Chief of Staff
The automation suite: builds, troops, research, resources and shipments on autopilot. It uses EXACTLY your rules, costs and timers — it just saves you the click.

The Cabinet works in passes (every ~5 minutes, plus one immediate pass when you save a config): it sweeps your automated districts and does whatever's due, module by module. Everything it queues is 100% visible and cancelable like any order of yours. Each module can be paused per district.
Construction Plan

- Build templates (up to 10): buildings + target level, assignable to any districts you want (in bulk too).
- It builds one level at a time, always picking the cheapest pending step (everything grows evenly; the pricey stuff waits for the economy to catch up).
- If the step doesn't fit, it expands The Warehouse first. The card never lies about what it's doing: Setting up, Building, Gathering resources, Expanding storage, Cap reached.
- A cap of 50 automatic orders per district (so it's never “set it and forget it” forever): once you hit it the plan stops and you reactivate it with one tap — or by reassigning/editing the plan — so the Cabinet keeps building.
Mobilization

- ARMY targets per unit: the target counts ALL of yours — the ones at home, the ones already queued and the ones outside (backing another district, running ops, polling or on their way back). Send your whole army on tour and the Cabinet will not recruit you a spare one.
- Minimum at home per unit: the garrison floor the Cabinet tops up EVEN IF the army target is already met. It is the flip side of the point above — so you are not left with a bare district while the army is out.
- It recruits in batches of 10 units per pass (configurable per district between 1 and 25), counting what's already queued: it never overshoots the target.
- Queue caps, per district: up to 3 pending batches at a time and 12 hours of recruitment committed ahead (both configurable). They exist because recruitment charges the resources WHEN IT QUEUES, not when it finishes: with no cap, the first pass drains your till and leaves nothing for building or shipments. The card tells you which of the two caps stopped it.
- Untouchable buffers: resources that ALWAYS stay in the till + population kept free — validated inside the very same transaction that recruits.
- Mobilization templates: you save the whole package (targets + minimum at home + queue caps + buffers) and apply it in bulk to the selected districts — built for 60 districts.
- Troops lost on ops top themselves back up to the target on their own.
Research Manager
- A district × unit matrix: one click flags a unit as a target; the Cabinet researches it once The Think Tank and your resources can cover it.
- Serial per district: one research in progress at a time (the next one kicks off on its own when it's done).
- Multi-select + “Research everything possible” to assign in bulk.
- The same rules, costs and timers as researching by hand at The Think Tank.
Single War Chest

- Roles per district: surplus (whatever spills over its caps ships out) and deficit (filled up to its minimums, with priority).
- Thresholds as fixed amounts or as a % of what The Warehouse can hold; the % scales on its own when you expand it.
- Anti ping-pong: hysteresis (trigger threshold ≠ cutoff threshold) + a 30-minute cooldown on both ends after each send.
- It uses your real haulers (true capacity and trips); the Nation's Capital Controls shut it down.
Scheduled shipments

- Up to 20 fixed routes (origin → destination + cargo) on your own days and times (in your local time).
- Each route fires once per window: if there are no resources or haulers at that moment, it waits for the next one (no retry loops).
Price and free trial
Solo: 220 Pauta every 30 days (they stack) — or bundled into the Premium account. On top of that, you get a few free days when you hit certain district milestones (once per milestone).