It has come to my attention that there were written specific rules regarding repairing destroyed Holy Sites. [quote]A player must wait four turns after creating a Holy Site in order to create a second, and another four to create a third. After the third one must wait eight turns, and after the fourth one must wait twelve. One cannot create more than five holy sites unless one of the five is destroyed in which case it can be repaired or a new created. If a holy site is destroyed then repaired, the Might used on its creation will be lost, and the Might used to repair it will replace the original creation figure. For instance, if you create a Holy Site for 10 Might (meaning you get 5 Might per turn from it) and then it is destroyed and you repair it for 12 Might, you will now get 6 Might from it per turn. The rule applies if you build it for 10 Might and repair it for 6 Might.[/quote] When repairing Teknall's half of the Celestial Citadel, I just spent 1 Might to fix it and kept the original Might Cost (5). While one could argue that the Citadel hadn't been completely destroyed, one could also argue that it had been destroyed, and would thus be subject to this rule. Does repairing a Holy Site count as creating a new one for the purposes of time limits etc.? Should I change the Might spent? If repairing Holy Sites isn't affected by the time limit, would I get retroactive Might because the repair took place last Turn? (It's a good chance to upgrade it, so that the Might-per-turn is a whole number)