From a breif look at Showinfo, a couple things to note: Exotic Foreign Advisor provides a lot of the same details visually, making extensive messages unnecesary. Also, we don't include any spoiler type information, like what the AI's are researching, in the HOF Mod.
I removed the spoilers in my enhanced version of ShowInfo, which is bundled in
jrayUGH (and offered directly as a separate component
here from the previous v208a version of jrayUGH, which has the exact same ShowInfo code). It's easy to do with the INI options, and it would also be easy to just remove the relevant portions of the Python code if you want extra security.
I also streamlined the output quite a bit to show only techs and resources you can buy and open borders willingness. It's not so overwhelming now.
I wasn't aware that the alerts in the HOF Mod were coming a turn late. I am pretty sure the alerts we added are firing correctly. I haven't paid much attention to the alerts from the original Civ4lerts, but it seems like the population alerts are correct. I will have to take a closer look. In any case, Exotic Foreign advisor is up to date.
Actually, the tech trade alerts added by HOF are the ones that are often one turn behind. The city-related alerts are fine. I've tested this extensively (thru HOF mod 2.08.003) and I'm pretty darn sure. If the AI suddenly becomes willing to trade a tech it's had for a while, then you'll see the correct tech trade alert on the same turn.
But if an AI learns a new tech and is willing to trade it immediately, then you won't see the tech trade alert until the
next turn. It's pretty easy to reproduce... just try a post-alphabet game where you check the tech trade screen every turn until you see an AI get a new one, and I bet you wouldn't have gotten the alert, but you will the next turn.
I have not tested the gold trade alerts, so I don't know their status.
Sorry I don't have time to get you a savegame file right now, but I'm struggling to keep up with playtesting on jrayUGH (plus busy IRL). If you aren't able to reproduce it though, please get back to me and I'll try to get you one.
On a positive note, having a hot-key to execute the alerts manually isn't a bad idea.
Yeah, it's great! So during those times when I absolutely need a tech or resource as soon as it's available, I just make a habit of pressing <Shift>-I at the beginning of each turn to quickly check, without having to open the EFA.
I bet it wouldn't be that hard (at least in ShowInfo, since it already has the manual functionality) to get things in synch. I think it's just a matter of moving the tech trade checking code later in the turn sequence, after the AI has had their turns. Either that or just use ShowInfo to automatically do "<Shift>-I" for you.
EDIT: fixed description of when tech trade alert is correct. After picking my memory some more, I'm not sure what happens when you learn a new tech that opens the gates to a new trade.