Follow-up Comment #6, bug #17970 (project freeciv):

This bug is a duplicate of http://gna.org/bugs/?16387.
That bug was not fixed because the developers failed to see either the
problem or the solution.

The simplest solution should be that there be two rounds of player activity
at turn change.

The first round should execute all code that is meant to happen at the end of
turn. Examples:- buying a unit in a city, making a road or base, fortifying a
unit ...

The second round should execute all code that is meant to happen at the start
of turn. Examples:- Auto-explore, goto, patrol, queued attack ...

This bug has nothing whatsoever to do with 'unitwaittime'.

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