(4) are of a different race than their owner i.e. are captured from another player
I hope this point can be adjusted in the settings at some point. Captured artillery should not be exempt.
(5) are escorting another unit while outside of a city
I'm pretty sure that over all these years of testing, I've come across cases where the AI spearman escorting the settler was disbanded. However, this may have been in cases where the AI couldn't maintain almost any units after the modifications, so it probably had no other choice.
After that, it evaluates the units according to their stats, AI strategy, the continent they're on, the distance to the nearest city, if there are any enemy units nearby, and maybe some other things, to find the "best" unit to disband.
So, after this overall evaluation, is it theoretically possible that it would not be able to find a suitable target to disband?
Someone wrote all those conditions but forgot about the requires support flag.
The basic Civ3Edit editor did not have the option of requiring support from units, so it probably makes sense that this condition was later overlooked. Although I still find it quite absurd.





Wow! Christmas has come early this year. How many more tricks like this do you have up your sleeve?




I read your description of districts and would like to ask a few questions.

I'm sorry, but I actually have a lot of questions. I tried to organize my questions as clearly as possible about everything that has come to my mind so far. Plus, I added a few of my own ideas.
AI
In the pictures, I see all types of districts unprotected.
Will AI defend all types of districts as if they were cities?
Will they defend them at least a little?
Wouldn't it be better for workers to focus on building the necessary districts as soon as the buildings and wonders requiring them approach the top of the list (second or third place)? As it is now, there will be a slight delay that will slow down the AI.
Districts
What happens when an enemy unit enters a district?
Will it be automatically destroyed (I hope not), or must the pillage action or successful bombing be used to destroy it?
If the enemy captures the campus district, will it affect the player's city and cause the library to stop working?
What happens when a barbarian or ally unit enters a district?
What happens to a building that is being built when its district is captured by enemies?
What happens to a building that is being built when its district is destroyed by enemies?
If there are
multiple districts of the same type within range of a city and you build a building that requires that district, in which district will the building appear?
In the case of
barracks shared between two Roman cities, does that mean that Veii will also have barracks in its list of constructed buildings?
If so, won't that cause confusion with maintenance?
If so and I sell the barracks in Veii, will they also be sold in Rome?
If not, will Veii be able to build its barracks even though it shares them from Rome?
What would happen to shared barracks from Rome if Rome were
captured or destroyed, but the district remained in Veii's territory?
Would Veii still have access to the barracks?
If I only had one free district and both cities were building barracks, what would happen to production in the second city if Rome built the barracks first? (sharing is enabled)
Would barracks production continue in the second city, or would it be forcibly switched to something else?
The city's working radius can now be extended to 7. Wouldn't it be appropriate for districts to
have their own radius determining how far cities can use them, with the potential for certain
technologies/improvements/governments to
extend/reduce this radius?
In terms of characteristics, aren't there
standard districts representing expansionist and agricultural traits missing? I know that a building such as a mill is not in the base game, but perhaps it deserves its own district outside the city?
Configuration
There may be other ways around this, but at the moment I don't see the possibility of creating districts directly linked to the
government type (a special democratic district that could only be built in a democracy, or a special communist district that could only be built in communism). Probably unnecessary for buildings in the base game, but worthwhile for all mods.
Similarly, I also miss options such as
limiting the maximum number of districts depending on the number of cities (in cases where the player cannot mindlessly build all types of districts for all of their cities).
Alternatively, there could be some mutual
building restrictions depending on the proximity of individual districts to each other.
It could be very useful to limit the
type of terrain on which a given district can (or can not) be built.
And also something like an
inversion of the required prerequisites, which in the case of technology would mean obsolescence, and in the case of government, a type of government in which the district could not be built.
Neighborhoods
I know no one likes pollution, but neighborhoods should have an impact on pollution. Perhaps other types of districts should too?
If neighborhoods are destroyed, will the city's population decrease?
If neighborhoods are captured by enemies, will part of the city's population be “taken captive”?
Does attacking or destroying districts have a greater impact on War Weariness than performing these actions on normal enemy terrain?
Can pollution appear in a district? What will that do to its bonuses?
Does a neighborhood have to be built right next to a city?
Can one neighborhood be shared between multiple cities?
Wonder Districts
If a Wonder District is captured by enemies, will it affect the effects given by the Wonder?
What happens to a Wonder or Small Wonder that is being built when its district is captured by enemies?
Does
cities_can_share_buildings_by_districts apply to Wonders and Small Wonders?
If so, does the wonder give culture to multiple cities within its working radius?
Distribution Hubs
Distribution hubs seem VERY, VERY, VERY overpowered. Especially on larger maps with more hubs, these hubs would be UTTER balance killers.
In my opinion, the
number of cities connected to a given distribution hub through a trade network should also play a role in the calculation of resource distribution.
At the very least, something like the
distribution_hub_food_yield_divisor increasing by X per every Y cities (X = 1, Y = 10) and
distribution_hub_shield_yield_divisor increasing by U per every V cities (U = 1, V = 5).
I'm not saying that it's absolutely necessary to have a precise formula in which all food and production are strictly limited to what the distribution hub collects in its vicinity, and therefore if it collects, say, 10 food, it can only distribute 10 food to 1 city, or 5 food to 2 cities, or 3 food to 3 cities, or 2 food to 4 cities, or 2 food to 5 cities, or 1 food to 6 cities, and so on, but a certain ratio factor depending on the number of cities being fed is essential, otherwise it becomes more of a magical hub whose effectiveness increases significantly depending on the number of cities being fed.
You chose an example with nice numbers, but if the numbers aren't nice, how do you round them?
To prevent hubs from being too weak, a lower limit of 1 could be set for calculations that would give results less than 1, so that each city would get 1 food or 1 production, even if one hub had to feed 100 such cities.
It would also be nice to have
technologies/improvements/governments that would work with this calculation and make it
more/less effective. The effectiveness of distribution hubs should be at least different in the Middle Ages and different in modern times.
Will everything work properly in the case of multiple distribution hubs and multiple trade networks closed off from each other, for example on islands without harbors?
Could distribution hubs be given names (Default: Distribution Hub 001, Distribution Hub 002, ...) with the option to rename them so that it is clear where the food and production with green outline come from?
Someone might want to use a distribution hub as a customs gate collecting money instead of food and production.
Roadmap
I'm looking forward to it. A naval district that allows cities close to the coast to also build ships and serve as a passage for ships would be great.
