Crazy Spatz's Alpha Centauri Mod

I'm debating whether to release an intermediate version this week. I'm still aiming for the v.1.0 release on Monday the 6th, but I've been changing quite a few things in the interim. For instance:
> The Head Start bonus for late-era starts has been completely overhauled. I think it works a bit better now, and it's much more user-friendly, but it's going to take some major playtesting.

Can you expand on this comment? Also, what era would you like focused on here, and which aspects of the era (i.e. game set-up parameters) would you like focused on? I’ve always started in the Industrial era, but can start in another era if there is one in particular you’d like some feedback on.

> With the decreased effectiveness of nukes, both from interception and from the various NukeImmune units (the list of this is getting larger), should I make them cheaper? Or are players still finding them worthwhile despite the risks?
From the perspective of someone who starts his games in the Industrial era (i.e. well before the availability of the SDI), I would say please don’t make nukes cheaper. Several reasons:

- Before civs get the SDI why nukes still fall quite regularly. It is manageable to deal with (and it influences my game strategies significantly! :goodjob: ) , however if one civ starts with an abundance of uranium, then it becomes quite lopsided very quickly, and if nukes were cheapened then this imbalance would be exascerbated.

- A tactic I see the AIs using is to gather a host outside your cultural border, then declare war and invade en masse. This tactic probably works well for the AIs pre-nukes, however after nukes are available, why I’ve just taken to nuking their mass of units, then wading in with my APCs and cleaning up the remnants. If I am battling several AIs at once (which happens quite often on the higher skill levels), then if nukes were cheaper then I could more quickly replenish my nuke supply and go over to the offensive.

And I'm still trying to playtest the timing. How many turns it takes per tech, what year numbers you reach certain eras, that sort of thing. So I might release a v.0.25 on Wednesday or Thursday, for one last round of feedback before the big version.

I haven’t seen any significant difference in timing regarding when I reach different eras: typically from an Industrial start I get Nuclear around turn 440 (+/- 20 turns), and Digital about 120 turns later. Once your new build comes out I’ll see if there are any significant differences.

Quick question regarding C-S supplying uranium to other civs: if a civ is in the process of building a nuke using uranium from a C-S and the C-S loses the uranium mine to pillaging/ other reasons, then if the civ building the nuke has no other sources of uranium it immediately loses the ability to continue building the nuke – correct?

D
 
Can you expand on this comment?

Sure. I think I've explained this before, but here's the version I've got in there now.

For both the old and new systems, you'd get bonuses to food, production, and research for the first 2*Era techs. That is, an Industrial start would boost you for the first 8 techs of the game. If N is the number of discounted techs remaining, the benefits would steadily decrease as N did.

The old Head Start boost was a Lua-based end-of-turn modification. At the end of the turn you'd get (N+2)/3 food, rounded down (so 3,3,2,2,2,1,1,1); this'd be added directly to your stored food, so it's possible you'd grow a size at the end of the turn this way. Likewise, you'd gain (N+2)/3 production to your current build order. But these wouldn't show up in the UI (you'd just see yourself that much closer to completing a project the next turn). Research worked similarly, but was MUCH larger; it was a multiplier to your current research output, that'd start at 1+(0.6*Era) and count down in a binomial way (for Industrial, that's 3.4, 3.03, 2.68, 2.35, 2.04, 1.75, 1.48, 1.23). This "multiplication" happened after the fact; if you generated 10 beakers on the first turn, then the head start might add another +24 beakers at the end of the turn. So you might see the number of turns remaining drop by 3 or 4 per turn, and you could gain new techs before the AI had taken his turn, which did strange things to the UI popups.
One other thing is that these bonuses would not be multiplied by any other multipliers. The +1 production wouldn't be affected by a Factory, or railroads, or your policies.

So what I've now done, instead, was create a "Head Start" building, with the NoLimit flag set in its class definition. Every city you have gains the same (N+2)/3 of these as above. This building gives +2 food, +1 production, +2 research, and +1 gold per 4 population. So in an Industrial start, every city will get +6 food, +3 production, etc. for the first few turns (until you've gained 2 techs), and then will drop to +4 food, etc., for the next three techs, and so on.
> The food is obviously a significant gain, going from +1 to +2; the only real multiplier before the future eras is a +10% for a Water Mill, so it's basically just a doubling. Your cities will grow more quickly than they would before, getting them up to a reasonable size before the Head Start ends.
> The production is about the same, although it's now affected by multipliers like railroads and factories, so you'll see a slight increase.
> The gold is entirely new. It basically substitutes for trade route income until you get everything hooked up; the AI, in later-era starts, was just taking too long to do so and suffering economically. Since you'll be making infrastructure buildings very quickly, you'll still need to prioritize making +money buildings.
> The research is significantly LESS than before. In an Industrial start, each city will start with a population of 4, so adding 6 research to each city's base isn't as large as just multiplying by x3.4 for the first tech. On the plus side, the multiplier buildings (University, Public School, Observatory, National College) WILL multiply the +6, but it's still less research than you had before, because those buildings would also have helped under the old multiplier system.

Additionally, your capital gains (N+1)/2 (rounded down) copies of the +1 Happiness building that I use for Empaths. So for an Industrial start, you'll get an extra +4 Happiness for the first two techs, then +3 for the next two, and so on. I did this because in some eras, you don't have enough starting Happiness to support the extra cities you begin with Settlers for, especially if you take the Liberty branch and get that extra Settler.

So the upshot is that I'm trying to bootstrap your cities onto the vanilla game's growth curve, so that once the Head Start period ends, your cities are almost the same size they would be if you'd started in the Ancient Era and grown them naturally. And while you're getting to that point, you should still have reasonable research and build times from your smaller-than-expected cities.
The old method gave good research times, but the cities wouldn't grow quickly enough, so once the head start ended they'd still be much smaller than they needed to be. The new method helps with that, and is much more UI-friendly. It was also more AI-friendly; before improvements were hooked up you'd get "city is starving" messages for cities with -1 or -2 food, despite the fact that they'd get +3 at the end of the turn and would therefore grow. This'd cause the AI to panic about food production and work his tiles differently.

Also, what era would you like focused on here, and which aspects of the era (i.e. game set-up parameters) would you like focused on? I’ve always started in the Industrial era, but can start in another era if there is one in particular you’d like some feedback on.

I've said before that this mod is primarily intended for an Ancient-era start. With the Head Start system above, I've tried to balance things around three starts: Ancient, Industrial, and Digital. (While I also do Transcendence starts for testing, I'm not trying to keep that balanced.) Ancient is the basic Civ5 experience but with new content, Digital is a SMAC-like game, and Industrial is sort of a mix of the two where you still have most of the old Wonders to build and a space race to participate in, before getting to the new stuff. I've also occasionally played a Renaissance start, which feels very different since most of the free buildings kick in at the Industrial, so I might eventually try to adjust things to make that era a decent start.

Quick question regarding C-S supplying uranium to other civs: if a civ is in the process of building a nuke using uranium from a C-S and the C-S loses the uranium mine to pillaging/ other reasons, then if the civ building the nuke has no other sources of uranium it immediately loses the ability to continue building the nuke – correct?

I THINK so, although I've never tried that explicitly. Once it's built it'd get the -50% penalty, which as far as I know does nothing to nukes, but I'm not sure how loss of resources interrupts construction. It'd be easy to test; start production of a resource-consuming unit, and then replace the improvement on the resource tile with a trading post or something.
 
A quick question/suggestion: Is it possible for you to make nukes pillage tiles instead of removing the improvments all together, alot of times the game cant handle that many tile changes at once and crashes quite a bit for me once the bombs start dropping
 
Is it possible for you to make nukes pillage tiles instead of removing the improvments all together,

No.
Believe me, I wish I could, but the problem is the same one I've run into with so many other nuke-related issues: the Lua events involved with nukes contain no positional information. Since I don't know where it's targeted, I have no ability to even have the intercept chance depend on who the target is, let alone do anything with the hexes around the impact area. (That's why the SDI math is so screwy.) For instance, I wanted to have the impact hex of the Subspace Generator change its terrain to Desert, but I just can't do that.

And yes, that exact change is one I've wished for for a while now. It's bad enough to lose your trading posts and such, but when a nuke takes out your Great Person-made Manufactory or Monolith, you can't replace them. And I've NEVER liked the auto-kill of nuclear missiles. But so much of this is hard-coded in the engine.

Now, IIRC it's only the level 2 blasts (Nuclear Missile and Planet Buster) that destroy improvements and vaporize units; the level 1 blasts (A-bomb and Subspace Generator) DO only pillage, and only wound units. So one thing I'd thought of a while back was to drop the nuke blast radius to 1 and make Nuclear Missiles actually just be MIRV'd level 1s. So when you'd use a Nuclear Missile, the target hex and two of the adjacent hexes (chosen at random) are hit with atomic bomb-level blasts simultaneously; the overlapping blast areas would probably kill units just like an existing Nuclear Missile, but it'd leave the improvements pillaged instead of destroyed. (The Planet Buster, then, could just increase the number of secondary blasts to 4, and/or increase the range of randomization.)

The problem, as always, is the positional one. Since I don't know where the nuke is hitting, I have no way of spawning secondary blasts nearby. The only thing I've come up with is that there's a "nuke victim" Lua function where you can tell whether a unit is being affected by a current nuclear attack. So in theory you could loop over every unit in the game, and if they're the victim, apply some extra effect (like killing outright, for the bigger missiles). But I haven't tested that function adequately to make sure what qualifies as "current".
If the devs ever provide us with start-of-combat and end-of-combat GameEvents, with actual positional information as arguments, this'd be SO much easier.
 
One last version before 1.0...

This version only changed the Content mod, the Balance mod was untouched. So, I'm keeping that one at 0.24.

Major note:
The alteration to the Labor Mech model, mentioned below, required altering of the CIV5 Art Defines files for the first time. This file will continue to be altered as the mod progresses, since a high priority after v.1.0 will be the addition of custom 3D models for the new units, but this version is the first time this will have been done within my own mods.
As a result of this, the Content mod is no longer compatible with any mod that modifies art defines or adds new unit 3D graphics. This includes the R.E.D. Modpack, which rescales various units, as well as quite a few others. This conflict was always going to happen eventually; while it would be possible to merge the changes made by these two mods by hand, it is not an easy process.


v.0.25, dated 6/1

CONTENT:

> Added one new unit: the Quantum Missile, at Matter Compression. Q-missiles are non-nuclear missiles, the upgrade of the Nuclear-era Guided Missile, intended to kill Titans. These are resourceless units, and so can be built by city-states. When used against a unit, they also damage all adjacent units belonging to civs at war with you, while leaving any friendly units undamaged. Eventually: when used against a city, they'd damage all units hiding inside. But that requires positional information I don't have.
> Added a new block of Concepts to the Civilopedia to better explain this mod. The mod-specific block will be at the start of the list, but there will be new entries scattered throughout the other sections.
> Added custom unit flag icons for all 33 of the new units.
> Wall Street no longer adds a unit of Neutronium. This was giving you +5 Happiness well ahead of schedule.
> Created the "Titan" promotion, given to all titan units, the Nessus Worm, and Spore Towers. It includes the benefits of the Logistics promotion (can attack twice per turn, can move after attacking) and the unit heals 1 HP after every combat.
> Created the "Orbital" promotion, replacing the old "Total Evasion" promotion. Besides making orbital units immune to intercepts, it also makes them immune to nuclear attacks.
> The Synthesis promotion (the Doppelganger custom ability) now makes them immune to nukes.
> Because Spore Towers now begin with the ability to attack twice per turn, they no longer gain the Logistics promotion in the Nanotech era, instead gaining Bioenhancement and one extra mutation, just like other Wild Psi units. Also, they were changed from 60 combat and 80 ranged combat to 80 combat and 60 ranged combat; they'll deal more damage than before since they attack twice, but they'll be able to take more damage before dying. And as a titan, they now heal 1 HP every time they're in a combat (including when attacking at range), so they'll be much harder to kill.
> I finally got the All-Terrain promotion working... by making the Vertol, Gravship, Former, and Nessus Worms into Sea units, with their "can move impassable" allowing them to move across land. (Backwards, but it works.) One upshot of this is that the Land +XP/build speed buildings (Barracks, etc.) will no longer help them, while Harbors and Seaports will. The big limitation, though, is that as naval units, these can only be built in coastal cities.
> The Theocracy policy previously subtracted 25% from population-based Unhappiness. This was FAR too strong. It's now -10% population unhappiness, and +2 culture per Theater. This is open to adjustment.
> The Fundamentalist policy now gives +5 culture per kill, instead of +2.
> The Geosynchronous Survey Pod was moved up one tech, from Matter Compression to Advanced Spaceflight.
> The successful use of any nuclear weapon will trigger an in-game message, similar to the existing ones when nukes are intercepted.
> The gold maintenance cost of many future-era buildings were increased.
> The Orbital Defense Pods' cost was increased from 250 to 300 per pod. For a full set of 10 pods, it's now a bit more expensive than a single Wonder would be.
> At the Breakout, previously the game would attempt to place N Spore Towers, where N is the number of civs that started the game (including city-states); however, most of these would fail due to being placed in the ocean. This has been changed to placing N*2 units instead; land hexes get Mind Worms (and water hexes within 3 of land put worms on the nearest land hex), deep water hexes get Isles of the Deep. Towers will begin to spawn on the following turn.
> The Labor Mech now uses a 3D model consisting of three scaled-down Giant Death Robots. This will be its final model.

And deserving special mention:
> The old "Head Start" bonus to food, production, and research was overhauled. Now, it does the following:
- For each three techs to be discounted (starting at 2*era and counting down), you get an invisible building in each city that adds +2 food, +1 production, +2 research, and an additional +1 gold per 4 population in that city.
- For each two techs to be discounted, you get +1 Happiness.

--------------------------------
As you can see, there are some significant changes here that'll need balance adjustment. The most critical is the last one, the Head Start bonus; for this, I need people to start games in the middle eras (preferably between the Industrial and Digital) to see if these bonuses allow cities to get up to speed correctly.
 
Finally, a patch that break saves...

I dunno if this is a good thing or a bad thing though... at least I have an excuse to start over a new game (My previous one just stopped because a repeating CTD).

Tell me, if the devs release the .dll you'll be able to do all you wanted? Or it will be some things you just cannot do?
 
Finally, a patch that break saves...

The fact that I added a new unit guaranteed incompatibility with the old saves. The addition of a couple new buildings and unit promotions made it even worse. It had been a while since the previous major content addition, so I can understand why you hadn't had savegame issues, but this was the norm for a long time. (On the bright side, I don't see myself adding too many more of these. The tech tree is VERY crowded as it is.)

Also, there's something I should have mentioned above: as of this version, the mod is now incompatible with any mod that alters unit graphics, such as the R.E.D. modpack. This was always going to happen eventually, as I started adding new unit graphics, but this was the first version where I actually did so. (Specifically, the Labor Mech now uses three miniaturized versions of the GDR as its model, although I didn't put that in the update notes. I'll edit the previous post.)

Tell me, if the devs release the .dll you'll be able to do all you wanted? Or it will be some things you just cannot do?

Tough question. In theory with the DLL I'd be able to do anything. That's sort of the point of the thing; with effectively full access to the engine's mechanisms, there's almost nothing you can't do.

The real question is, WOULD I? Quite a few of the things I'd put as placeholders are balanced well enough by now that I'd consider keeping them even after gaining DLL access. For instance, take nuke interception; not that it couldn't be improved further, but there's really no need to mess around with the DLL to make a more integrated version when all I really need is one additional argument in the Event to do everything I'd originally wanted.

Also, some things that I'd initially wanted to implement seemed like good ideas at the time, but after reflection I've reconsidered. You should see my notebook of ideas; I've gone through a good 40 pages of notes on this mod, with tons of ideas that I later decided were bad. In many cases I've replaced these with better ideas addressing the same issues, so there's no need for me to go back.

What'd most likely happen is that I'd work to implement a couple very specific systems: a better All-Terrain movement ability, the ability to alter the work radius of a city, that sort of thing. Beyond that, I'd wait to see what mechanisms others came up with, and integrate those as necessary (sort of like what I did with the Building Resources mod); if someone can code up a few better GameEvents that I can use to replace my current UI-related Events, then I'd be all for that, but it's just not worth me doing it myself. Likewise, someone will come up with a way to play Wonder movies, or play sounds when a tech is researched, and I'll use those as soon as they're available.

So the question to all of you playing the mod is, what things about the mod do you think aren't workable in their current forms? Is there anything that NEEDS DLL access to be playable? Is there anything at all wrong that can't be fixed with simple XML rebalancing, other than the crashes?
 
As you can see, there are some significant changes here that'll need balance adjustment. The most critical is the last one, the Head Start bonus; for this, I need people to start games in the middle eras (preferably between the Industrial and Digital) to see if these bonuses allow cities to get up to speed correctly.

I've started two games to date, both Tiny/ Continents/ Emporer/ Industrial start. In both instances I've been able to build the KGB before I've researched Steam Power (i.e. my third tech to research after completing Dynamite and Biology), which has never happened before. The reason for this is because in the past I've had more pressing needs regarding economy and happiness, so I've always had to put off the KGB until I'd gotten my economy up and running, and my happiness addressed. Also, in my Industrial city I usually go Ironworks, buy/build Watermill (if available), Windmill: in both games I had a surplus of gold and was able to buy Watermills, and in the last game I was also able to purchase a University when that came up in my standardized queue.
So, if by your statement above "these bonuses allow cities to get up to speed correctly" means giving players more flexibility in their early-game build queues, then I think this does it quite nicely, as it does allow players to address wants, instead of needs.
Currently I do believe that these changes have gone a little too far, as the economic changes allow for a human to compensate for his mistakes by purchasing his way out of it (a la instant army), however my opinion is based on a sample size of two, and neither game did I play too far into. I'll play deeper into a game tomorrow night and give some feedback on the Nuclear era. FYI.

D
 
In both instances I've been able to build the KGB before I've researched Steam Power (i.e. my third tech to research after completing Dynamite and Biology), which has never happened before.

Whenever I do an Industrial start, Steam Power is always the first tech I research, because the production boost from Factories is just SO essential. (Assuming I have coal within reach, that is.)

As to the rest, the idea is that in the old method, your research was multiplying heavily, which was giving you decent research rates for those first few techs, but as the head start wore off, the cities weren't big enough to take up the slack. Basically, the point of this whole mechanism was to bootstrap you onto the existing curves, so that by the time the head start ended you'd be right where you should have been had you played through from ancient times.

So yes, you could easily get two or three techs done before completing something like the KGB before, because techs were a bit too fast and builds were a bit too slow, compared to where you'd be if you played through from Ancient times.
With this new scaling, the initial research should be a little slower, and the cities grow a little faster; once the head start ends, your cities should be much closer in size and development to where they should be.

At least, that's the idea. The way to test this is simple: how many turns does it take to get each tech, barring awards from the KGB/Great Scientists/etc.? In the old way you'd see the number of turns needed drop low and then come back up as the head start wore off faster than the cities developed. So it'd go 20, 15, 12, 10, 8, 10, 12, etc.
What I'm aiming for is that once you place your initial settlers, the number of turns per tech should stay more or less constant at ~10 turns per tech, with the head start wearing off at approximately the same rate the cities develop. So no more dip in the middle of that curve.

Currently I do believe that these changes have gone a little too far, as the economic changes allow for a human to compensate for his mistakes by purchasing his way out of it (a la instant army)

That's the kind of balance I need to know about. For a long time the Nuclear Era had too little money, and the Digital had too much. I've tried to fix the Nuclear shortfall by adding the +10% gold boosts to the Stadium, Broadcast Tower, and Research Lab, and then there's Wall Street and Hollywood, each of which add money in different ways. Obviously, this might have gone too far when all are added together, especially once you reach the Energy Bank, so I might drop those +10%s to +5's, and/or increase some maintenance costs in the Nuclear era. One thought I've had for a while is to remove the Aluminum requirement of the Spaceship Factory and/or Hydro Plants, and raise their maintenance costs to compensate; right now you can't spare the aluminum for those, with all of the future units that need it, and it'd add a money sink.

Conversely, one of the things you might have noticed in these update notes was how I increased the maintenance costs of a lot of future-era buildings, in an attempt to keep the finances from going completely out of control in the late Digital/early Fusion. So I'm hoping that it won't take too much more to get it all balanced.
 
Also, to be clear on the economic side of things: we need to separate the discussion a bit. There's a gold boost in the Head Start logic, and there's the gold you get from all of the normal sources as you play the game (like those +10% buildings). So are you getting large amounts of gold just for those first few techs, while the Head Start is still winding down, or is it a continual profit that persists long after you're back on the "normal" track? (That's 8 techs down the line, in your case.)

I'm going to assume for now that it's an imbalance in the head start. For an industrial start, you should be getting +0.75 gold per population for the first two techs, +0.5/pop for the next three, and +0.25 for the sixth through eighth. Since the cities start at size 4, you're looking at a decent chunk of change for those first couple techs (+3 gold per city) but quickly tapering off. Now, I can reduce the ratio to multiples of 0.2 instead, or I could start each player with less gold in those later eras. But it needs to stay population-dependent, because flat amounts would be even larger. (One possibility was to only add this value to the capital, not the other cities, but that'd require creating another building class, which I'd prefer to avoid.)

One other possibility is simply to start each city with another free building or two. For instance, the Windmill and Watermill could be given for free in any Renaissance or later start, which'd save you a few turns of build time while simultaneously increasing your cities' maintenance costs. (Since watermills require rivers and windmills require hills, these wouldn't be in every city anyway.) But I'd prefer not to do this if I don't have to, because adding more buildings to cities would just encourage the AI to focus on military and wonders, instead of developing infrastructure.
 
I made a fishing boat on some pearls, but the action bar never disappeared after the work boat was consumed, and ended up getting me stuck in my turn because it couldent do anything. Id made one on pearls earlyer in the game so its not an all the time occurance, but its never done this until your latest patch so I though you should be aware of this

Oh, and ive been noticing that this version seems alot more unstable, before this version I was getting crashes maybe every 300 turns, now its about every 50-100, ether that or this mod just hates playing as rome
 
I tried this mod for the first time, but I've come across a problem and looked over the last couple of pages but can't see anything related.

Whenever I install a new mod I always delete the cache folder and mod user data, save games etc, so that I can start from fresh and in this case just installed the 2 mods from the first post.

The problem is combat and includes firing from a city, ranged unit fire and melee combat. Not always, but sometimes I will fire on an enemy unit or barbarian and the bullets will appear to fire right across the screen and the enemy unit will disappear and then the game will freeze for maybe 5-10 seconds and then the enemy unit will either reappear or my unit will have replaced it on its tile.

Like I said, it's not every single time, but just seems random and kinda makes it unplayable for me.

Has anyone else come across this before or would know what's causing it?

Thanks!

p.s. Great mod by the way and really hope I can get to play it properly.
 
The problem is combat and includes firing from a city, ranged unit fire and melee combat. Not always, but sometimes I will fire on an enemy unit or barbarian and the bullets will appear to fire right across the screen and the enemy unit will disappear and then the game will freeze for maybe 5-10 seconds and then the enemy unit will either reappear or my unit will have replaced it on its tile.

Never seen that happen. Normally I'd think that was a cache issue, but you've said you cleared that, so I'll ask a simpler question: are you using any other mods at the same time? Due to the scope of this mod, it conflicts with a LOT of other mods, so it's always possible that it's conflicting with something else you're using (like the R.E.D. modpack, or one of Thal's balance mods).
 
thats happened to me in vanilla along with the same when moving a unit it appears at the end then back at the beginning walking from start to finish.
 
No other mods installed. Like I said in my post, I just installed the 2 mods attached to the first post in this thread.

The units do look small though like the R.E.D mod...I just assumed you'd made it part of your mod because I haven't used that mod in ages and I definitely cleared cache etc before installing yours.

I'll try again when I get home. I'll delete the entire My Documents folder and let the game rebuild it from afresh.
 
The units do look small though like the R.E.D mod...I just assumed you'd made it part of your mod because I haven't used that mod in ages and I definitely cleared cache etc before installing yours.

No, although I've scavenged a few bits from its define files because I was having problems with the Nexus extractor. It's possible that something leaked through when I was shuffling files around, so I'll double-check it. (This is the annoyance of VFS... you can't give your version of the file a unique name. So I've got three or four different versions of the art defines files on hand.)
 
I'm still at work so I won't be able to check until later, but there's something else I just thought of and not sure if it's connected.

Again, this just happens sometimes and appears to be random, but when I attack an enemy unit, half of my unit will run away and just leave a few men to fight as if they're really scared. It looks kinda cool, but also a bit of a pain sometimes as they have promotions and shouldn't be that scared, so I wasn't sure if this was part of your mod or maybe this is part of the problem too.

**Edit**
added info
 
That retreating happens in the vanilla game. It seems to happen most often when you're fighting near the X=0 column of the map, presumably because it's not recognizing that certain hexes are adjacent to others. This was most pronounced with bombers (since the chances of them attacking across the boundary were pretty high given their ranges), but I thought they'd fixed that in a patch a couple months ago.

Okay, I just checked the art defines files, and the only change from vanilla is the addition of the one new unit graphic for the Labor Mech. So if you see any differences in scaling, then it's not from my mod. Since you've used R.E.D., it might just not be unloading that mod's version for some reason. (Since I never actually use any mods other than my own, I don't have cache issues like this.) Barring that, I can't find anything that would explain it.
 
Thanks for coming back. I didn't know that this retreating thing had been added to the vanilla game. My game's up to date with all DLC etc and the last few times I've played I've been playing with the Civ Nights mod, but I never saw that in the game, it's strange!

I'll start from scratch by deleting the my docs folder when I get home and try it again and report back.
 
Thanks for coming back. I didn't know that this retreating thing had been added to the vanilla game.

It wasn't deliberate, it's just a graphical bug that's been around for a long time. If it's the one I think it is, then you'd see it much more often on small maps than on larger ones, so it's easy to miss.
 
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