Repair of a Principality#

Repair of a Principality

All principalities in the land of clones require periodic repairs. Starting from the 1001st day after construction, repairs are performed every 30 days and can only be performed using tertiary resources. The cost of repairs depends on the total number of principalities on the account and increases as their number increases.

Table: Repair costs for each principality depending on the number of principalities on the account

Resource / Number of PrincipalitiesUp to 2From 3 to 5From 6 to 10From 11
Stamina1324
Wood beam18273565
Edged board385770110
Mounting rail76114140220
Wood lining154228280440
Foundation block18273565
Overlap block385770110
Facing plate76114140220
Brick154228280440
Channel2346
Girders46711
Corner7111421
Fittings15222842

There is no need to control repairs manually, as the game has an automatic repair function without automatic resource purchase.

Table. Automatic repair of the principality

FunctionalAvailability
Automatic repair+
Automatic purchase of a resource for repairs-
Maximum automatic purchase price-

Consequences of a broken principality#

Failure to carry out repairs to the principality in a timely manner results in a number of restrictions and loss of income.

  • Cash collectors do not deliver dividends on securities; they are sent to state storage.
  • The Principality cannot be put up for auction or is removed from sale.
  • Production at the principality’s factories is suspended.
  • If there is at least one unrepaired principality on the account, trading on the Trade Guild currency exchange is prohibited.

Repairs are cumulative. For each missed 30-day period, another full set of resources is added to the repair cost. For example, if no repairs are performed for two months, two sets of resources will be required, and if no repairs are performed for 10 months, ten sets will be required.

Timely repairs help maintain the principality’s profitability and liquidity, as well as avoid blocking key game functions.