@Quintillus While digging around inside the EXE, I found that there's an undocumented unit type special action (bit 0x80000 between enslave and sacrifice) that doubles gold from city capture. That bit is also referenced in the method to damage a city by bombardment and there it appears to skip the BOMBFAILED map message, not sure what that's about. It's something you might want to add a checkbox for in the editor.
Another thing I'd like to bring to your attention is that the bitbucket link for the Civ3 Shared Components is broken on the editor's sourcehut page.
Thanks for pointing out the broken link. I've now fixed that, as well as made a few formatting improvements.
Looking at the editor code, I'm pretty sure that's the same field that is referred to as "Causes Collateral Damage" in the Unit tab. In the complex binary parsing code that I thought of back in college, it's right in between the other two that you mentioned:
Code:
divBy = PTWSpecialActionsCopy/(int)(Math.pow(2, 20));
if (divBy == 1)
{
sacrifice = true;
PTWSpecialActionsCopy-=1048576;
}
divBy = PTWSpecialActionsCopy/(int)(Math.pow(2, 19));
if (divBy == 1)
{
collateralDamage = true;
PTWSpecialActionsCopy-=524288;
}
divBy = PTWSpecialActionsCopy/(int)(Math.pow(2, 18));
if (divBy == 1)
{
enslave = true;
PTWSpecialActionsCopy-=262144;
}
There are two commits from August 11, 2020, adding that support, the one for the block above noting, "Added initial extraction of the undocumented part of PTW Special Actions", and the UI part noting "Added field support for undocumented PTW Special Actions".
That happens to be 19 days before this thread was created, so unfortunately I cannot simply look for posts in this thread before this time to find out why I called it "Causes Collateral Damage", and I don't remember where I learned its purpose then (the
Apolyton documentation does not mention the latter PTW Special Actions, hence the "undocumented" part, and that was my most common source back then).
I'll poke around the forum search a bit and see if I can find an answer to that, and update this post if so (or make a new one if it's over an hour later - if I don't post what I've found out now, I might close the browser without doing so later).
----------
Update: Found a few mentions in a 2023 thread, culminating
in this post where Civinator screenshots the Firaxis editor's documentation on "Causes Collateral Damage". That is likely where the name in my editor comes from, most likely I compared two BIQs in a hex editor after enabling that flag in the Firaxis editor to figure out where it was set.
I'm wondering if this PTW Special Action field is the same one you are referring to. Both what you've noted and conventional knowledge have to do with bombardment, but I'm wondering about that doubling gold from city capture. Perhaps that hadn't been noticed because the average player isn't especially concerned about gold from city capture most of the time? In a regular game, about the only time I expect I'd be able to notice the difference is if I had opened the diplomacy screen prior to capturing a rival's final city, took note of their gold, decided to capture the city, won with that unit, and captured more gold than they had.
Additional quotes on Collateral Damage mechanics:
Rocoteh in 2004 (quoting Bob1475 on a suggested implementation of it)
WildWeazel in 2004 (noting it only uses excess bombard after a successful base bombard)
El Justo in 2004 (saying that it can cause improvements to be destroyed)
Pounder's thread in the topic in 2006
I have not verified the functionality described in those links. It will be interesting to see if you can confirm or deny some of the nuances described above.