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- restrict coastal production types (Add game rule for coastal production #606 )
- add basic artisanal production switching (Add artisanal production switching #605 )
- take local good availability into account
- centralise the rng in a way that can be synced (Add xoshiro as submodule #610 Add weighted sampling #613 Randomise artisan switching #614) (syncing for MP moved to Network/Multiplayer logic #430 )
- use
defines.economy.GOODS_FOCUS_SWAP_CHANCEto determine whether or not to switch if profitable (Switch artisanal production based on defines and score #634 ) - sell artisanal stockpile that is no longer used instead of setting the stockpile to the desired inputs
- let artisan produce old good one last time and buy inputs for new production type
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