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docs: Add Village
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packages/documentation/docs/sections/bonfire.md

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@@ -10,10 +10,16 @@ When you enable a building, this building will be built if all of these are true
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### Upgrades
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Buildings with a "⮤" in front of their name are upgrades to the building above them.
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Buildings with a `` in front of their name are upgrades to the building above them.
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You can select which upgrade will be automatically purchased by enabling them under **Upgrade buildings**.
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## Additional options
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## Additional Options
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**Turn on steamworks** turns on the Steamworks building as soon as the first one is purchased.
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### Turn on Steamworks
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Turns on the Steamworks building as soon as the first one is purchased, and keeps them turned on.
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### Turn on Magnetos
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Turns on the Magnets building as soon as the first one is purchased, and keeps them turned on.
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# Village
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## Jobs
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The top section lets you control how to automatically assign free kittens to jobs.
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Free kittens will be assigned to all enabled jobs until their respective **Max** is reached. Kittens are distributed one by one over time. Whichever job has the lowest amount of kittens assigned, will be assigned the next free kitten.
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## Additional Options
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### Hunt
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Sends your hunters on a hunt, when your catpower has reached **Trigger** of its capacity.
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### Hold Festivals
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Holds festivals whenever they are considered profitable. A festival is considered profitable if all of the spent resources are regained over the period of the festival.
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### Promote Kittens
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Promotes your kittens, when your gold has reached **Trigger** of its capacity. Kittens are promoted if you have engineers that would profit from having a higher rank. Otherwise, high ranks are meaningless.
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### Promote Leader
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Promotes your leader, as soon as possible.
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### Elect leader
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Elects a kittens with the given attributes as a leader.

packages/userscript/source/VillageManager.ts

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@@ -157,7 +157,7 @@ export class VillageManager implements Automation {
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let tier = -1;
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const engineerSpeciality =
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this._host.gamePage.village.sim.kittens[kittenIndex].engineerSpeciality;
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// If this kitten has no engineer speciality, skip it.
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// If this kitten has no engineer specialty, skip it.
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if (isNil(engineerSpeciality)) {
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continue;
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}

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