Thanks for collecting, preparing and posting them.Glad to see some of the Infinite Terrains Pack in use!
No, please forget stuff like that.Could it be required to keep the squares of a city dry ...
I like the idea, but it's too complex to implement compared to what we gain from adding it. If anything, the buildinfo to change the terrain should require a building, but then again performance comes into question, this time CvUnit::canBuild.Could it be required to keep the squares of a city dry which had before drained by a pioneer?
Good thing that I improved updating visibility when adding/removing features. The develop (hence also plains branch) usually use at least 90% less CPU time to update visibility compared to WTP 2.9. Having land features doing the same as water weather features mean this performance boost is far more important. Also the same fix also fixes the plots staying visible after the unit leaves bug. I wouldn't want to have that one on land.(Because e.g. Sandstorms also cause turn damage to Units on Plots. Both impact visibility and movement.)