My plan for the right-click menu icons is to split them out like so:
View attachment 697595
Combat vs non-combat and busy vs non-busy units will have their own columns so people can recolor them as desired. By default they'll keep the existing red/yellow/green colors. Hopefully this is flexible enough. A unit is "busy" if it's doing any worker job, intercepting, on a move command, auto-bombarding, or exploring.
Looks amazing! However, is it possible to break out Air units? On the preview version I was able to set it up so that air was blue (unless they count as "non combat" in which case that is fine as 95% of the time it will be 100% air units which are blue not non combat).
Do you have dont_escort_unflagged_units set? That option causes problems with group movement. I've already fixed that bug for the next version.
This is it! You'll likely have the update done before I am far enough to really need that anyway. Glad it is known and dealt with!
The way it works is that the units with extra maintenance costs are counted multiple times for the purposes of summing up maintenance. So if you have one unit with a 10x cost and 10 free units, then that one unit will absorb all your free unit credits. That way it doesn't matter what order the units are counted in. The extra maintenance feature messes with the unit counts on top of the military advisor screen. The math still adds up correctly for the total maintenance cost but the labels don't really apply.
Interesting, not how I thought it was set up, makes sense though. Would it be possible to alter what number come out? As in rather than unit support limit of XXX and # of units YYYY, but have "Economic Unit Support Limit" XXX and then Y% above or below XXX limit.
So, if Support limit is 80 and units support costs = 140, then Y% would be "+75% above unit support limit". Sort of get what I'm saying, just a suggestion as currently those numbers are somewhat meaningless and don't provide at a glance much info.
It isn't practical to count units in the order they were built since the game doesn't record when each unit was built, as far as I know. Maintenance-free units are still free even with the extra cost setting. They get skipped over when summing up unit maintenance.
Ok, go it! The numbers I was getting more or less checks out with what you were saying.
I think so. I vaguely remember looking into this before and thinking it would be easy. I'll have to give it another look.
To be clear, I was messing around in the "preview" version, and I was able to get local resources, but those were local to the city's network only. So, if I flagged "Building A" to need "X resource" and some other building in the city produces that resource locally, then only that city can build "Building A". However, if I have "Building A" flagged as "needs locally", than that local resource won't allow it's production, as it is only locally within the network, not actually found locally. If that makes sense.