Hello again, I just wanted to point out a strange little thing I have noticed going on and ask a couple questions.
First the strange thing.
In my games I keep randomly getting a unit, almost always in my capital city but sometimes in other cities. At first it was an odd spy suddenly built in a city that was building a wonder. I noticed another couple of spies in other games and got suspicious. Today I got proof. I got a Hellenic missionary in a city that was producing wealth. To make this worse I already had 3 missionaries built so now I have 4.
It is so nice to have proof I am not insane. I can provide a save game if you like that shows the 4 missionaries.
Now the rest are just is it possible to do this sort of questions.
1. Can we reduce the amount of volcanoes a game generates. I swear I have some games where there are 8 or more in a single screen. (incidentally I love the erupting animation.)
2. Can you add options to the options menu and if so can you add things like. Automated workers don't build forts, and automated workers don't build forest preserves. Or divide the forest jungle options into two buttons one for jungle and one for forest so you can have automated workers chop jungles but not forests.
3. Would it be possible to make castles go obsolete at steel instead of economics. Even in marathon games castles are never around long enough to be useful and it makes civs who's unique building replaces a castle somewhat less attractive to play. Steel is where you get cannon and I seem to recall that one time in school I paid attention and they said cannons had something to do with the downfall of castles and city walls. If only I had paid attention in English class.
4. I would love to see an option in domination victory that allows you to pick the percent of land area you need to win. I would love to see 55%, 65%, 75% or 85%
The number the game usually picks now just feels to small. Heck even if I had to edit it in an INI file I would be happy so long as I could set it.
I am clueless about what you can and can't do in this mythical thing you call python so if any of that was just stupid I apologize in advance.
As to your mysterious happenings, they were probably the result of the Golden Dawn Wonder (aka the Copernicus' Observatory modcomp I released on the forums). Which can give you free missionaries, or spies, or gold, or food, or production, etc. etc. depending on the current in-game astronomical sign. Next patch adds small messages on the top of the screen to better facilitate the wonder and which bonuses you are receiving.
1. Already has been reduced with the next patch version.
2 & 4. Both are sort of hard-coded into the SDK so it would either require extensive modding to the SDK or really really sloppy python code to create a similar effect using similar things that are possible with python. As for the land area required for a domination victory, this isn't a set thing but rather it changes and updates throughout the game based on the current global population (I'd have to go back through the BTS code to be 100% sure on this, but it does increase during the game). It might be possible to have it always be a set thing, which I can look into. Truth is, I'm not really sure how to edit the worker auto-build AI (or if it is even possible), but it is a good idea. I'm going to ask around on the forums to see if anyone else has done it.
3. Changing the Castle obsolete tech is something I considered early on with the mod, but ultimately decided against doing for two reasons; one, castles actually give quite a few bonuses (trade route, defense, culture, +25% espionage, and in Thomas' War a possible specialist), and two, you can for the most part avoid researching economics for a while until, really, you're looking to train infantry. As for the UB castles, they tend to be more powerful than a general UB to make up for their limited life span. Currently there are three in the game. The Spanish citadel would actually be worse if it was changed to steel, as currently you can delay economics and still get steel and train cannons with +5 experience. As for the other two, well one gives two free specialists which is really strong for that part of the game and really shouldn't last long, and the bonus of the other one is that it doesn't obsolete (along with added culture) which would be less significant if it obsoleted later. However, this is all a mater of personal choice and is easy enough to mod in your own version. In Thomas' War/Assets/XML/Buildings there is a file called CIV4BuildingInfos. Just open it up and search for BUILDINGCLASS_CASTLE. Scroll down and change <ObsoleteTech>TECH_ECONOMICS</ObsoleteTech> to <ObsoleteTech>TECH_STEEL</ObsoleteTech> and then do the same for the other three entries that begin with BUILDINGCLASS_CASTLE (aka the three unique castles).
Anyway, the worker AI and Victory conditions are good ideas. I'll look into exactly what is possible to edit with them. Thanks for the feedback.