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

 

@GunChleoc:
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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https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309
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