OK, got it. This change slows down recalculation processes a bit but won't slow down gameplay at all and will correct a LOT of problems with replaced and obsoleted buildings continuing to contribute their abilities despite being obsoleted or replaced. I can speed this all up some but will wait until I get into doing some more fixes planned for replacement building issues. How THIS whole system works was hinged on replaced buildings not continuing to contribute their tag abilities to the city so this will return some sanity to the adjacent damage system. However... I recognize some additional need to deepen this system significantly in a number of ways as well. I'm just not ready to work on that directly because I've been making real progress on the unit planning as well and don't want to get sucked back into the coding as much until I'm done there - or at least when I start to get back diving into the code to complete those plans. So for now, that this system could be improved is noted. Let's at least get back to it being generally debugged, along with tons and tons of other building effect issues. Y'all will see a lot of balance changes here as things are brought back to how it was supposed to be all along. I believe 2 things you'll really notice - gold balance and production times will improve a lot in later game. I've been hearing that there have been some unusual and unexpected imbalances there and this is probably why. IF YOU HAVE an existing game, recalculate it as soon as you can get this update! SHIFT+CTRL+T Might take a little while but it will be worth it.