Follow-up Comment #2, bug #22089 (project freeciv): Yeah I would guess that would be fully sufficient.
I was mainly thinking about ways to make buying (much) less viable. Increasing buy cost and then having some 1 or 0 shield improvement with very high upkeep for production boost (think work camp or something like that), would mean that you are much less able to do last turn buys while still retaining similar overall productivity. As for reques I support adding them wherever possible :) As they give so much flexibility while using generally quite simple structure/idea. Prevent buy option is also nice. Though one observation: it seems rushing wonder with caravan counts as buy, as game does not let you change production on the same turn with such message (inability to chanbe production after caravan has mostly clear reasoning). But ,I think, this "prevent buy" should be made to not interfere with caravans ability. _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?22089> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev