First guess: We reworked the exception in player level check, but we didn't implement such an exception to the city level requirement checks when it was generalized -> consequently checks also the tech reqs (which might be completely redundant thing after the player level check)
Reply To cazfi
First guess: We reworked the exception in player level check, but we didn't implement such an exception to the city level requirement checks when it was generalized -> consequently checks also the tech reqs (which might be completely redundant thing after the player level check)
This is something to resolve in this ticket.
There's also another issue causing barbarians' tech requirement exception not to work -> #45632
Autogame master / classic ruleset spits out "Pirate ... Cannot even build a fallback ... Fix the ruleset!" -warnings
This is rather suspicious now that we've recently reworked unit build requirement handling, including how barbarians' exception to getting to build units without knowing the tech.