AdvCiv-SAS (Simple Advanced Strategy)

atm, i'm cleaning docs with codex.

can be found on https://github.com/wonderingabout/AdvCiv-SAS/commit/940d04ce76fddb1671b22608f66a41cfe6233ddb and other commits there.

Not part of this AdvCiv-SAS 5240 release as i want to make sure it is safe, but it is indeed very convenient and powerful to use so far thanks chatgpt xd thanks but anyways etc.

also:

sooo, i'm adding a search bar with chatgpt 5.2 and claude opus 4.5, it looks like this is working and they did it fairly easily (with my help giving them the code)

in fact it's already functional and i only need to comment it before i can add it in an advciv comaptible (very bare so most likely compatible with almost any mod i suspect but test to be sure as i dont know too much about these hehe but anyways etc.) sevopedia

edit: now fully functional, see: https://github.com/wonderingabout/A...-a-search-bar-used-in-several-sevopedia-pages
 

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so the search bar in sevopedia is now seemingly fully functional, a doc summary can be found at: https://github.com/wonderingabout/A...-a-search-bar-used-in-several-sevopedia-pages

thanks again to chatgpt 5.2 and claude opus 4.5 for the big help in implementing this.

Examples below with the groupings enabled or optionally disabled in sas defines, both seem to be functional really well.

The feature is now implemented in advciv-sas 5248! (so still dev version since latest stable is as of now advciv-sas 5240 which is before this).

Also, i am adding keyboard support (UP/DOWN arrows) to browse the pedia entries as c2c mod does thanks :) and with the help of claude opus 4.5 and chatgpt 5.2 to adjust it for advciv-sas, it's already functional.

edit: now fully functional, see: https://github.com/wonderingabout/A...ation-support-used-in-several-sevopedia-pages

To test the development version, you can follow these steps: https://github.com/wonderingabout/A...ck_Install_Setup_Guide.md#development-version
 

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so atm i'm doing the info screen (f9) upscaling and beautification, mostly done on the upscaling part, not sure i'll do much beautification though, but the purpose is to show more info mostly

i also clarified some not intuitive variable names and other kinds of refactorings, and most importantly did some perf opt for variables we don't need to recompute every time like strings or such

Done with the help of chatgpt 5.2 and claude opus 4.5 thanks.

unfinished atm but it looks something like this (vs old for comparison)
 

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Alright i got the info screen's tabs' upscaling figured out it seems!

Time to commit it and doc and then i'll likely try to add some features like turns numbers under graph years, wonder button (i.e. "icon") in the wonders panel, and possibly other ideas if i find some i want to and can implement.

Code is also much refactored, cleaner, and dynamically adjustable to advisors' screen dimensions now.

Old vs new added for comparison as well for this last tab i just made, wit the help of other AIs and gemini 3 pro too now thanks.
 

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Now doing the beautification, first replacing the enter city with the actual wonder or such's button is much prettier, may adjust or add more stuff later or not; added initially with chatgpt 5.2's help thanks, but now debugging with claude opus 4.5 as there are some minor issues and to possibly add tweaks if any or such.

Also added buttons in the stats tab with claude opus 4.5's help (was my idea though xd) thanks.
 

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Now that the stats tab is mostly finished if not finished as is, i'm now moving on to the demographics tab, with claude opus 4.5's help thanks.

And it looks like this is now also mostly if not entirely finished as well, in particular i added trophy and medal emojis with the help of claude opus 4.5, that reuse our sevopedia leader ai personality panel's implementation!

If you want to know how to implement emojis or other images as buttons see: https://github.com/wonderingabout/AdvCiv-SAS/blob/tech-rework/README.md#images-as-buttons

To test the development version of AdvCiv-SAS, you can follow these steps: https://github.com/wonderingabout/A...ck_Install_Setup_Guide.md#development-version
 

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It looks like this a powerful approach that i am applying/doing to the graph tab now (unfinished as of now)!
 

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btw atm i'm enhancing the top cities and wonders tab (with a civ3 vibe to it xd because i used to like the game a lot), and it's starting to look really nice, with some other screenshots. Done with claude opus 4.5's help thanks.

And alright, after some more polish and tweaks, with the help of claude opus 4.5 thanks a lot xd thanks, i think it's starting to look super super nice xd thanks a lot (and thanks to me too xd thanks).
 

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after i commit this, i'm thinking of either reworking more screens, or to remaster/revamp whaetver the word is xd the main menu, it's old and hard to navigate after all; since i liked civ3's one a lot, i may take some inspiration there, below is the current state for future reference (if i rework it as such)

not sure nor guaranteed, but there's plenty room of improvement there i mean, if i find how and do it though.

edit: looking deeper, it looks like as per chatgpt 5.2's review (check if accurate) this is not possible to achieve at least not easily as they are controlled by the EXE or something along those lines. Here is its detailed explanations (check if accurate):

Spoiler explanation 1 by chatgpt 5.2 (check if accurate) :

Yep — web search confirms why you can not find CvSinglePlayer, CvSelectCiv, etc.: a lot of the new-game / civ-select / setup UI is hardcoded in the Civ4 BtS EXE, so there is no .py file to edit for those screens (beyond text keys + theme styling). Modders on CivFanatics explicitly describe the civ-selection screen as being in the EXE. CivFanatics Forums


So is your “1 beautified screen” idea possible?​


Yes, but not as a simple “edit a Python screen” job. The workable approach people use is:


  • Overlay/replace the hardcoded screen by having the DLL detect when the game opens (say) the Custom Game screen, then
  • Call into Python to show your custom full-screen UI on top.

There’s a well-known CivFanatics proof-of-concept that does exactly this for the Custom Game screen: it tracks CvInitCore calls to detect that the Custom Game screen opened, then opens a replacement Python screen via a DLL-to-Python call; on “Launch”, it closes the overlay and triggers the original launch action. CivFanatics Forums+1


And multiple threads/notes reiterate the key limitation you’re running into:


  • The Custom Game screen isn’t freely modifiable (because it’s not really in the DLL / not exposed like normal Python UI). CivFanatics Forums+1

What this means for AdvCiv-SAS​


  • Theme files (.thm) can beautify (colors, panel backgrounds, fonts), but they won’t consolidate screens or redesign layouts.
  • To truly get “one modern screen”, the clean path is what you suggested: make a “SAS Quick Game” screen (simple options: difficulty, speed, map, barbs, events, maybe a few more), and keep Custom Game as the full advanced alternative.

Which files you’d modify (so you can send them)​


If we do the “SAS Quick Game overlay” route, you’ll want to send:


DLL side (required for routing/overlay):


  • CvInitCore.cpp + CvInitCore.h (this is what the proof-of-concept hooks to detect the setup screen) CivFanatics Forums+1
  • The DLL spot where you already do / would add a DLL → Python call(often in the same area you call other Python entrypoints). If unsure, send:
    • CvDLLPythonIFaceBase.* (or equivalent in your codebase)
    • plus any file where AdvCiv-SAS already calls Python from DLL (sometimes CvGame.cpp / interface glue)

Python side (your UI screen + registration):


  • Assets/Python/CvScreensInterface.py (you already uploaded this)
  • Assets/Python/CvScreenEnums.py (you already uploaded this)
  • (We will add) a new screen file like Assets/Python/Screens/CvSASQuickGameScreen.py (name doesn’t matter, but one new module does)

Optional (if you also want main-menu routing tweaks):


  • Assets/XML/Art/CIV4MainMenus.xml if you decide to redirect buttons/flow via XML instead of (or in addition to) the overlay approach.

If you send those DLL files (CvInitCore.* + the Python-call glue file(s)), I can point to the exact minimal hook points and we can implement a “custom custom game” screen in a conservative, testable way (first just opens/closes; then add options gradually).


Spoiler explanation 2 by chatgpt 5.2 (check if accurate) :

I did a web check, and the bad news is: the whole “Play Now / Select a Civ / Select a Map / World Size / Your Details / Game Snapshot” wizard is hardcoded in the Civ4 EXE, not implemented as normal Python screens you can replace/extend in a mod. So you can’t realistically “merge it into one big custom screen that starts a new game” the same way you’ve been doing for Info Screen / SevoPedia. CivFanatics Forums+1


That also answers your key question:


  • A “new screen” you write in Python would be just a UI screen (usable in-game, or when triggered by the engine from places that support Python screens).
  • It won’t be able to replace that EXE game-setup flow, and “routing the New Game button to it” generally isn’t available to mods (because those buttons/screens are also EXE-driven). CivFanatics Forums+1

What​


1) Make the existing wizard​


You already proved this works for main menu panels: the setup wizard screens also use theme styles, so you can often:


  • remove the small boxed panel backgrounds,
  • change text colors,
  • sometimes enlarge/control panel rects depending on the style.

Next step: grep your Resource/*.thm for the style names used by those screens.
Try searches like:


  • WorldPicker
  • GameSnapshot
  • PlayerSetup
  • SelectCiv / CivSelect
  • SinglePlayer
  • Setup

Once you find the relevant style ... blocks, you can do the same trick you already used (replace the panel image with GBitmap();, adjust colors, etc.). This won’t reduce the number of screens, but it can make them consistent, cleaner, and more “full-window”.


2) Reduce the need for Custom Game by setting sane defaults (XML + optional SAS defines)​


If your real pain is “I keep needing Custom Game just to toggle Events/Barbs/etc.”, then the clean solution is: set defaults, not new screens.


Two good options:


Option A (simple): copy CIV4GameOptionInfos.xml into your mod and set defaults like:


  • GAMEOPTION_NO_EVENTS -> default ON
  • whatever else you want

Players can still change them in Custom Game, but your standard flow starts correct.


Option B (more “SAS”): keep XML defaults normal, but add SAS defines and enforce them at init (DLL side) so your mod can guarantee “SAS defaults” without players touching anything. (This is exactly the kind of thing CvInitCore::resetGame() is for, and your CvInitCore.cpp already has the “XML caching done” guard pattern in place.)


3)​


What you found (CIV4MainMenus.xml) controls menu scenes and loading art/music (background NIF, loading screen art rotation variants like that AND example, etc.). It does not control the “Select a Civ / Select a Map” UI layout.


If you want me to give you an exact patch​


Tell me which direction you want first (no need for more detective work):


  1. Theme pass: “make all wizard panels bigger/cleaner” (I’ll tell you exactly what to grep and what edits to do once you paste the relevant style blocks you find), or
  2. Defaults pass: “events/barbs/etc defaulted the way SAS wants” (I’ll give you the exact XML edits and/or a minimal DLL snippet for CvInitCore::resetGame() with SAS defines).

Given what you’ve said so far, I’d do (2) first (instant QoL), then (1) for aesthetics.


Spoiler explanation 3 by chatgpt 5.2 (check if accurate) :

What you are seeing (TXT_KEY_MENU_FINAL_SETUP / “Game Snapshot”, “Select a Civ”, etc.) is exactly what it looks like when the EXE owns the pre-game UI:


  • Multiple CivFanatics answers over the years say the main menu + civ-selection / pre-game setup screens are in the CivilizationIV.exe, so you generally cannot rewrite/merge them in Python/XML the way you can for in-game screens (SevoPedia, advisors, etc.). CivFanatics Forums
  • You can still do “surface” modding there: text (TXT_KEY_*), art/background scenes (CIV4MainMenus.xml / art defines), and theme colors/panels (.thm) — which matches what you already proved with the blue panel removal. CivFanatics Forums

So: it’s not doomed, but the “merge all those wizard screens into one Civ3-style setup UI” is basically not doable in a normal BtS mod (unless you’re talking EXE hacking / external launcher, which is a different world).


Why your greps look “doomed” (but aren’t)​


When a TXT_KEY only appears in XML and nowhere else, that often means: the EXE references that key internally and asks the translator for it. That’s why FINAL_SETUP / GAME SNAPSHOT etc don’t show up in Python/DLL greps — the call site isn’t in your sources.


What CIV4MainMenus.xml actually gives you​


CIV4MainMenus.xml is about which menu “scene set” to use (background NIF, loading art, soundtrack). It’s not the layout/flow logic of the setup wizard. Mods copying it (C2C, RI, RoM, etc.) are mostly doing art + presentation. CivFanatics Forums
RoM’s extra <Loading1>…</Loading1> style tags are just “someone added extra fields and also added code somewhere to use them” (or they’re ignored). It’s not evidence that the setup wizard is data-driven.




Practical next steps that​


1) Make the wizard painless via​


You already found the right place in your DLL: CvInitCore::resetGame() sets a bunch of “standard” defaults from GlobalDefines:


  • STANDARD_CLIMATE
  • STANDARD_SEALEVEL
  • STANDARD_ERA
  • STANDARD_GAMESPEED
  • STANDARD_TURNTIMER
  • STANDARD_CALENDAR

So if you want the wizard pages to “preselect” your preferred choices, change those defines in your mod’s defines XML (wherever AdvCiv-SAS keeps them), and the wizard will start on your preferred picks.


2) Make “Custom Game” behave like your mod’s recommended preset (without a new screen)​


For the game options (No Events, No Vassals, etc.), the cleanest is to override CIV4GameOptionInfos.xml in your mod and set:


  • <bDefault>1</bDefault> for the options you want ticked by default
  • optionally <bVisible>0</bVisible> for options you never want players to see (only do this if you’re OK with removing UI access)

This approach is well-known on CivFanatics: edit the XML defaults/visibility and restart the game to see it.


This gives you a “SAS recommended setup” without inventing a new pre-game UI.


3) If you​


If you build a brand-new Python screen, it will almost certainly be:


  • after the game has started (because Python screens are an in-game system), and
  • therefore it won’t truly replace the EXE-driven “start new game” wizard flow.

You can still make this useful by:


  • turning some “setup” things into SAS defines / BUG options that can be toggled anytime, and/or
  • adding a first-turn popup that configures SAS-only knobs.

But it won’t be a real replacement for “start a new game” the way Civ3 does.


edit 2: i'm blind xd, chatgpt 5.2 already provided the link to a valuable and relevant discussion in one of its explanations xd (https://forums.civfanatics.com/thre...oof-of-concept.670307/?utm_source=chatgpt.com)

i tested the mod myself and it seems to run fine, not sure how deep i can dig into it but i guess it's worth a try or some digging more xd (not promised nor guaranteed though, it may all end up being a bust or maybe not, i'll test it and see i guess xd).
 

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well in the end i ended up doing the victory screen panel's beautification, adding some images for leaders first with claude opus 4.5's help thanks.

mostly finished as of now and i believe the result is quite good already i think; could always be improved, but key areas would be upscaling it liek the other screens if we do i mean not sure nor promised nor guaranteed, i may or i may not; and doing some perf opt

done with the help of claude opus 4.5 thanks a lot.
 

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New AdvCiv-SAS version, AdvCiv-SAS 5282.

New UI features and enhancements (Sevopedia Search Bar, Keyboard UP/DOWN navigation, Info Screen and Victory Screen Upscaled / Heavily Beautified), performance optimizations and other changes.

- UI (Sevopedia reworks & related)
  • Search Bar: shared by several sevopedia pages; it allows to search for entries using the keyboard. The code is in SevoPediaMain.py.
  • Keyboard Navigation: allows to browse sevopedia categories using the keyboard in the list pages (e.g. In the Units Category: Axeman, Swordsman, Worker) or tree pages (e.g. Units Tree and Promotion Tree categories) using the keyboard UP/DOWN arrow keys. The code is in SevoPediaMain.py.
- UI (In-game)
  • Did a similar rework of the Info Screen (F9 key) in CvInfoScreen.py; in particular in Top 5 Cities we now use a multilist to display more wonders in a prettier way, and in the Wonders tab we now show the Wonders' Buttons (i.e. icons) in the first column (click to move to city mechanic is moved to the City column instead); the Statistics tab now also shows buttons, and the Graph Tab and possibly other tabs also show buttons (leader buttons as text, emojis, etc.) following the AdvCiv-SAS's Images as Buttons approach, or add other information (turn numbers in the Graph tab, etc.).
  • Beautified the Victory Screen (F8 key) in CvVictoryScreen.py: added Buttons/Icons (Leaders, Religions, Apostolic Palace, UN, Spaceship parts, Traits as chars, etc.), Thousands Separators, Victory Culture Percentages (mirroring the changes in CvInfoScreen.py).
  • Renamed “All Units” → “No UnitCombat” in the Military Advisor: was inaccurate: this does not list all units (e.g. military units such as swordsmen), but only <Combat>NONE</Combat> units (e.g. Worker, Workboat, Missionary).
- AI
  • Unit upgrades - stop wasting gold on tiny gains: Fix AI tendency to over-upgrade units even when the upgrade is poor value (high gold cost for a small strength gain), which can burn many turns of gold and slow tech pace. Before allowing an upgrade, the AI must pass simple ROI gates based on strength gained vs gold cost: (1) gold per 10% strength gain, and (2) gold per +1 flat strength gain; both gates are more lenient with higher unit EXP (high-EXP units keep their promotions after being upgraded which is valuable, so spending more gold on them is more justified), while low-EXP units are treated more strictly (often better to let them die and rebuild if needed, unless it is cheap enough to upgrade them). Example (Knight -> Cuirassier): 10 strength -> 13 strength; if one of the gates requires 15 gold per +1 flat strength gain with +1 gold per +1 flat strength gain per 1 EXP, then we won't upgrade the unit if its upgrade cost is more than 15 * 3 = 45 gold at 0 EXP, or ((15 + 18) * 3) = 99 gold at 18 EXP for this gate. In autoplay, this seemingly leads to all AIs teching significantly faster, especially in the late game where there are many units and AI would often have its tech pace stall for dozens of turns. Change in CvUnit::canUpgrade (single global gate, like CvUnit::canScrap); see KI#88.
- Renaming
  • rename "USAmerican" to "US American".
  • rename "the people of Benin" (adjective) to "Edo": "After asking gemini 3 pro, it recommended "Edo" (as in "Edo people") and also suggested "Bini" (as in "Bini workers") and as i also thought: Beninese should be avoided since the old Kingdom of Benin could be confounded with the modern Benin. Also, the old name was too long and not a real adjective to begin with anyway.
- Events
  • The standard new game mode (Play Now) now has Events Disabled by default. We find they can be annoying, distracting, or frustrating; they do not offer a real gameplay value, and setting up a Custom Game every time to disable them is tedious. Players can still enable events via the Custom Game mode: make sure the "No Random Events" option is unticked, or alternatively revert this change. Change in CIV4GameOptionInfos.xml (GAMEOPTION_NO_EVENTS's bDefault: 0 -> 1).
- Terrain/Bonuses
  • Adjust some animal Food Bonuses' terrains/features for balance, accuracy, or thematic fit: Sheep: Grassland + Plains -> Plains only (Plains are weaker, Grassland food is overpowered and over-represented, real world population is mostly on savanna-like biomes and culturally closer to African, Western Asian, and Australian regions); Pig Jungle -> Forest (real world population is mostly around typical forest biomes, this helps counter-balance the Sheep removal from Grassland, and Jungle is stronger in AdvCiv-SAS (no inherent food-penalty) so it can accomodate this change).
- Code/Performance optimizations/fixes:
  • Move long XML comments (e.g. 1000+ character XML code comments) to LongComments.txt in case they cause issues and for tidiness
  • Load Precomputed Files: optionally load the Sevopedia Leader's AI Personality Panel's information to display as a predumped file (https://github.com/wonderingabout/A...ib/Sevopedia/SevoPediaLeaderCachePredumped.py): (~550k Python literal characters) (default ON, recommended): since these values never change for players, this is more efficient. For modders, if they change leader XML info values, they can turn the SAS define to always compute temporarily so they can regenerate then update the file, or permanently for quick testing or if they prefer. Added with the very nice help of claude opus 4.5 and chatgpt 5.2 thanks.
  • Fix BUG Mod Help not opening the external .chm help from the BUG Menu.
  • cache redundant computation (e.g. store per turn and player top cities' values CvCityAI::AI_buildingValue)
  • other performance optimizations in various .py and .cpp files.
- update 48 civs DLL

Update: 2026-01-02 (after release):
- fix Sevopedia search bar scrolling error when out of range ("<!-- custom: rebuild arrow-navigation selectable caches every time we rebuild the list (fixes stale indices / out-of-range) (chatgpt 5.2) -->").

If you downloaded the AdvCiv-SAS 5282 first released version before, just redownload from same link: it now has the updated file. Since this is a minor change i didn't make a new release for it.


Reminder: many of these new settings are partially or entirely tunable in GlobalDefines_advciv_sas.xml

Full Cumulative file changes and git commit history from AdvCiv-SAS 5240 to 5282 viewable at https://github.com/wonderingabout/A...30...cd4e4c28cadf78c054f38d7fe7118cd84a7d1681
 

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so following the first CuCuGS-PoC mention post i made that referenced @f1rpo's original approach, i've hit claude code limits atm xd, but i reproduced most of CuCuGS-PoC approach in https://forums.civfanatics.com/threads/replacing-the-custom-game-screen-proof-of-concept.670307/ in my mod AdvCiv-SAS (Simple Advanced Strategy), that aims to make AI much smarter, and heavily enhance UI and player QoL. In fact i heavily expanded on this approach with claude code's help (31-12-2025 version).

I tested it and it's entirely functional ingame, the options really allow to set a custom game as we want

See for details: https://forums.civfanatics.com/thre...-screen-proof-of-concept.670307/post-16903059
 

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So i fixed the victory screen's button height
 

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btw atm i'm making a new handicap chart page, and it's extremely impressive how codex 5.2 effortlessly made it :o

The current implementation is based on the Middle-earth mod's Platypedia CvHandicapInfo fetching and done with the heavy help of GPT-5.2-Codex

i'm adding emojis atm xd btw xd
 

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Nice work. I like the new advisors.

But why, even on marathon, are techs so cheap? Would you mind changing this or adding snail (5x), eons(10x) and eternal(15x slower tech tree than current marathon) options?


Never mind: Edited the xml myself.
 
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thanks, i can take a look, i'm comitting the handicap emoji additions i just made, then will look thanks :)

pending issue of img being left-aligned but couldn't fix it for now, i believe the advantage of being able to sort by emoji i.e. theme outweighs this downside so left as such for now :)

edit: to answer generally, i wanted AdvCiv-SAS to feel fairly fast paced and not tedious, especially in late game, so i reduced marathon turns from 1250 to 1000, however if it's too slow, i can add an extra game speed sure for diversity and if i find how

to have a matching pace for the year numbers vs turn numbers, one would need to also redo the timeline, which i generally did with chatgpt after checking it. There are also things like trainpercent etc that liekly need a change. I'll take a look and give you feedback, but i'm not sure about x10 and x15

as marathon is 1000 turns now which is a x2 vs normal, if i'm not mistaken, i could add a x2.5 (1500 turns) and x3 (2000 turns), then x10 and 15 would be gigantic numbers, is it what you mean? Just to be sure i got the question right, looking into it atm, thanks,

the advantage of adding a game speed (if possible, i didn't check yet) would be to keep marathon cleanly as an option for example.

edit 2: re on this, it looks like we can add game speeds rather which is a cleaner solution i think; it also looks like a new game speed like marathon2 (placeholder name for now if i add gamespeeds i mean) is selectable fine in the "play now" and custom game menus, so they look like a preferrable solution. Regarding the height lost from more game speeds, it looks like C2C mod figured it out fine, so if i can find how they did it i can implement it too (they did a lot of great stuff xd i mean thanks c2c mod xd).

Note: as AdvCiv-SAS does not have that much techs, i'm not sure we can stretch it too far without researching the same tech forever, but if this fine then i'll see, for now i'm thinking 1500 turns and 2000 turns are nice fillers for extra long game speeds

edit 3: looks liek GPT-5.2-Codex figured it out or part of it, we can now display more rows with this but sitll not as much as c2c, however it's a good start if it can be improved

in: C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\AdvCiv-SAS\Resource\Civ4Theme_Common.thm

with (around line 88):
with .Layout
{
// <!-- custom: tighten main menu layout spacing/margins to match C2C theme; more compact rows help fit additional game speeds in Play Now / Game Snapshot lists without scrolling. Source: C2CTheme_Common.thm (Layout_MainMenu_OuterMargin 4,4,4,4; spacing 2/2). Goal: show more options while keeping main menu readable. (GPT-5.2-Codex) -->
// .Size_VSpacing = 8;
// .Size_HSpacing = 8;
.Size_VSpacing = 2;
.Size_HSpacing = 2;
.Size_OuterMargin = GRectMargin(8,8,8,8);

with SF_CtrlTheme_Civ4_Control
{
GRectMargin .Layout_Thick_OuterMargin = GRectMargin(12,12,12,12);
//GRectMargin .Layout_MainMenu_OuterMargin = GRectMargin(20,8,20,20);
GRectMargin .Layout_MainMenu_OuterMargin = GRectMargin(4,4,4,4);
}
}


still digging xd

edit 4: wooww this is such a nice enhancement xd, thanks for asking me the question! :) now we can see more maps without having to scroll which i believe is a nice enhancement,plus the header was useless and self-explanatory + cumbersome anyway. I still didn't figure out the vertical spacing of the left-side items, but this is so much cleaner already xd thanks. Code:

//GRectMargin .Layout_MainMenu_OuterMargin = GRectMargin(20,8,20,20);
// <!-- custom: reduce Y specifically to lift the panel up so we have more room; helps display more map types without having to scroll -->
GRectMargin .Layout_MainMenu_OuterMargin = GRectMargin(0,-44,0,0);


I'm questioning if we need the margins at all as they are distracting too, and we could gain some more room xd if readable and nice will see

edit 5: 2189-2190 screenshots: yes better without these margins xd this is so 2026 look, so need to trim more i guess xd hehe

edit 6: 2214-2216 screenshots: looks like these values work well enough for now (although i didnt find inter-spacing at least yet):

GRectMargin .Layout_MainMenu_OuterMargin = GRectMargin(-4,-48,-4,-7);


edit 7: GPT-5.2-Codex did it! See screenshots 2217 to 2222. Now we have enough room to look into game speeds, and there is a lot of room to add more! But i should commit this first! Thanks GPT-5.2-Codex xd thanks
 

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Soo after discussion with chatgpt 5.2 and some considering, i have decided to add some new gamespeeds, but not go too extreme on the long/slow side:

most likely the new game speeds will be (% of normal, turns)

- Slow (300% / 1500)
- Very Slow (400% / 2000)

I'd personally rather go on the faster side if anything, but there can be many players that may enjoy such speeds so i think it's nice to add them for variety as well. However not going beyond 2000 as i think our tech tree is too thin to accomodate it (we don't have enough techs for that, which was and is still intended because i generally want AdvCiv-SAS to be rather fast-paced, replayable, and no tedium), but at the same time i also think that the enhanced and stronger AI may hopefully offer a nice challenge and maybe be able to play the long run without games becoming too one sided too soon, or making comebacks as chatgpt 5.2 said, so even with our constraints maybe players will find these new game speeds interesting.

But i can't go beyond 2000 i think, i hope it's not too hard to modify the game as you did so far (XML gamespeeds, etc). Consider asking chatgpt or such to do you a new timeline too if not done with the help of the code comments in CIV4GameSpeedInfo.xml (gradual gaps, no weird year spacing as much as possible, etc., or adjust as you see fit)

I also gave some thought to the faster side, and i think it's maybe the most itneresting addition so far.

I'll add 2 new fast game speeds, which are significantly faster from quick to have new ways of playing the game xd:

- Turbo (50% / 250)
- Nitro (33% / 165)

Most likely it will go this way, open to feedback too, but i really don't think going beyond 2000 is what i'd want to support as default in AdvCiv-SAS, however you are correct in pointing out slower game speeds are nice new options so i hope these nice few ones or whatever else i decide (but should be as is i think) offer new gameplay possibilities.

Thanks,

edit: if you want to, you can rather add game speeds rather than replace existing ones, this way you keep all options available. Since we have cleaned up the play now panel, ther's a lot of room for that!
 

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And so i tested the new nitro mode in autoplay and yes i agree tech pacing is a bit too fast early, as well as a bit too slow in the middle to late game, i'll try to adjust it, but i want to push other AI advancements first, (reintroducing scraping for very old units only for example, enhance their military composition for effectiveness especially in late game, etc.), which should hopefully also help longer time handicaps like marathon, slow, very slow, and other if users add as @cobbaut suggested thanks.

The new nitro mode feels like a survival mode, it's really different than usual civ4, but super interesting too.

I also intend to do really soon xd a new Gamespeed Chart mirroring the Handicap Chart that would allow to see all this data much easier.

Then from screenshot 2291 onwards, i tested the new Very Slow game speed too.

I hope both of these provide more varied experiences for players and will commit these fairly soon! Thanks :)

edit: now committed at https://github.com/wonderingabout/AdvCiv-SAS/commit/855d664a31b3cc60e519a6afab4bf847d09f6b84 and available in the development version.

To test the development version, follow the instructions at: https://github.com/wonderingabout/A...ck_Install_Setup_Guide.md#development-version
 

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Sooo, i'm adding the sevopedia index as a category with GPT-5.2-Codex's help (or more like it did everything xd thanks a lot and i pressed the button and helped with review and testing thanska lot stillhehe thanks)

and it looks amazing and is funcitonall! With its own search bar too!

It is also inspired by the very amazing Middle-earth @topsecret mod's platypedia thanks a lot!

allows to remove the needless old CONTENTS and INDEX tabs

just needs a bit polish and should be able to be added (not promised nor guaranteed though xd, although in this case it's most likely)
 

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I also made a major sevopedia main enhancement/refactor with the help of GPT-5.2-Codex, which now makes it extremely easy to reorder sevopedia categories around and swap them, committing atm after docs.

Each sevopedia modder MUST (ideally xd) port this or something similar to their seovpedia main if compatible, it heavily simplifies the pedia, and makes adding, reordering, and maintaing categories so much easier, removing TONS of spaghetti code! (thanks to GPT-5.2-Codex): https://github.com/wonderingabout/AdvCiv-SAS/commit/aca192481508a3cac3e8812dc970aebc8675b874

Also the index is now on the top which i find much more relevant and reordered categories them otherwise too
 

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