From f2b17ffb9c3f53cdcac6a3c41cdf0ced5592ab7e Mon Sep 17 00:00:00 2001 From: Dino Date: Sun, 26 Jul 2026 21:25:21 -0400 Subject: [PATCH] Sell obsolete buildings every turn, not just when new tech reported by John Campbell HR #2087 --- server/srv_main.c | 4 ++++ server/techtools.c | 3 --- 2 files changed, 4 insertions(+), 3 deletions(-) diff --git a/server/srv_main.c b/server/srv_main.c index 7a8d86587a..ccea7af97a 100644 --- a/server/srv_main.c +++ b/server/srv_main.c @@ -1852,6 +1852,10 @@ static void end_turn(void) game_advance_year(); players_iterate_alive(pplayer) { pplayer->turns_alive++; + + /* sell off obsolete buildings after everything has + * happened that could affect obsolete_by requirements */ + remove_obsolete_buildings(pplayer); } players_iterate_alive_end; log_debug("Updatetimeout"); diff --git a/server/techtools.c b/server/techtools.c index 06ec1c7660..fd72ab2405 100644 --- a/server/techtools.c +++ b/server/techtools.c @@ -507,9 +507,6 @@ void found_new_tech(struct research *presearch, Tech_type_id tech_found, if (shares_research) { char buf[250]; - /* Only for players sharing the research. */ - remove_obsolete_buildings(aplayer); - /* Give free infrastructure in every city */ if (tech_found != A_FUTURE) { upgrade_all_city_extras(aplayer, was_discovery); -- 2.31.0