diff --git a/core/src/com/unciv/logic/automation/ConstructionAutomation.kt b/core/src/com/unciv/logic/automation/ConstructionAutomation.kt index a9e9cd8781..fa94ad2231 100644 --- a/core/src/com/unciv/logic/automation/ConstructionAutomation.kt +++ b/core/src/com/unciv/logic/automation/ConstructionAutomation.kt @@ -57,11 +57,14 @@ class ConstructionAutomation(val cityConstructions: CityConstructions){ addHappinessBuildingChoice() addDefenceBuildingChoice() addUnitTrainingBuildingChoice() - addWondersChoice() addCultureBuildingChoice() - addWorkerChoice() - addWorkBoatChoice() - addMilitaryUnitChoice() + + if(!cityInfo.isPuppet) { + addWondersChoice() + addWorkerChoice() + addWorkBoatChoice() + addMilitaryUnitChoice() + } val production = cityInfo.cityStats.currentCityStats.production diff --git a/core/src/com/unciv/logic/city/CityInfo.kt b/core/src/com/unciv/logic/city/CityInfo.kt index e69ed1b014..d43ce7f2a5 100644 --- a/core/src/com/unciv/logic/city/CityInfo.kt +++ b/core/src/com/unciv/logic/city/CityInfo.kt @@ -327,6 +327,7 @@ class CityInfo { isPuppet = true health = getMaxHealth() / 2 // I think that cities recover to half health when conquered? cityStats.update() + cityConstructions.chooseNextConstruction() // The city could be producing something that puppets shouldn't, like units } private fun diplomaticRepercussionsForConqueringCity(oldCiv: CivilizationInfo, conqueringCiv: CivilizationInfo) {