Done:
- Option to draw capitals at standard size
- Configurable rebase range multiplier
How about adding a couple of useful buttons in the bottom right near the unit cycling that, when pressed, would perform automatic movements of various types at once.
That's probably the best solution, though it's also the most difficult. There isn't even much room for more buttons down there. If I were to squeeze in just one, it would either be "perform all auto recon missions", which is of limited use, or "perform all automated actions", which might be inconvenient by doing all recon, bombing, and worker actions. Also, now that I think of it, doing queued worker actions ahead of time is a bit of a cheat since you normally can't make use of roads on the same turn they're set to finish.
In one of my games, a Greek archer was standing at my border, not moving for a thousand years. Then my border expanded past the archer, and it could move freely. It walked straight up to my city and attacked it. Obviously the AI had a "plan", it wanted to declare war by attacking my city, but it couldn't cross the border and got permanently stuck.
Interesting. I was worried that sort of thing would happen when I added the trespassing restriction. If I knew how the AI kept its "plans" in its """mind""", I could make it declare war instead of get blocked by the restriction. Unfortunately that part of the AI is still completely unknown to me.
2. I have some invisible units (Scout, Explorer, Partisan, Guerrilla). I would want them to be able to cross the border, but get kicked out if they are detected (as it is now, the AI will only ask them to leave if it can see them).
I think bouncing out units is a good idea.
Invisible and hidden nationality units are allowed to trespass now. I don't remember when I added that exception but it was a while ago. I'll look into bouncing trespassers out of enemy territory for the next version. The fact that the game already has some method to do that ought to make it easier.
By the way, is it possible somehow to connect the activation of the "disallow_trespassing" to the first discovery of technology/transition to a new era/or at least to a specific turn/year?
Tying it to a tech would be easy enough. Would it make more sense to tie it to a government, though?
After a little testing this editor, I came to the conclusion that the function of assigning bonus resource (and "within city radius" and without this flag) as a requirement of building doesn't work, even if there is a road to the resource near the city, even if the city is straight on the bonus resource, the building remains inaccessible for construction, despite the fact that in the civilopedia building page the entry about the resource requirement for the construction changes correctly. I can wrong, but perhaps the game mechanics do not allow it to define the location of bonus resources in the trade net, or smth like this.
That's right that the game doesn't add bonus resources to the trade network hence cities can never have access to them through the network. However, locally generated resources, meaning those with the "local" flag set in the config, do not go through the trade network. Access to those resources is provided directly to their cities. If you set harbors to generate local sea oil, any city with a harbor will be considered to have access to sea oil. That generated sea oil would not be considered in range of the city, though. Maybe it would make more sense if it were, but one of the reasons I didn't do it that way is for exactly this scenario.
1) Is it possible to prohibit the construction of some improvements or wonders for specific governments? For example, Wall Street and Stock Exchange for communism or Universal Suffrage for all except Republic and Democracy?
2) In addition to "disallow_trespassing" - it would be logical also to prohibit air recon on foreign territory in case of peace and the absence of the right of passage agreement.
1. Sure, layering on prohibitions like that is easy. Again, the ultimate solution to this kind of thing would be to call a little Lua function that could rule out build options based on whatever logic.
2. I suppose so. I'll keep it in mind.
Also, I've noticed when mass bombarding a city with aircraft, if intercepted this causes the game to crash.
I'll look into it. I never considered bombers getting shot down when programming stack bombard in the first place, but due to a happy coincidence it worked anyway. The stack bombard would cancel because bombers getting shot down matched the condition I inserted to cancel when the bombing run didn't actually happen for whatever reason. Maybe I broke it along the way somehow. Anyway, I'll need to update the logic to make sure it properly handles the case where the bombarding unit is destroyed.
Would it be possible to go over the global warming mechanic? The game does not actually do the tile changes listed in the base biq, which I consider a bug.
I looked over the logic for global warming but I don't see any obvious reason it wouldn't work. Maybe the method that's supposed to set tile terrain just refuses to make certain changes? The problem might be related to what types of terrain are allowed to be adjacent. I know tundra and desert, for example, are not. The game doesn't even have graphics for that. I would have to study it to figure out what's going on.