- Joined
- Oct 5, 2001
- Messages
- 30,075
I haven't put in the civ trait modifiers at all. Will work on it. I put this feature in because I used to often find myself irrigating when I should mine and mining when I should irrigate. BTW - the bottom-right-hand corner of that tab has worker actions, but they're disabled 'cause I haven't implimented them properly yet (need to sort-out govt, trait, slave and tech modifiers first).bluebox said:no probs while installing, it works fine on my system. remarks:
1. Base Terrain: agricultural desert bonus is not added; why not add worker turns needed? this could be cumulative (mine + road + railroad = so-and-so many turns). and what about "city" improvement? if i got a city on any terrain (where it is allowed) how much power will this tile have?
On the other hand: why did you put that tab in? it's a kind of interactive civilopedia for tile values, right?
I'll look into this.2. Territory: Exploration info doesn't take water tiles into account, at least not from my save. Terr. stats about worked and unworked tiles are all 0. and I am not in anarchy.
the worker stats are pretty interesting, i will see how they can be helpful to plan my games.

The corruption tiles are sorted, but the rest aren't. The main problem with the control is that sorting is done alphabetically, so '10' comes between '1' and '2', hence the ugly formatting to 2 sig. figs. I have a work-around, and have put it into a function that I can just pass the list-view to, so just need to impliment it.3. all tables: columns still cannot be sorted. this is the only request i would really like to see implemented. but maybe, vb code doesn't allow for that?

) how much power will this tile have?
. this is the only request i would really like to see implemented. but maybe, vb code doesn't allow for that?
Might be a problem with the version I posted last night.... 

)

Easily fixed though.