I should have added further details, I'd like to still have trade network calculations done for roads, just not airports or harbors.
I don't know of any really easy way to do that. The easiest would probably be to edit the rules so that harbors and airports don't allow sea/air trade. As EPW pointed out, you can do that without losing the map icons as long as you have the city_icons_show_unit_effects_not_trade C3X setting turned on.
Any idea as to the added burden of 20-50 airports and harbors (MAX) to a game with 512 connected cities with roads (MAX)?
Harbors really will be in locations with no water -- can I assume this will not add to the calculation burden?
Airports will typically be duplicates or triplicates in the same city -- can I assume this would be treated the same as if 2 or 3 cities had an airport?
By far the slowest part of recomputing trade networks is searching for connections between cities with harbors. That's because that involves the pathfinder and has to be done for each pair of harbor cities. Recomputing the road networks also involves the pathfinder but it's an operation that's done once per road network, not per city, so when you have 512 cities it's negligible compared with the sea trade calculations. In my testing on the Monstrosity map, computing road networks took much less than 1% the overall turn time.
The less water the better because it means the pathfinder has fewer tiles to check while searching for a path. I don't think it's an exaggeration to say computing sea trade would be 1000x times faster for a city on a 10 tile lake compared to one on a 10000 tile ocean.
Computing airport connections would take almost no time since it doesn't involve pathfinding at all, though I haven't bothered to measure it. Multiple airports in the same city would not make any difference compared to having only one. Adding airports could even speed up the overall trade network calculation if the airports connect cities that otherwise would have been connected by harbors. That's because the calculations first check if two cities are connected by road or air before searching for a connection by water. The trade network calculations are pretty inefficient but not completely stupid.
By the way, if you want some hard numbers, C3X has a feature that times the trade network computation and overall interturn time. It's something I added while working on Trade Net X. The option is named measure_turn_times.
Also, I know this has been asked before, but there still are some units which won't stack properly, so I'll see Tank, Tank, Tank, vs (3x) Tank. Most units work fine, haven't been able to figure out what the issue is.
Units with a transport capacity > 0 will never stack, I don't suppose those tanks are modded to be able to carry units? That would explain it, otherwise I have no idea. In my own testing, I've never seen unit stacking not work properly.
I desperately need the option to have a negative prerequisite for a building, i.e. if a city has a resource in its pool, or an existing building, then it cannot built a certain building, which has that resource / building, as a negative prerequisite.
I'm reluctant to add things like this because they'd be perfect for little Lua scripts. All you really need is a little function that rules out build options based on the state of the city: the presence or absence of buildings and resources. Splitting that out over many different config variables is a much uglier way of making it work. I realize that Lua is still a long way off so maybe I'll add this kind of thing anyway, but it'll be for R24 at the earliest since I've already decided what will be the final things for R23.
- when choosing a scenario to load at the start of a game, the game displays a preview of the entire map, which in an exploration-focused Eldorado-style mod ruins much of the scenario's interest. Is there a way to disable this preview and replace it with a question mark, for example?
Not that I know of. I've never looked at that part of the code, but it doesn't sound difficult.
- I find it completely illogical that a unit that still has 1 movement point can climb a mountain that costs 5 movement points (there are explorers to do this). It would be great if C3X could manage unit movement in a more rational way, with an optional setting to disable this option for those who wish to maintain the original game's movements.
The big problem with this (I'm guessing you're asking for Civ 2 style movement) would be the pathfinder. I don't think it would be feasible to modify the pathfinder to handle that kind of movement rule. The only option would be to replace the whole thing which would be a huge job.
Here's a link to a Google drive folder with the relevant files, let me know if anything doesn't seem to work:
https://drive.google.com/drive/folders/1UYeLK_WHfUBpGFzLGB_PBrlQOrJAaAj5?usp=drive_link.
Alright, I got it, thanks. I'll look into this sometime in the next few days.
There was another similar idea and no less interesting method of its implementation. It would be interesting to know @Flintlock 's opinion on how feasible it is.
Right off hand, I don't see any reason it wouldn't be feasible. It might mess with armies, but it shouldn't be a problem to carve out an exception just for them. The game already does something similar to this where armies take up more space in transports than single units (under the hood an army is a single unit with its own passengers), so that's another indication that it's possible.