Here is another very minor issue. In the espionage screen, once I scroll down to find the civ I am interested in and take an action, the game put the screen back to the top of the list.
Alright, I'll add it to the list. This would probably be a very easy fix but who knows.
I generally turn off most unit animations, but prefer to keep Battle Animations turned on so I can keep track of who's doing what along the front. But watching 20 (or 30 or 50 or...) AI Cats+Trebs+Cannon firing randomly one by one every interturn can get a wee bit tedious.
Sooo... While it's great that the AI can now build and use land bombard-units, would it be possible to get them to use the stack-bombard function as well?
Speeding up the combat animations is something I've had in the back of my mind for a while now. I agree that it's nice to have them turned on so you know what's going on but they just take too long. My ideas so far are, first, to cut out the fortify animations that play before units attack. Especially in the case of bombarding units, I don't think those little animations would be missed, but maybe for general combat they provide a nice transition out of the idle animation. My other idea is to skip animations for all rounds of combat except the last. So you'd see two units prepare for combat, take one swipe at each other, then one of them would die or retreat. All the damage they take would appear after the one swipe, you wouldn't have to watch them going back and forth.
Stack bombard for AI artillery is another good idea, I'll try to keep that in mind though I don't know when I'll get around to any of this. Technically stack bombard is not supposed to skip animations, even though I know it sometimes does. I know what you mean that, when the AI attacks with multiple artillery units from the same tile against the same target, you could skip the attack animations and just show the hits.
BTW, if you hold shift while stack bombard is going, it'll turn off combat animations temporarily. I added that since I was annoyed by how often I forgot to turn off combat animations before doing a stack bombard with a huge stack of units. I don't remember if I added that after R13 or not.
When playing a game on larger map, I have 100+ cities under control, it is very hard to tackle civil disorders manually in every city picking it one-by-one if I have riots in most of the cities. Could this be resolved by a button or function auto-resolve by removing one labourer from production to entertainment or tax collection?
Also, just came to my mind. I remember from Civ 1, when a nation had civil unrest under Democracy after 3 turns if I remember correctly, the revolution happened and a nation sometimes split to two equally technologically advanced nations. Or better, when a nation loose its capitol part of its country can rebel against it. Is it doable in Civ3?
I don't think it would be too difficult to add a button to the domestic advisor screen that reassigns all your citizens to fix happiness issues. Splitting a civ in two would be a lot harder, probably. I don't really know what would entail since there's no way to add a civ to an existing game at the moment.
Pollution has now been stopped from spawning on impassable terrain. But I encountered a similar problem: If, for example, you make Mountains and Volcanoes impassable, then Barbarian camps will appear there, and it is impossible to attack them. So they can spew out Barbarians for thousands of years, and there is nothing you can do about it. Actually, if the mountain range is large enough, the Barbs can even be trapped up there, unable to move anywhere.
It would also be nice if certain units could be made exempt from the impassability rule, for example Workers/Engineers so they can build roads there, and maybe certain scout units or mountaineers or whatever.
It should be easy to stop barb camps from spawning on impassible terrain though I'd have to do some searching to figure out where to make that change. Allowing some unit types to enter impassible terrain might be easy but it depends on how many spots in the code need to be modified. The thing is, when the game checks whether a tile is impassible or not, it doesn't do that with respect to any particular unit so that bit of info has to be wired in somehow. That's not an issue if it's only one place that needs to be done but if there are many, especially some I don't know about, that would become a problem.
Oh, it very occasionally does, but we still appear to not know how, why nor what for.
I'd be very interested to know where the defend animation comes into play, if it really does. Is that field even filled in for any of the base game's unit INI files? I've had a look at the game's method that reads in the unit INIs and I can see that, after focusing on the "Animations" section, it reads in a list of values from 19 fields. Those fields are: BLANK, DEFAULT, RUN, ATTACK1/2/3, DEATH, FORTIFY, FIDGET, VICTORY, CAPTURE, FORTRESS, BUILD, ROAD, MINE, IRRIGATE, JUNGLE, FOREST, and PLANT. I suppose it's possible that there's another method somewhere that accesses the INIs again to load some other animations than those, but that would be very weird.