Posts: 901
Threads: 28
Joined: Oct 2008
Rush buy laddering - is no more possible. I have even added a small red message, saying the player has to wait until next turn to change the production.
Wasted production was taken care of, along with cost brackets for rushing.
I have looked into that terrain and building combination and it is possible. But you'd have to sacrifice the detailed production analysis, since that will give nonsense nubmers (and I don't see how to change it without spending two days on it, which I won't).
Speaking of micromanagement issues, there is no solution to it. I thought I could alternate turns where you receive +1 hammer / + 0 hammer to offset the 1/2 production per farmer, but then we run into the problems with determining ETA. Doubling hammer values is impossible, due to the format of city data (also: no production cost > 250!) and I won't never ever do myself the pain to rework the city data. Long story short, it's a bit hopeless. And restricting your unit plans, I guess.