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    • I’ve noticed that when there are no buildings available for garrison, civilians just stay idle where they are. However, I haven’t verified whether this happens because there are no buildings close enough for them to detect, or because there are no available buildings at all.   What I’m fairly sure about is that units do not switch to gathering a different resource. In other words, if they were farming, they will try to resume farming rather than moving to gather wood.
    • But, if I understand correctly, that doesn't seem to be the issue @Atrik, the issue is having less people in farms at the end of the alarm because they go to the trees instead.
    • They can be though, since there is that flood map where the water rises, so maybe it’s possible to change the sky colors in the future?
    • Didn't recheck but my experience debugging UnitAI tells me that what probably happened was: Your units were actually chopping wood on a woodline further from garrisonable buildings You call alarm so they move all the way into the buildings The exacts trees they were chopping disappeared (chopped by other units : your soldiers) You ring end of alarm so they try to go back to chopping wood, but since the trees they initially were chopping are no longer there, they search new trees, but relative to their own position. Making your civilians start chopping trees at a different place as they were supposed to. Just a likely hypothesis and note for myself (or anyone) when I'll work UnitAI, since that would be fixable.
    • Is there any reason for the construction panel to be basically 2 long lines of 10 icons, a 3rd line with a few icons, and a last empty line, all with no apparent organisation? It doesn’t look good for someone new to the game (that was my first impression). Maybe the first 3 rows could be used for “normal” structures (those that civs tend to have in common), where icons would have a fixed place, and the last row for “special” ones (unique, or almost, and the wonder). The 1st row could be (mostly!) economic structures (resource oriented), the 2nd civil (what's left at the end, even when techs can influence military things, etc), and the 3rd military (that produce units that do damage, or do damage themselves). The 4th row would be ordered first with economic, then civil and then military structures. This looks better and also the fixed places on the first 3 rows help noticing fast what a civilisation has or lacks, in combination with checking the last row.   Here I’m showing an image with the “template” on the upper left, and 8 civilisations as examples (did it weeks ago, so for R27).
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