Fusion era in 598 via Nethack Terminus, Nanotech in turn 631 (Nethack Terminus), and Transcendence in turn 676 (again via Nethack Terminus).
33 turns for the Fusion Era is just way too fast. Something might be wrong with the tech stealing logic, which'd explain the double-stealing thing (where you get two techs on the same turn). I'm going to see if I can rework the logic to include a counter, to where the chance of giving a tech will depend on how recently the last tech was given.
And regardless, the Nethack Terminus should be giving only a 1% chance of stealing at best. If you're getting several techs from it, and nothing from the KGB or Planetary Datalinks, then something's wrong. In my last game, I had a similar issue, so I'm inclined to think that I made a mistake in the coding somewhere.
3. The Greeks had three cities, I had eight, and the Ottomans had two continents to themselves. The only reason the Greeks didn't win via the UN was because there weren't enough C-S left to give them the win (13 votes were needed, and there was a total of 13 votes available).
I raised the vote percentages needed to win, but I might have taken it too far. I might have to tone it down a bit, so that removing a couple city-states isn't enough to make a diplomatic win impossible. Or really, what I'd prefer to do is make liberation more likely/desirable to the AIs; right now, there's very little motivation to free a captured city-state, but the AIs should be wanting to do that all the time.
4. Concerning "A little of everything" pic: there must've been a nice little war with nukes that I completely missed here.
More likely, someone used a Quantum Missile, which when fired at a unit leaves Fallout in the target's hex (and only that hex, which explains why it's one hex in the middle of the ocean). Given that you were in the Nanotech Era, I'd expect that, and I think normal nukes never put fallout in oceans (because how would you clean it?) I'm thinking of putting the Clean Fallout mission on the Work Boat for this occasion, although it wouldn't sacrifice the boat unless I made a new Build action for it. Or, just build a Former, which can move over water and has that mission already.
5. Concerning "Archers in the 25th century": how come archers are still showing up in the Nanotech era? I thought they'd be obsoleted by then?
They are. Barbarians are really screwy that way; they don't actually build units. From what I can tell, there's no actual check for obsolescence for them; I think the game assumes that by the time Barbarians stop spawning (when the world gets explored) the archers and Brutes will barely be obsolete. So I think it just uses the Upgrade logic instead, with near-infinite cash to upgrade its units to the best available options as often as possible.
Now, the strange part is that barbarian units don't upgrade correctly. In the Units table there's an entry saying that Barbarian Archers upgrade to the Crossbowman unit class... except that they can't, because all Crossbowmen require Iron and Barbarians have no resources.
So for the next version of the Balance mod, I'll try to fix this by having Barbarian Archers upgrade to Swordsmen instead, since the Barbarian faction has a custom no-resource sword unit. It shouldn't get stuck at Archer any more.
8. Concerning "Geo resizing": is there a way to resize this pop-up window?
There probably is. Or I could just rename the unit to something shorter... I'll need to see if any other units have problems with that.
Also, I couldn't re-base the Geo or Ion Cannon units in this game. Is this the way they are supposed to work now?
Hard to say. They're supposed to be capable of being rebased, but it looks like creating a new Orbital combat class might have disabled that. I'm trying to find where it decides which missions are available to which units; it might just be a UI thing. All of the UI bits I've found so far involve only a Domain check, which should still work, but there might be a bit I'm missing.
Of course, there's no point in rebasing an orbital unit. They can reach the entire planet. Or they're supposed to, at least; they've got 99 range. It looks like setting Range to -1 gives truly worldwide range, but I'm still testing to see if that causes problems with any of the +Range promotions.
9. Concerning "Land-based IoD": I think I'd posted this before, but if I didn't FYI regarding this.
What's probably happening is that there's a Spore Tower on that hex. All spawned Psi units are placed directly on top of the Spore Tower, and they'll then move into the ocean on the next turn. (Only coastal towers spawn IoDs.) It's just that on that terrain type, with their current damage ratings, the IoD is a stronger combatant than the Spore Tower is, so you're seeing it first.
I could force it to find the nearest water and place the IoD there directly, but that seemed like a waste of time given that the AI will just move it there itself.
10. Concerning "Leviathan fail": in the previous turn I had bombarded said MW with the Leviathan, and next turn this!?!
That's one tough worm!
Look closer... while it's blurry, it looks like your screenshot says Nessus Worm, not Mind Worm. A Mind Worm wouldn't even be able to reach a Leviathan (no ranged attack), but a Nessus is amphibious. And a Nessie SHOULD wipe the floor with a Leviathan; Leviathans have an 80 strength, a Nessie has a 150 (although it'll go -25%, down to 112.5), and Nessus Worms have full regeneration every turn AND the 1HP-per-fight Titan bonus, so it won't matter what you did to them on the previous turn.
Basically, your ship was sunk by Godzilla.
12. Concerning "MW captured": first time I'd done that, so thought it worth the pic!
Something I wanted to mention about that.
The Ottomans can use their similar ability to steal Isles of the Deep, because those are sea units, while Germans in later eras can steal Chiron Locusts. Both of these are pretty nice to get for free.
I'd been tempted to give Chirons the All-Terrain promotion, to allow them to fly across water, but that'd make them Sea units, which the Ottomans would also steal.
And that leads to the big problem: the Nessus Worm. A long time ago, I found that Germans clearing barbarian camps could get a Nessus Worm out of it, once you were in the Nanotech era or later. But then I gave them All-Terrain, so they're now Sea units. So the Ottomans can become VERY dangerous in a late-era start...
13. Concerning "Research agreement for Transcendent Thought": I declined the Ottomans offer on this. Probably no way to stop the AIs from offering RAs at this point in the game?
Unfortunately no. But remember, Transcendent Thought is stackable, and you get a permanent +1 Happiness each time you research it, so there's still a reason to do it. Probably not worth the cost, of course, but it's not really broken.
I've run into this several times where the AIs just stop warfare for whatever reason (maybe because I'm too strong for them?).
I think the AI has certain thresholds, and it just sees that once you're in the late game, it has no real way to ever get a massive military advantage over you. Non-aggressive AIs aren't going to go to war when it's an even fight, especially with nukes involved.
All in all it was very enjoyable to be able to play a game all the way thru to Transcendence - great job on fixing the crashes!
I'm pretty sure the crashes were at least in part due to undefined art defines for buildings, most of which I've now fixed with better placeholders. This makes me hopeful that once I get the unit graphics working and fix the resource graphics, the crashes should almost stop altogether.
It also explains why there are crashes when a resource spawns under an existing improvement and you try replacing the old improvement with the correct one:
> The game draws a Trading Post.
> Uranium spawns underneath it. But graphically, it won't change, because the game has no way to combine Trading Post with Uranium. (This is the problem I've been having with my custom resources.) The game has an explicit table of combination art defines, telling the game how to draw an Offshore Platform on the different types of Oil deposit, and so on, so only the specific resource/improvement combos will work.
> This is okay at first, because the game doesn't tend to redraw things unless it has to.
> When you try to replace the improvement, the game has to delete the old graphic, but it's not doing so correctly because the graphic on the hex wasn't the "correct" one in the first place.
What we really need are two things:
1> A way to force a map refresh. Really we need the ability to refresh an entire map, as well as the ability to refresh a single hex (which'd probably require redrawing the six adjacent hexes as well, for terrain reasons).
2> The devs to fix the improvement+resource art define system to draw both elements regardless of the combination, instead of trying to be cute and using explicit combination defines for everything. The explicit combos could be the preferred method, but there needs to be a fallback in case of an invalid combo.