Oh, and since you suggested it, I would be grateful for a fixed version.

Or would you suggest that I should go back to 4.29A?
No. I've got 4.29C here. Try this first...
Thanks for letting us know.

Since your silence coincided with the release of Civ5, I feared you might have changed your mind and switched to Civ5. Good to know you are still around.
I don't like the official Civ V.

And what could I do with it at the moment? As far as I know we have no access to the DLL at the moment. No. I'll stay here for a very long time...
Is this new support system inspired by TheLopez's modcomp? I read a post (I think from The_J) who warned that it brings back a Civ2 feature which was problematic. But I don't want to judge in advance, before I have seen your implementation of it.

Btw, will it be optional?
The most important at first - it is optional! And the balance seems to be quite well now. So give it a try.
And no. It has got nothing to do with what ever TheLopez has done. It's one of the unreleased features from my HDD.
So, what does the new Advanced Support do? The Advanced Support changes the 1

per unit and turn rule. This is one of the main problems of Civ IV, I think. That's the reason why you can support in the later game hundreds of units. That's the reason for endless stacks in Civ. That's the reason for slow turns in the later game. So, Advanced Support is my solution for this major problem.
The needed support is now individual for each unit type. So a warrior is still cheap with 1

and 2
![Pimp [pimp] [pimp]](/images/smilies/pimp.gif)
per turn while a modern super carrier will need a support of 6

and 4
![Pimp [pimp] [pimp]](/images/smilies/pimp.gif)
. (A good smiley is missing here -
![Pimp [pimp] [pimp]](/images/smilies/pimp.gif)
= population point).
For each missing population point you will have to pay 1

. So a super carrier may cost up to 10

in contrast to 1

in the BTS system. And that's just the carrier. The fighters are much more expensive as well. As a result a typical balanced empire seems to be able to support between 50 and 150 units (in all eras). At this point you may be asking for the AI. I've done some important changes. The AI auto games seemed fine to me. If not tell me and disable the feature. You can even do so in a running game.
What about the other features that appeared to work, but which you postponed for 4.30/5.00? Such as Lost Battles? Would it be possible to release a version with these features before adding new concepts such as the support system?
Lost Battles still suffers from ACO problems. And don't you like new concepts? Espcially if it is one that makes bigger maps valid or running the game much faster?

By the way I've added some new stuff. There are some new UUs like Stratofortress for America, V2 for Germany and a Dragoon for France. And I've added two new buttons to the interface. Those allow you to increase/decrease the current difficulty level when ever you want. What else? Oh! I've reworked the nuclear arsenal of CCV. We got now the tactical nuke (1), strategic missile (9), strategic ICBM (9), the strategic bomber fleet (9) and a new super strategic bomber (21) in CCV. I've also repaired the animations. The conventional ballistic missiles are still a bit buggy because they still cause a shock wave but that's not so sad. But sorry, the new AI pretargeting could not be finished for this release. I'm still working on it. Oh, and I've invented a new interception concept for missiles. Have a look at the pedia or unit help. Nukes can now only be intercepted by SDI while conventional ballistic missiles can be intercepted by SDI and anti aircraft units! Guided missiles of course can't be intercepted by SDI. But you can shoot them down with anti aircraft units. Oh, and I've also added the new promised precision bombing mission against cargo units outside of cities and improvements (ships in the open sea). So there is now for air units an equal mission to FSA Cargo against cargo units.
You see - nearly no changes.

(I had no crash while testing but for the case of errors there is also a debug DLL in the construction folder.)
Finally, while playing Afforess AND mod a bit I found an interesting feature: barbs (in the beginning mostly archers and warriors) often come with galleys and land close to your cities (so they spawn in within the barb galleys). It was very realistic (like the Normans raiding the coastal villages) and made them a bigger threat. Would that be something for CCV, as well?
Yes of course. Do you know how it is done?