@DracoNoir
Thanks for testing.
Running fast, but nice. Although very dependent on what else I'm doing on my system. Seems to run extra fast for a little while after an improvement is built.
That could be an minor issue in the gameplay screen. Can you try whether it also runs faster if you just open a city and close it again?
Also, tax/science is set to 50/50, but I have a skew towards tax in the window of my (only) city. I have marketplace and library, but selling either does not affect. Normal or bug??
Not sure about that one... I thought I had it working correctly but I need to review the tax/science mechanism. I know that if there's 3 resources to divide, the game chooses to prioritize tax, resulting in 2 tax resources and 1 science resource.
Advance bulb disappears after last tech discovered but i suppose thats to stop the future tech crashes atm?
Future techs have not yet been implemented, but that's not too difficult. I will create an item on Github for that to make sure I won't forget it.
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Can I ask what the specs of your computer are? And are you running the 64-bit or the 32-bit version?
Edit:
There won't be a new version today, but I have made progress: I have implemented a new LZW encoder (eventually useful for savegames) and as a test I have implemented saving screenshots to GIF files.
.NET Core doesn't have any graphics functions, and while I could have used a standard, I thought it was a good chance to learn how .GIF files work.
My implementation is still a bit buggy with more complex images, here's a sample:
http://imgur.com/a/lylah
Once the LZW encoder works and the GIF files look good, I will start working on getting Save games working.
Edit 2:
The LZW encoder now works flawlessly. I'm going to try and get save games working.
Edit 3:
A lot of commits today, but no visible progress. Still working on LZW/RLE stuff. I'm going to have save games working by the end of the weekend and I will have some other issues solved as well. I hope to post a new version on Sunday.
In the mean time, please keep trying the latest build.
Edit 4:
All building blocks needed for implementing save games are ready, I'm currently writing the code that actually saves the game. Good stuff.
Edit 5:
CivOne can now generate save game files, but I may have made several mistakes. There won't be a new build today, I've been at my computer for too long and I'm going to turn it off for the rest of the day. New build soon though... with working save games, once I've got the bugs fixed.