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C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More Release 25

- Does that mean that if you have more cities than the divisor of the distribution hub, you have a net gain of shields? (Corruption aside)
The divisor (as currently implemented) works irrespective of the number of cities. It's more just a mechanism to prevent Distribution Hubs from becoming too powerful. It also adds just a tiny hint of realism (eg, without a divisor, a hub with 10 foods in a civ with 10 cities would essentially be giving out 100 food).

Do you think the system could be modified further so that
- cities can add local yields to the network themselves?
That's a super cool idea! I think the bookkeeping in the code to track hub creation/destruction/conquest/recomputation is mostly solid now, and I think it wouldn't be a dramatic leap to add local yields in, in terms of code. I think making the UI consistent and clear who-was-sending-what-to-whom would be the trickier part.

- the network is zero sum and cities can individually take from it, e.g. having a city or hub add 4 food 5 shields to the network, then a specific city could take 3 food from it and the other city 1 food 5 shields, and other cities would not gain anything?
Right, this makes sense and would be super interesting. Again though the tricky part would be making a clear and intuitive UI to track all of it. Really it would best be its own Advisor screen, I would think. Else it'd just be so hard to track everything.

As an aside, I think it would also be really fun if Distribution Hub yields could be part of the civ-to-civ trade system. I'd like to make sure the core District mechanics are solid though before climbing that mountain...

Edit: How do aerodromes behave regarding bombardement? And how do neighbourhoods interact with the aqueduct/hospital/freshwater mechanics?
Aerodromes were a bit of an afterthought, to be honest. I haven't implemented any special logic in terms of bombardment. I suppose at the moment they'd work like any airfield being bombarded.

Neighborhoods have no direct interactions with other Aqueducts or Hospitals, so at population levels 6 and 12, for example, growth may be blocked by both lack of those improvements AND/OR Neighborhoods, depending on your configuration.

I've just updated the GitHub readme with most of this info as well. As an aside, I also added a nice little screenshot of the Day/Night Cycle with Districts as well:
1760120202429.png
 
(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.

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

I read your description of districts and would like to ask a few questions. :dunno: 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. :thumbsup:
 
Thanks for your feedback. I think Districts will probably evolve in terms of mechanics and configuration, but I think it wise to keep things as simple as possible at the beginning. It adds quite a bit of complexity within C3X. I think we should test a lot before I add even more complexity on to that.

Will AI defend all types of districts as if they were cities?
Districts are mines behind the scenes. There are various reasons for this, mostly ease of implementation (see discussion here). So whatever the AI would do for mines now, it would do for Districts.

Will AI defend all types of districts as if they were cities?
Will they defend them at least a little?
My vague sense is that the AI generally defend mines, though I have no evidence for that. So, perhaps - sorry I don't have a more definitive answer on that.

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.
Maybe. I considered this too, but again I wanted to keep things simple and this seemed mostly minor in the great scheme of things.
Also, in my play-testing I've had the Districts dependent on the same tech the simplest buildings also require (eg, Holy Site & Temples both require Ceremonial Burial). So as a human player I can't start the Temple right away, even if I want to, same as that AI. In fact, if the AI chooses to a Temple soon after gaining the tech (which in turn kicks off the District-building AI flow), they are basically in the same situation. The human advantage in theory would mostly then come down to already having a worker in place at the right moment, which may not always be the case.

Wonders, on the other hand, are tracked specifically and the AI *should* switch over to them when the District is finished. We could also just potentially do the same for buildings in general (if they have at least one defender and are not in danger, etc).

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?
It won't automatically be destroyed, and the AI would need to pillage as they normally do. To the AI, it is a mine. Enemy units on a tile don't currently do anything to the buildings - though that's a great point.
Also by the way, pillaged Districts show as ruins after pillaging.

1760149281705.png


What happens to a building that is being built when its district is captured by enemies?
Currently nothing, as long as the District is still on the tile.

What happens to a building that is being built when its district is destroyed by enemies?
1760139964361.png

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?
Currently all of them. I'm not sure if that's a bug or a feature :)
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?
I should have been more clear in my wording: Veii gets its own Barracks - it's a one-time copy after Rome builds it. After that, they are two separate Barracks.
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?
Yes, Veii would at that point have separate 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?
I would need to test, but it should forcibly switch production to something else.
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?
Thus the beauty of being able to configure one's own custom Districts :)
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.
Government types and max number limits - perhaps but I'm not sure. At this point as I side the code needs to "settle" a bit and be tested before any more big changes.

Regarding proximity to other Districts (and more generally, so-called "adjacency bonuses"), honestly this was what made Districts not that fun in practice for me in Civ 6. I want to avoid micromanagement and make Districts relatively straightforward to build, destroy, move, and rebuild somewhere else, without the player needing to think about it. But perhaps that's just me.

Terrain types - yes, absolutely. I have a few ideas in mind but will probably not implement until I get a breather and move on to ports and naval Districts, someday in the future.

Technological obsolescence - maybe. I'm on the fence on this one and would prefer to keep things simple.

I know no one likes pollution, but neighborhoods should have an impact on pollution. Perhaps other types of districts should too?
Good idea. And as an aside, I am kind of thinking to implement an alternative mechanism for pollution where city population would be reduced (e.g., everyone is sick from smog) rather than pollution cleanup.

Let me look into adding pollution due to a District.

If neighborhoods are destroyed, will the city's population decrease?
Not currently. I didn't want to be too heavy-handed about this. I'd rather Districts without enough neighborhoods have malcontent citizens ("we need a place to live!") but haven't implemented anything.

If neighborhoods are captured by enemies, will part of the city's population be “taken captive”?
Not currently.
Does attacking or destroying districts have a greater impact on War Weariness than performing these actions on normal enemy terrain?
Not currently.
Can pollution appear in a district? What will that do to its bonuses?
It's just a mine behind the scenes, so yes. Doesn't currently affect bonuses but probably should.
Does a neighborhood have to be built right next to a city?
Nope, anywhere within work radius. I just think it looks nicer.
Can one neighborhood be shared between multiple cities?
Yes.
If a Wonder District is captured by enemies, will it affect the effects given by the Wonder?
Not currently.
What happens to a Wonder or Small Wonder that is being built when its district is captured by enemies?
Production should probably stop, but currently doesn't until the Wonder District itself is pillaged/destroyed.
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?
Currently, yes I think, though that was an oversight. Again, not sure that's a bug or a feature :)
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.
Yeah I knew this would be a somewhat tricky problem. I'm actually thinking to just add a flag to have corruption optionally affect Distribution Hub yields (food too??) as well - that's an existing mechanic that already works.

Regarding rounding, I believe it is .5 or higher -> round up, else round down, but will confirm.
 
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OK, the houseboat bug is definitely fixed. But now one of my opponents only has a wandering ship. I didn't place a spy before they lost all of their cities. Now they still live, but I cannot plant a spy (to hopefully steal plans and find out where they are!).

I would think that if they still live, we should be able to plant a spy.
 
Where is the spy going to be stationed? No palace, no spy.
Kind of my point. Currently the game requires a spy be attached to a palace. Is that really necessary? Admittedly, it is an edge case, but it can occur.
 
So this question has probably already been asked, but can't find reference to it and don't have time to search more for it right now...

Auto clean up of pollution Shift-P dodesn't work and can't get the command to come up so end up having to scour the map and manually clean up pollution...

Like I say probably something stupid I'm doing any help greatly appreciated!

Runing C3X R24 if that makes any difference...
 
IIRC, Shift+P is just the key-combo for "Clean this tile", not for automation (which might be Ctrl+Shft+P?).

But I do know that Ctrl+P opens the Game Preferences, where you can switch on the "Advanced unit action" buttons, which will show all the Worker-automation options -- and then mousing-over the button you want will also tell you the correct key-combo.

The problem with automating Pollution cleanup, though, is that if there isn't any Pollution remaining during a given turn, any Workers on mop-up duty just go to sleep (= Fortify/Sentry in place on the tile they last cleaned), which means you have to go looking for them to wake them up next time they're needed.
 
Very excited by this new districts feature, lots of ideas buzzing around my head for my mods.

Some thoughts and considerations:

-Would it be possible to tie neighbourhoods to the function to increase the city radius limit? i.e. every increase of a city radius possible (perhaps past the original 2-tile x) also requires a neighbourhood in the current city radius

-Possible consideration for when lua is available: would it be possible to be able to use neighbourhoods to expand the working tiles of a city outright, e.g. if your city has the default 2-tile x radius and you built a neighbourhood within its edges, would the additional tiles of the neighbourhood be able to be worked by the city? I'd imagine for simplicities' sake, if the same neighbourhood was in the radius of both Rome and Veii, both cities would share the same part of an enlarged radius.

-Perhaps an additional option for "destroyed_wonders_can_be_rebuilt" - instead of allowing the wonder to be rebuilt in a city, allow workers to rebuild the wonder on the tile it originally stood, using the Clear Damage/Pollution worker action.

-Would it be possible for wonder districts to simply be flavour graphics of neighbourhood districts with no in-game effects tied to the wonders themselves, e.g. if I have built the Pyramids and the Oracle, I can choose to build or swap (perhaps taking one worker turn or even zero turns for a straight swap) one neighbourhood district with the Pyramid graphics and one with the Oracle graphics in the radius of the city which houses them. If the neighbourhoods are destroyed, the wonders still function.

-are there any plans for being able to spawn the districts onto custom maps at the game start?

Again, very exciting stuff
 
@Flintlock

Would it be easy to make it so that after bombarding a tile with units that can create craters the improvements are not destroyed, but instead a crater is placed? Also make it so that craters also cut off the tile from the trade network to remove resources (since it cant destroy roads), remove road/rail movement bonus (same reason), and double (tripple?) the time it takes to clear them with a worker (same reason).

This is a better approach in my opinion than balding the whole map and placing craters. If improvements remain and craters are placed it looks more destroyed with actual ruins. The effect is enhanced with custom textures.

I have textures that greatly benefit from this.
 
@Flintlock

Forgot to mention:

-Double crater tile penalty due to not destroying improvements.

-Don't allow players including AI to be able to target a tile with a crater for bombardment since it will probably cause an infinite loop in AI specially.

-Allow for armors and mech inf (included molded units) to create craters with successful offensive moves (killing a unit and occupying their tile).
 
This is a super minor request, but is there anyway to adjust the Max Eruption period for Volcanoes? I have a scenario that runs in weeks, and I'd like the volcanoes to always be erupting. The 100 year minimum doesn't seem to be cutting it.
 
Hi gang, just a quick update: I'm hard at work in tidying up various odds and ends with districts. Most of the art is *tentatively* done (or at least, I think it's in an ok state for everyone to play around with) and I'm heavily focused on getting the AI to build districts and behave reasonably. This presents challenges but things are proceeding. The AI does reasonably well in placing districts with the exception of distribution hubs. That's a tricky one, as you can see.

Flintlock and I are coordinating and I'll try to have an alpha version ready to test in the coming weeks. Thanks for your patience.

Here are a few teaser screenshots (*all* of AI players - you can see the AI builds districts & wonders and also attempts to *defend* them, particularly near borders and when enemy units are near):

Screenshot 2025-10-19 at 2.54.25 PM.png


Screenshot 2025-10-16 at 2.11.33 PM.png

Very excited by this new districts feature, lots of ideas buzzing around my head for my mods
Great!
-Would it be possible to tie neighbourhoods to the function to increase the city radius limit?
This is a great idea, but I wonder if we could generalize this to population? With neighborhoods enabled this would accomplish the same thing.
-Possible consideration for when lua is available: would it be possible to be able to use neighbourhoods to expand the working tiles of a city outright
Maybe, but again, I think tying this to population (which wouldn't be able to grow without neighborhoods) might be slightly more natural, and also enable the feature to be used without Districts as well.
-Perhaps an additional option for "destroyed_wonders_can_be_rebuilt" - instead of allowing the wonder to be rebuilt in a city, allow workers to rebuild the wonder on the tile it originally stood, using the Clear Damage/Pollution worker action.
Excellent idea! I'll expand the concept a bit to perhaps have 2 flags: 1 for allowing outside civs to build it again, and 1 for allowing the destroyed wonder to be rebuilt by the originating city specifically.

I'm actually thinking a fun game mechanic related to this would be not rebuilding with workers, but instead having the home city able to rebuild it at a slight advantage (perhaps at only ~50% the full cost in shields). This would enable a race where other civs would have a window of time to attempt to build the Wonder before the original City can rebuild. Thoughts?
-Would it be possible for wonder districts to simply be flavour graphics of neighbourhood districts with no in-game effects tied to the wonders themselves, e.g. if I have built the Pyramids and the Oracle, I can choose to build or swap (perhaps taking one worker turn or even zero turns for a straight swap) one neighbourhood district with the Pyramid graphics and one with the Oracle graphics in the radius of the city which houses them. If the neighbourhoods are destroyed, the wonders still function.
Could you walk me through this one? I'm sorry but I'm not fully able to follow.
-are there any plans for being able to spawn the districts onto custom maps at the game start?
This would definitely be great, but I have so much on my plate I can't imagine tackling this in the near future. If someone wanted to take this on I could certainly advise.
 
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Hi gang, just a quick update: I'm hard at work in tidying up various odds and ends with districts. Most of the art is *tentatively* done (or at least, I think it's in an ok state for everyone to play around with) and I'm heavily focused on getting the AI to build districts and behave reasonably. This presents challenges but things are proceeding. The AI does reasonably well in placing districts with the exception of distribution hubs. That's a tricky one, as you can see.

Flintlock and I are coordinating and I'll try to have an alpha version ready to test in the coming weeks. Thanks for your patience.

Here are a few teaser screenshots (*all* of AI players - you can see the AI builds districts & wonders and also attempts to *defend* them, particularly near borders and when enemy units are near):

View attachment 745150

View attachment 745139

Great!

This is a great idea, but I wonder if we could generalize this to population? With neighborhoods enabled this would accomplish the same thing.

Maybe, but again, I think tying this to population (which wouldn't be able to grow without neighborhoods) might be slightly more natural, and also enable the feature to be used without Districts as well.

Excellent idea! I'll expand the concept a bit to perhaps have 2 flags: 1 for allowing outside civs to build it again, and 1 for allowing the destroyed wonder to be rebuilt by the originating city specifically.

I'm actually thinking a fun game mechanic related to this would be not rebuilding with workers, but instead having the home city able to rebuild it at a slight advantage (perhaps at only ~50% the full cost in shields). This would enable a race where other civs would have a window of time to attempt to build the Wonder before the original City can rebuild. Thoughts?

Could you walk me through this one? I'm sorry but I'm not fully able to follow.

This would definitely be great, but I have so much on my plate I can't imagine tackling this in the near future. If someone wanted to take this on I could certainly advise.
Dude you are simply amazing I can't wait! What else do you have planned besides this and the day/night cycle mods?
 
Could you walk me through this one? I'm sorry but I'm not fully able to follow.
Basically, it would be nice to have the option for some wonders which you've built to be shown on the map through the neigbourhoods feature, without the actual wonder in the city being able to be destroyed or affected.
 
Basically, it would be nice to have the option for some wonders which you've built to be shown on the map through the neigbourhoods feature, without the actual wonder in the city being able to be destroyed or affected.
Yes, this is my thought, too. :)
Ok got it, well I'm happy to look into it. Just to make sure though, using wonder districts but setting the flag to prevent them from being destroyed (completed_wonder_districts_can_be_destroyed = false, so they are basically permanently on the map) wouldn't accomplish this?

I feel a bit dense but want to make sure I understand correctly.

Dude you are simply amazing I can't wait! What else do you have planned besides this and the day/night cycle mods?
Hey thanks. Well, at this point

1- Seasonal cycle
2- Minor optional feature to visually de-emphasize minor roads and distinguish from major roads (shortest paths between cities). Mostly for visual variety
3- Support for Port Districts & Naval Wonders (Colossus and Great Lighthouse, really)
4- Rest and actually enjoy the game :)
 
OK, the houseboat bug is definitely fixed. But now one of my opponents only has a wandering ship. I didn't place a spy before they lost all of their cities. Now they still live, but I cannot plant a spy (to hopefully steal plans and find out where they are!).
This is surprisingly difficult to change. There's no single point where it's determined whether an espionage mission requires a city or not because they all do even if the city's not factored into the cost or success rate. Even the code for the espionage screen itself is all written assuming that every mission requires a target city.

Would it be easy to make it so that after bombarding a tile with units that can create craters the improvements are not destroyed, but instead a crater is placed? Also make it so that craters also cut off the tile from the trade network to remove resources (since it cant destroy roads), remove road/rail movement bonus (same reason), and double (tripple?) the time it takes to clear them with a worker (same reason).
...
-Double crater tile penalty due to not destroying improvements.
-Don't allow players including AI to be able to target a tile with a crater for bombardment since it will probably cause an infinite loop in AI specially.
-Allow for armors and mech inf (included molded units) to create craters with successful offensive moves (killing a unit and occupying their tile).
Individually these things ought to be relatively easy, but all together it's a decent job. I'll add this to the list for post-Lua changes since, ideally, this is all the sort of thing that could be accomplished through Lua.

This is a super minor request, but is there anyway to adjust the Max Eruption period for Volcanoes? I have a scenario that runs in weeks, and I'd like the volcanoes to always be erupting. The 100 year minimum doesn't seem to be cutting it.
The logic for volcanos works in terms of years. I would have to change it to work off of months or weeks instead, which wouldn't actually be difficult. The way it works is that the game only rolls for volcanos to become active at most every two years. If less than two years pass between turns, it won't roll every turn. The chance for each volcano to become active, when it does roll, is proportional to the number of years since the last time it rolled, up to a maximum of 50. The "maximum eruption period" just affects the overall frequency of activity and setting it lower wouldn't help if the game only tries to activate volcanos every two years.
 
Ok got it, well I'm happy to look into it. Just to make sure though, using wonder districts but setting the flag to prevent them from being destroyed (completed_wonder_districts_can_be_destroyed = false, so they are basically permanently on the map) wouldn't accomplish this?

I feel a bit dense but want to make sure I understand correctly.
It could be nice to see the wonders constructed (or to be in construction) in a city appearing next to the city on the map without additional district rules in the game. In fixed maps this is still possible by adding resources showing those wonders next to a city (especially in combination with "tamed" Industrial Sprawl graphics in the PTW extras folder), but this could be nice on random maps, too (even without the possibility of "tamed" Industrial Sprawl graphics).

Here are two screenshots of the WW2 scenario SOE, where the limitation in production of individual cities on a fixed map by "microzones" was possible, since nearly two decades ago. Next to Paris you can see the Eiffel Tower and the Arc de Triomphe and next to Berlin you can see the Brandenburg Gate (red circles).

Paris.jpg


Berlin.jpg

Hey thanks. Well, at this point

1- Seasonal cycle
2- Minor optional feature to visually de-emphasize minor roads and distinguish from major roads (shortest paths between cities). Mostly for visual variety
3- Support for Port Districts & Naval Wonders (Colossus and Great Lighthouse, really)
4- Rest and actually enjoy the game :)
This is other exciting stuff. We civers have to thank you very much!

The seasonal cycle can be very useful in the game combined with a setting to influence the stats of units in those seasons (may be by lua). Per example in WW2 scenarios it could change the attack and defense values of existing units in winter and in spring and autumn it could reduce the movement points of units to one.

Btw. when talking about SOE, there is a glitch in the setting of LM-terrain. Damaged units on LM terrain can not heal ! I solved this problem in my scenarios by the fiction, that these units on LM terrain are "out of supply", but the problem is, that the AI units have no clue, that they are out of supply on LM-terrain and fortify, and stay damaged there without any healing.
 
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