Catching up with "recent" posts, but still haven't gotten to pending balance changes (for v0.99 or beyond).
[...] Sometimes it feels like a dog-pile (like starting next to Shaka and Stalin who both declare war on me on the same turn, or one the turn after the other) other times it is, as you say, a series of wars against 2/3 opponents who wear me down. [...]
Two AI leaders completing their war preparations at the same time is a bit of a blind spot as it pits the AI incentive against ganging up on humans in the early game against incentives for not canceling a war at the last minute. Well, so long as you're not feeling unduly brutalized ... Thanks for elaborating.
Wow f1rpo, you really went to town with these quality-of-life improvements! At some point AdvCiv could be called "The Quality of Life and Balance" mod (and AI and UI).
On this note, I've added a bunch of previously discussed BUG options over the winter; screenshot attached. Also attaching a screenshot (no longer a mock-up) of the unit cycling buttons, and tagging
@Set for this because he recently brought that idea up independently
here in the DoC subforum.
Edit: Replaced the screenshot with a better one; was a bit confusing.
I like your idea of having two buttons to the right of the action buttons, relatively close to the End Turn button. I took a look in the existing interface artwork files, and I didn't see anything which would obviously provide a better or more-intuitive interface, even among unused assets.
Thanks for taking a look. I've also looked them up and down (but sometimes one misses the obvious). I've come to think that using just the same buttons as in the plot list is a decent solution, even if it doesn't convey the concept of cycling; looks familiar if nothing else.
I might be missing something, but doesn't the Enter key temporarily move to the next stack in the Unit Cycle?
Yes, it's the same as W except that W can't accidentally end the turn. (But then, Space can also end the turn, and this never seems to be a problem; I don't think anyone uses Num0 instead.)
Regarding the idea of an interface mode for protecting individual tiles from automated workers: Seems straightforward to implement, but still more effort than it's worth to me at the moment. It's a nice low-key solution for keeping Oil, Coal disconnected and for protecting Jungles for National Park, but I can't think of any other application. Contrary to what I had suggested earlier, it's not really an acceptable solution for players who want to guarantee that workers don't ever replace Towns.
I was thinking along the lines of a Resource Bubble, except with the Cancel Mission sign used instead.
The EXE can show at most one bubble per tile, so ... (Or at least I can't get the EXE to do it. I've tried to at one point when exploring whether a "Wonders" layer could be implemented.)
Maybe if the tile became red, along with hash-marks like from Bombard.
Yes, red and blue are the first colors I would try.
I don't know how this new functionality could be communicated or advertised to the player, though, since not everyone reads through the forums.
I guess one could come up with some gratuitous option on the BUG menu. However, for a niche feature, a loading-screen hint and listing the shortcut in Sevopedia would seem sufficient.
My idea is this: once Ecology has been researched, to enable a new dummy "Civilization" on the F4 Foreign Advisor > Resources page which would function as a /dev/null. [...] It's a silly idea I know, but still, it can be a silly game sometimes.
I guess a silly idea can still be a serious suggestion.

This is not only obtrusive, but also not particularly easy to implement. I'd sooner make the resources listed on the city screen clickable, allowing players to toggle them on and off on a per-city basis.
@MarkM (who hasn't logged in for 6 weeks, but let's see ...): Thanks for your encouraging words.
First, one strange aspect of civ is the lack of ability to destroy ("pillage") roads within your cultural borders.
K-Mod (and thus AdvCiv) already allows this. It's just that, when there's a terrain improvement on top of the road, the improvement gets pillaged first. I'm changing this in the next version (0.99) of the mod so that roads gets pillaged before improvements on friendly tiles.
I can't think of any rational or game-play reason why it should be blocked, except that it prevents you from doubling the odds of forest/jungle spread. But I also see that you have written some "thinking out loud" thoughts in the manual (forget the term you use for the section) that the late game needs perhaps some player tools to combat global warming? This by itself isn't enough, but it's at least a step in the right direction?
[...] I did have a couple games where I tried building preserves and destroyed improvements to try to encourage the spread and that was a large dissapointment (IE - nothing happened). [...]
Yeah, reforestation really isn't a thing currently. As far as I can tell, the iFeatureGrowth value of 64 in XML is on a permyriad scale, so even four adjacent Forest Preserves (only orthogonal adjacency counts) add up only to 2.56%. That per-turn base chance gets taken times 1.25 and both Forest and Jungle get a chance to spread, so the best possible per-turn chance of getting anything to spread onto a given tile is 1-(1-0.032)*(1-0.032), ca. 6.3% – far too small to bother in the late game. For reference,
here's the source code. Would be easy enough to increase the probability, but the worst impediment is imo that improved tiles can't receive a Forest. My idea is to allow Forest Preserve on tiles without vegetation and to let a Forest grow in that tile after a certain (non-randomized) number of turns. I'm not getting around to implementing that however.
[...] when incomplete objects in the build queue are within 5 turns of decay unless they are resumed, a warning message is shown after the object name in the build queue [...].
Probably not going to be in v0.99, but it's on a list of BULL features that I'd like to adopt.
... Or should production decay simply be disabled?