Proposal:
Automatic faith purchases should occur at the end of the turn. (Current behavior is that these purchases occur at the beginning of the turn.)
Rationale:
Typically units purchased this way lose all movement anyway, meaning purchasing them at the beginning of the turn doesn't help anything. However, it is a drawback when you try to use the automatic counter to track when to make a manual purchase, typically of a missionary in a non-capital city. With the current system, you either cannot use this feature this way, or you have to mentally track when it's close, then turn off automated faith purchases to buy the unit in the city you want. This proposal is a QOL fix to improve the system.
Implementation details:
I don't know how this would affect Great Prophet spawns in the early game. The proposal is intended to leave these spawns as-is (i.e. spawning at the beginning of the turn). In situations where it matters, the intent is that the faith purchase happens after the Next Turn click. If this causes units with actions to spawn or other necessary player actions (promoting new military units, for example), there would be another pass at ending the turn.
Automatic faith purchases should occur at the end of the turn. (Current behavior is that these purchases occur at the beginning of the turn.)
Rationale:
Typically units purchased this way lose all movement anyway, meaning purchasing them at the beginning of the turn doesn't help anything. However, it is a drawback when you try to use the automatic counter to track when to make a manual purchase, typically of a missionary in a non-capital city. With the current system, you either cannot use this feature this way, or you have to mentally track when it's close, then turn off automated faith purchases to buy the unit in the city you want. This proposal is a QOL fix to improve the system.
Implementation details:
I don't know how this would affect Great Prophet spawns in the early game. The proposal is intended to leave these spawns as-is (i.e. spawning at the beginning of the turn). In situations where it matters, the intent is that the faith purchase happens after the Next Turn click. If this causes units with actions to spawn or other necessary player actions (promoting new military units, for example), there would be another pass at ending the turn.