(Change subject): What the heck is your speed set at, you have 1800ish turns and STILL in Ancient Era, BUT with ALL those resources, You must be playing on higher than Snail?
He's playing Eternity (it has more than 14000 turns).
(Change subject): What the heck is your speed set at, you have 1800ish turns and STILL in Ancient Era, BUT with ALL those resources, You must be playing on higher than Snail?
1. I second that, especially for pollution, since you can't build units to erase pollution. And for disease, I end up with way too many surgeons, when I could have built much less expensive mausoleums.
2. Could you make the default sorting option in building / unit lists "by name"? If you want a specific building out of a list with 70 buildings, you can search it easier by name than by cost.
3. A sticky topic here with possible interface customizations would be great - I played 50 hours before finding out I can edit the city lists.
4. Gold advisor is not usable, especially after having the founding wonders of some religions.
2. can be set by you in the options - somewhere, or maybe it is just save game twice. I know we set it up to be pat of your preferred options I just can't where at the moment.
1. I second that, especially for pollution, since you can't build units to erase pollution. And for disease, I end up with way too many surgeons, when I could have built much less expensive mausoleums.
Didn't get so late in the game. I'd still like the building filter though.Yes you can with the Park Ranger and Environmentalist later in the game.
Now that you mention it, I had that problem a fewtimes myself.Yes, its mostly user error, but it might be a good idea to maintain a promotion's location relative to the other command buttons.
I vote also for this.Small suggestion, and this may be fixed on the most recent version: Is it possible to place the promotion buttons in a more logical fashion as a unit upgrades? For example, More than once have I built an axeman in a city with a GG and barracks (lvl 2 start) and tried to promote to combat II by clicking twice in rapid succession (old habits). However, the location of the combat promotion drops to the second line of the promotion buttons after you upgrade to combat I. So, I have a number of units that start at combat I, Fieldsman I (or some such) when I'm surrounded by tundra.
Small suggestion, and this may be fixed on the most recent version: Is it possible to place the promotion buttons in a more logical fashion as a unit upgrades? For example, More than once have I built an axeman in a city with a GG and barracks (lvl 2 start) and tried to promote to combat II by clicking twice in rapid succession (old habits). However, the location of the combat promotion drops to the second line of the promotion buttons after you upgrade to combat I. So, I have a number of units that start at combat I, Fieldsman I (or some such) when I'm surrounded by tundra.
Yes, its mostly user error, but it might be a good idea to maintain a promotion's location relative to the other command buttons.
This mod makes me wish I knew xml and didn't have a 60+/week job. Kudos to the authors and contributors.
Specialist in two columns in city http://forums.civfanatics.com/downloads.php?do=file&id=9332
We definitely need it. Please add doctor and stateman specialist
Yeah, sorta. We not only now have the ability to establish incompatibility but the ability to establish prerequisite options as well. I noticed the other day that this should be setup for ls612's City Limits scaling option in relation to the City Limits option we have.
The thing that makes it slightly harder is that the custom game screen UI is not actually Python but some exe code.I have no idea if the engine allows this, but the custom game UI should if possible be able to have collapsable tabs for options, so that they can be grouped nicely and not be so overwhelming for new players.
I still like the concept AIAndy and I had discussed about blanking out most gameoptions at the game setup screen then popping up a custom gameoption selection screen as the game initializes (pausing for the gameoptions to be selected, then turning options on/off based on the responses there as the game proceeds into further initialization.)
It just takes screen design skills I have no ability in is all.
There is at least one gameoption that would need to be remaining on the main and that's the one that makes it possible to select leaders that aren't attached to the selected civilization. I'm not sure if there would be any more that would need to be there. The rest then get set to non-visible and the game starts with default settings but before the game has begun, the aforementioned screen enables resetting all other options.
Then option sets could be saved and loaded. And Options could be organized by categories.