On Mon, 11 Feb 2013 04:35:49 PM Michael Vehrs wrote: > I admit I did not explain that properly. Some time ago, there was an > improvement request, either on the tracker or the developer list, to > allow switching the production (specifically, the secondary production) > of the colony center tile from furs to lumber. If we want to allow that, > we need to make the workplace remember its production type, since there > is no unit present to do so. The same is true of buildings, which should > remember the selected production type even if no units are present.
OK. That makes sense. So, do we allow a work locations to have implicit production (like the current Church/crosses) which can differ from the production of a unit present? Further, in work locations that allow multiple units, can each unit have distinct production? Cheers, Mike Pope
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