Production Lines
Some buildings were causing large spikes in cpu demand, mainly when they had a lot of manufacturing processes. For example, a wharf had over 36k fishing processes and a farm had over 48k fields. The way buildings manage manufacturing processes was changed. The number of shops no longer increases server work load.
You will see this change on the Manufacture page of the Building window. There is no longer a manufacturing process panel for every possible worker. Instead, there is one for each production line that is making something.
A production line with one worker assigned is just like before, with the worker enabled. Now you can assign more than one worker to each production line, up to the number of shops|fields|etc. in the building. Number of shops assigned to a production line increases the amount of materials consumed and the amount of materials produced.
All workers must be present for all the shops assigned to a production line for the process to run. Workers are delegated to production lines from top to bottom. If the building has less workers than needed by production lines, then the bottom ones may not be able to run. You can reorder production lines in the list.
When a player pushes Run on a production line, they are supplying the efforts of one worker. If the production line only requires one worker, that is enough and the process will run. Otherwise, enough workers must be present plus the player, for the process to run.
If a player pushes Run on a disabled production line, it consumes/produces materials as if one worker ran it.
This change does not affect old style cities.