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C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More Release 23

Showing golden age turns remaining would be easy though, probably the easiest way to do that would for the domestic advisor to mention it like she already does for anarchy length.

Another very good solution, as tjs282 pointed out, would be, to integrate that information into the general information, that is given for a player civ each turn, as long as the Golden Age (GA) is lasting. At the end of the GA a special window is popping up, that the GA of the player´s civ has ended and in the following turns there is no more info about the GA in the general window showing the conditions of the played civ.

Golden Age Message.jpg
 
Definite "yes" to the question of AI joining Workers. See this short thread:

https://forums.civfanatics.com/thre...efdom-not-a-modded-game.604294/#post-14551407

Regarding ToC specifically, IIRC you increased the assimilation probabilities for most of the Spheres well above the base-game values, so you'd likely only spot joined foreign citizens in AI-towns if you captured (or investigated) them relatively soon after it happened.

Thanks for the clarity T! I guess my issue in my mod when I add the "terraform" AI strategy to ToC crops, the AI actually roams around the land with them as if they are "working" the land, but without any terraform abilities, it looks like they just walk around for no reason. Whether or not they actually join city, I'm not sure. Although judging from your link, they might indeed eventually "join city"?

Flintlock,
Would it be easy to simply force the AI to join city if a unit has the Terraform AI strategy flag (and no other Att/Def/leader/army/bombard ability) and does not have any worker actions flagged (e.g. "crop" units)? If the unit has ANY worker actions, even just one (i.e. can build roads), then that unit should not automatically "join city" so that they can function normally.
 
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Another very good solution, as tjs282 pointed out, would be, to integrate that information into the general information, that is given for a player civ each turn, as long as the Golden Age (GA) is lasting. At the end of the GA a special window is popping up, that the GA of the player´s civ has ended and in the following turns there is no more info about the GA in the general window showing the conditions of the played civ.
Modifying that line might even be easier than adding one to the domestic advisor. The problem with doing that, and it's only a minor problem I'll admit, is that the text would overflow the box when in a golden age and researching a tech with a long name.
Would it be easy to simply force the AI to join city if a unit has the Terraform AI strategy flag (and no other Att/Def/leader/army/bombard ability) and does not have any worker actions flagged (e.g. "crop" units)? If the unit has ANY worker actions, even just one (i.e. can build roads), then that unit should not automatically "join city" so that they can function normally.
That would be easy, the hardest part would be writing the AI routine for the crop unit (I'm assuming you'd want it to do more than join whatever city it happens to be in), but dividing the AI's behavior like that would be no problem. The alternative approach would be to adapt the terraform AI to handle the crop units somehow but that doesn't sound practical considering what you said, that that AI moves the crop units around as if it were trying to work the land. It's probably the case that the terraform AI isn't at all intended to handle units that can't do all worker actions. Another little fact confirming this is that the Firaxis editor won't let you set the terraform AI strategy on a unit type unless it has all worker actions enabled.
 
It's probably the case that the terraform AI isn't at all intended to handle units that can't do all worker actions. Another little fact confirming this is that the Firaxis editor won't let you set the terraform AI strategy on a unit type unless it has all worker actions enabled.

The Quintillus editor allows to assign the terraform AI strategy even to units without assigning all worker actions to that unit (what is pretty handsome especially for no-railroad workers). Concerning the problem with the action to join a city I made some tests with the Quintillus editor:

Quintillus Editor.jpg


1. With the Quintillus editor it is possible for a worker to receive the AI worker strategy even when only the 'join city' option is activated - but in that case the worker is building roads by the 'automate function', even if that function is disabled.

2. In a second step I now set the worker units to immobile and additionally removed the Goto and explore options. The workers now stayed in their cities, but none of them joined the city population, even after watching the workers of 24 civs for several turns.
 
That would be easy, the hardest part would be writing the AI routine for the crop unit (I'm assuming you'd want it to do more than join whatever city it happens to be in), but dividing the AI's behavior like that would be no problem.

To be honest, all I really want is the simple fix. I don't want to take up too much of your time for a niche request. Beggars cants be choosers! Lol. As long as the programming doesn't interfere with behavior of other units, having crops "join city" in the city they spawn in would help out a LOT. In ToC, There are times when AI will have 5+ crops stacked in their cities unused, giving the human player an advantage since humans would be able to use crops for population. If you could make this happen, that would be Amazing!!!

EDIT: I forgot to mention that i believe that programming crops to "join city" in the nearest city is probably better than the city they are in. This would be just in case these crops are "enslaveable" in a future version. I would like the crops to be able to find their way to the nearest city to 'join population' if they start outside of a city (enslaved). Not sure if that's also easy to do? If not, i'm totally still ok with the above solution. Thanks again!!!
 
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It's not difficult to do in any case. Making the crop units join the city they happen to be in is trivial, probably just a few lines of code. To make them join the nearest city, you need to loop over the cities to find the nearest and give the unit the ability to move, and at that point you might as well go all the way and give the unit a bit of intelligence in selecting a city. For example, it would be easy to make crop units avoid cities that are capped on population and prefer less corrupt cities. It might also be a good idea to have them prefer cities with larger food boxes, so that they're worth more food. But on the other hand the tile yield is probably better in small cities due to decreasing returns, or in other words the second citizen in a city will almost always be working a better tile than the 20th.
 
Ah got it, well if it's not too hard to do either then great!! Great ideas about preference for non capped population cities & less corrupt cities! Maybe even prefer smaller city sizes since they might benefit most from a population boost!

Great point on the diminishing yields for later citizens! I had never thought of that!!! But you are 100% correct!

Either way I'm happy with whatever you can provide, you've already put Civ 3 into a different realm with your great EXE mod! Thanks so much!
 
Quick progress report: I got unit grouping on the right click menu working. It wasn't as difficult as I first thought it would be but I still had to try a few different approaches before I figured out the nice, simple, and proper way to do it.
units_grouped_on_menu.png

Clicking the grouped entry still only wakes one unit at a time. A stack wake command could be useful, and would complement the stack fortify option that I'll implement not next but soon-ish. Next I'll do crop unit AI, which shouldn't take long.
 
Hi, it's really cool this new stacked unit information layout, as there will no longer be the issue of scrolling the info screen when you have a huge amount of stacked units and you can't see until the end.

A suggestion that I would like to see implemented in future versions is the following: when we right-click on the terrain, in addition to showing the usual information, the coordinates of the map could also appear. Because that would make it much easier to write down and later make changes later.
 
So, I'm not one of those who wants to totally eliminate pollution, but sometimes it seems as if the rate of pollution generation is just too high. A slider on that would be good.

In the past (was it Civ 2?), you could terraform mountains into hills and deserts into plains and tundra into plains. Maybe there is some other mod that already does this, but some of these terraforms could be desirable.
 
I think you can define chopping/wet clearing for hills/mountaints in editor, which gives some limited terraforming by turning them into grassland.
 
Another thing about pollution. Pollution displaces workers. When I clean the pollution, they are not automatically place to the most effective position. This is somewhat manually intensive. Effectively the same thing happens due to disorder. If I allow the computer to determine the happiness individuals necessary to relieve the disorder, they are not always there for optimal production. I have to go back to the city after the disorder is alleviated to get back to optimal production.

It might be nice if there was a single button for checking city population across all of your cities.
 
It might be nice if there was a single button for checking city population across all of your cities.
At risk of stating the obvious...

Your Domestic Advisor (F1) already shows you where all your Clowns are. And you can actually reassign Specialists directly within that screen, or if you want to put them back to working a tile, double-clicking on the city name will take you to the city, where you can make any necessary tile-reassignments. Clicking the "X" will then take you back to the F1 screen -- or if nearly every (core) town is running Clowns that you don't want, you can cycle from one town to the next (roughly in founding-order, I believe?) using the left/right arrows at the top of the City screen.

I honestly can't imagine it would be easy to code a one-click button which would instantly (and optimally) reassign all citizens in all towns at once, especially where towns have overlapping BFCs. Ideally, you'd want the less corrupt towns to work the better tiles, but you'd ideally also want towns kicking out useful shield-numbers to minimise wastage on builds, so (I would imagine that) automating that would require a lot of work...?
 
I know you can go back to the domestic advisor. I was hoping for a more automatic means of doing so. It is relatively labor intensive and easy for you go forget to do every turn.
 
All added to the list. It should be easy to put tile coordinates on the terrain info popup and to make the rate of pollution adjustable. I'm not sure about terraforming, but since tiles can already have their terrain changed in the base game, it shouldn't be too difficult.
Another thing about pollution. Pollution displaces workers. When I clean the pollution, they are not automatically place to the most effective position. This is somewhat manually intensive. Effectively the same thing happens due to disorder. If I allow the computer to determine the happiness individuals necessary to relieve the disorder, they are not always there for optimal production. I have to go back to the city after the disorder is alleviated to get back to optimal production.
It might be nice if there was a single button for checking city population across all of your cities.
All the way back in the OP I mentioned wanting to change how pollution spawning works so that citizens don't get unassigned from a tile when it gets polluted. That would solve the problem of having to reassign them after the pollution is cleared. Unfortunately I haven't gotten around to that, but I still plan to at some point. To clarify your second request, you mean using the governor to reassign citizens as if you had clicked the city center on the city screen, but for all cities at once, right?
 
Flintlock, your work is amazing. I was suggesting the governor to perform the function for all cities at once. I was just spitballing because I knew reassigning citizens was a pain (I often forget) and was trying to think of a non-labor intensive way to do it. If you could have the citizens just be unassigned, that solution, which I never thought of, would be better, IMHO.
 
Upon further reflection, I think that hitting an "overall governor" would be better. If you unassign workers due to pollution, you could be in a situation where you have effectively idle workers with tiles that could be worked or you miss the advantages of a specialist citizen.
 
There's no perfect solution. The downside to reassigning all citizens in all cities is that the governor might mess up some assignments that you did manually. The downside to keeping the citizen on a polluted tile is as you mentioned. But it's so bad since you lose out on the specialist yield only if you fail to clean the pollution on the same turn it appears. This is because the game calculates gold and research first then does per-city things including pollution, so if pollution turns a citizen into a researcher or tax collector you don't get that yield until the turn after the pollution appears.
 
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