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Re: [Merge] lp:~widelands-dev/widelands/AI-fixes into lp:widelands


I had the same thought but went the easy route for the moment being. Currently we only have 2 buildings recruiting "workers": the barracks and the second carrier recruiter. Both of them are limited for AI (barracks to 1, second carrier to 2 hardcoded) For these reasons I doubt if any effort in this way might be worth the pain. 
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