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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