I agree it is not, per your normal definition, a game breaking bug. At least not in single player.
In multiplayer, with potentially unknown players, it is indeed a very game breaking issue, not a bug. Players can ofc choose not to use it, but there are plenty of cheaters and exploiters out there. Preventing this stops those people from ruining a multiplayer game by dominating it so freaking utterly, that everybody quits.
Multiplayer, while not discounted. Is not the vast majority of playthroughs, and even of those MP games. The majority are two or three friends playing together in a coop style. or so the telemetry tells us. As I understand for larger MP Games there are already rules in place for 0 income empires as well. But again, we're looking at solutions and you can bet the issue is on the patch shortlist.
And yes i agree a broader approach might help but look at my simple little mod. It does the job for now. How hard can it be to just implement something like that for now and think about the bigger picture over the next few months?
Because putting out a fix is actually quite a involved process. Lemme put it into context.
Lets say we fix a spelling error in the game. We have to take that change, put it into a build. Test that it's there and make sure it all works correctly. If this change also changes text/wording in the various translations of the game we then have to ship it off to be translated in as many languages as we support.
Once the fix is verified and in our testing build. We then have to pool the resources needed to make a full release build. That means ensuring we have the testers available. The technical assistance available to actually create the builds and push them out on various platforms. Because remember, we have no dead time. Everyone is always busy working on *something*
Once we have everything planned out. We have to create and verify the builds on each of out platforms. So Steam Windows, Steam Mac, Steam Linux. GoG Linux etc etc etc. all have to create succesffully and then go through a stability test. If any issues are encountered here that we have to fix, we have to rebuild and start again.
Once the builds are good to go, if they need to be sent for certification by a partner off they go. Then once they are certified. We have to pick a time and place to release the patch. Ensuring that we have the resources set aside to immediately roll back or fix an emergent issue.
Because of this, it's much better for us to take our time. Collect a lot of fixes to release at once. Because it stops us going through the above over and over with each change.