On 12.02.2013 13:35, Michael T. Pope wrote:
> 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
>    

That would allow for maximum flexibility. I am inclined to handle these 
cases pragmatically. Implement them if it's not too much work. First, 
I'll try to get the salt fish production to work.


Regards

Michael



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