I found this in the accompanying "differences"-doc:
# If you were producing insufficient rations or gold to support your army, the original Master of Magic would kill off your units. However, even if you were producing negative gold and had no gold stored so had no gold to pay for maintenance on your buildings, it would never force you to sell off buildings (this really surprised me when I found it!) MoM IME will sell of buildings as well as killing off units in order to get your gold production back above zero. Note, this means even if you have units still alive that have gold upkeep, MoM IME may sell off buildings instead - it chooses randomly
As here the decision was made to alter the rules of the game anyway, to counter an inherent flaw in original MoM, I might suggest a different way.
Synopsis: Disable random auto-dumping, instead implement "auto-alchemy on demand" and "auto buy required food on demand". Optional: A defined amount of ressources that is transformed each round automatically
Lets look at it from the inner logic of the game first: Any true general would kill his administration (and take this literally!), if they let random buildings be sold, or random troops be dismissed, of, in a fantasy-setting, random spells be dispelled without asking. Such things simply are too critical, as they are expensive, and can be decisive.
As MoM is a turn based game, and as these turns take quite some time by matters of game-logic, I think that uncontrolled (if not random) dumping should be happening only under the direst of circumstances. Say, when my sorceror has been banished, and I decide to continue the game and use the spell of return (and even then, some "semi-intelligent" measures should happen first automatically). Otherwise, by game-logic, there should always be enough time to make critical decisions by yourself.
Let's assume that some among us (me, i.e.) want an Options-checkbox that says "(x) No random dumping at end of turn", so that, when and if some ressources (Mana, Gold, Food) do not suffice, I cannot end my turn.
And when, by reason of unfortunate events between turns, something has to be done, some optional things (see further down) happen automatically BEFORE random dumping takes place.
The normal reaction of players to situations of scarce ressources was, and is, and will be: Micromanaging.
They play with the "Alchemy"-button, re-dedicate workers, select units to dump, sell spells to other sorcerers (or do comparable diplomatic acts).
Of course, Micromanaging is the "grind" of strategic games, and though it is preferable to random "unfortunate events", it is to be avoided otherwise, if possible, at all. Strictly: IMHO.
So have some ideas how to avoid random dumping AND micromanaging (aka Grind) with one act.
So, for a start, I want another Options-checkbox "(x) use auto-alchemy".
Optionally, this could be split up into checkboxes "use (x) no auto-alchemy at all (x) only gold->mana (x) only mana->gold (x) both(default)", if time allows.
This would transform, by simple arithmetics, gold to mana, or mana to gold, automatically - strictly by the rules of the game, of course, i.e. regarding the "alchemy"-skill - when and if either ressource is lacking.
A pop-up that says "Automatic handling" (ends turn, using auto-whatever), "Micromanage" (returns to game, not ending turn) and "Let loose random hell on my possesions" (as in classic MoM) would be nice, of course, if I do not check "End turn: (x) as in classic MoM, (x) use auto-whatever, (x) ask" in Options.
This would come in handy especially if/when you loose a city between turns, which in classic MoM usually is the reason for reloading an old savegame... Unnecessary.
The next thing is random dumping because of lack of food.
Again, a view from game-logic: If random troops are dumped, this usually would be the potential cause of big trouble for any military leader. Think of revolting troops! True Masters only dismiss troops honorably...
There are two resolutions to the malaise: One (1) simple, but definitely changing the rules of classic MoM, and (2) another, that requires some serious coding.
(1) The simple solution would be "(x) auto buying food", where by a simple act of coding gold simply is transformed into food (at a bad rate, as it has to be imported, of course). I would definitely prefer this solution, as it does not break any inner logic, and is trivial to implement - perhaps one block with aforementioned auto-alchemy?
(2) The more demanding solution would be an automatic adjustment of city-production, by code-looping through cities, starting with cities that "produce wealth/money", and cities that only require one round before finishing some unit or building, and might have some surplus food of production anyway. This has some potential, but I'd rather put this further down the list of priorities.
And while we are at it, an "auto alchemy"-slider on the Magic-Page, that by default transforms a defined amount of gold to mana or vice versa each round, to a maximum value of (3 times your number of alchemist guilds), would ease playing enormously (if, i.e., you have dwarves as your race, and while lacking mana, definitely have a sure surplus of gold).
So, enough rambling, comment on this. I think that implementation would be rather simple, compared to other tasks on the list, and the benefits would be quite worth it.