duties ▸ Common tasks ▸ Produce material ▸ ⚙, or click the row's name. It is a duty, not a plan task, and this window is the only place it is set up.
- Tab strip
- MATERIAL
- Picked tile
- Status line
- Last look
- Reset task settings
- Reset records
- Done
Set it up
- In City Mapper, open the city this instance uses and map the Research Factory like any other building. It is a different building from the Workshop.
- On Duties ▸ Common tasks, open Produce material.
- On the Task setup tab, click the material to produce.
- Check the Schedule tab; the shipped every-6-hours rhythm suits most accounts.
- Click Done, then switch the row on.
Schedule tab
- Tab strip
- How often
- Come back every
- Run cap
- Retry when it fails
- Reset schedule
- Reset records
- Done
- Tab strip
- How often
- Come back every
- Run cap
- Retry when it fails
- Reset schedule
- Reset records
- Done
- Tab strip
- How often
- Come back every
- Run cap
- Retry when it fails
- Reset schedule
- Reset records
- Done
The tab's note reads when and how often this duty runs.
How often
Once a day or Every few hours. Once a day is done when the game resets; Every few hours keeps coming back. Default: Every few hours, because the queue empties by itself during the day.
Run before plan tasks
Off by default. Off, this waits for free time and only pushes into a busy plan as the reset gets close. On, it runs before the plan's first task of the day, with every other duty you tick this on, in order. Shown only while How often is Once a day.
Come back every
The interval, from 1 to 24 hours, measured from the last time it actually ran. Default: 6. Shown only while How often is Every few hours.
Run cap
Use up to a number of runs per Game day, from 0 to 99. At 0 it reads No cap: as often as the schedule says. Default: No cap. Shown only while How often is Every few hours.
Retry when it fails
How many times a failed turn is tried again before it is left until its next window. It counts per game day, and the waits between tries grow. Range 1 to 10 tries a day; 1 means don't retry. Default: 3.
Reset schedule
Puts this tab back to its shipped defaults and closes the window. The material you picked is kept.
Task setup tab
MATERIAL
Twelve tiles with the game's art: Purple Crystal, Blue Stone, Red Agate, Silver Pearl, Meteorolite, Iron, Bronze, Wood, Animal Bone, Leather, Feather and Dragon Scale. Click one to produce it. Exactly one is always picked; clicking another moves the pick, and clicking the picked tile does nothing. Default: none picked.
Status line
Under the tiles. With nothing picked it reads Nothing picked yet - the task has nothing to do until you pick one.; with a pick, for example, Iron, at whichever tier the Research Factory opens on - queued until the game says the queue is full.
Last look
Under the status line. A dated note of what the last visit to the Research Factory saw: the tier page it opened on, how many queue slots were free, and what it queued. It reads Not opened yet. until a visit has recorded one.
Reset task settings
Asks first, then clears the material pick and closes the window. The schedule is not affected.
Tab strip
Schedule and Task setup. The window resizes to fit the tab you open.
Reset records
On the footer line, beside a short note of what this duty has recorded (Nothing recorded yet when there is nothing). It forgets the duty's own record of its turns: whether it ran today, what it read, what it spent and any wait after a failure. It asks first, acts at once, and leaves the window open. Nothing in the game changes and your settings are kept. Greyed out when nothing is recorded.
Done
Saves everything in the window and closes it. The title-bar ✕ or Esc closes it without saving.
There is no tier or quantity setting. The window always opens on the highest tier the account has unlocked, and the queue is filled until the game says it is full.
How it runs
- It walks to the Research Factory, opens its menu, and picks Produce Materials. When a Historic General Quest reward is waiting, tapping the building opens that quest window instead of the menu. It presses the green Claim there, closes the window and walks to the building again; a grey Claim is never pressed.
- It taps your material's seat. Each tap adds one unit, and the game answers with Added to the Queue List! Each one is a row: Queued Iron — 3 so far.
- It keeps tapping until the game answers Material Production Queue is full!. A full queue is success.
- If another message covers the answer, it waits for it to clear and taps again. Three taps in a row with no answer it recognises end the run, as do 16 taps in one visit.
- It closes the window and returns to the city.
The result states the count and the tier, for example Queued 4 x Iron (Lv3) — the production queue is now full. When the queue was already full it reads Nothing queued — the production queue is full and counts as success. Queued at least 4 means a message hid one of the game's answers, so the real number may be higher.
It never taps Instant Research or Batch Finish, and a slot that is already producing is left alone.
Examples
- Steady supply, Silverpine: pick Iron, keep Every few hours at 6. The queue is topped up about four times a game day.
- Light touch, Northwatch: pick Leather and set How often to Once a day with Run before plan tasks on. The queue is filled before the plan starts, once per game day.
- Two materials: one duty produces one material. To alternate, change the pick when you want the other.
Troubleshooting
It is switched on but never takes a turn.
Check the instance's Needs setup list on the Overview tab first. Then check that the Produce Material card is switched on in Studio's library; with it off, this duty does not run.
Needs setup says the Research Factory isn't mapped.
Open the instance's city in City Mapper, find the Research Factory in its building list and map it. Until then the duty cannot run.
Needs setup says a material must be set.
Open the Task setup tab and click a material.
The run says the material's seat wears a padlock.
The Produce Materials window was on a tier page the account has not unlocked, often because it was left open on that page. Close the window in the game; the next visit opens it fresh on your highest unlocked tier.
It says three taps drew no answer.
Something kept the game from answering the taps. Check the run's Details, then let the duty retry. If it repeats, open the window by hand and look for a message or popup that stays up.
The run says it claimed a Historic General Quest reward.
A general's quest reward was waiting over the Research Factory and covered the menu. The duty claims it and carries on with the queue; nothing else is needed.
It walked to the wrong building.
Check the Research Factory's pin and art in City Mapper. The Workshop, where siege troops train, is a separate building.