It is also 100 times more preformant, because it is handled in "Process Building" when built and not calculated every turn.But yes: Especially considering point 3, the current implementation is much better in terms of workload/benefit ratio!
(Also it only needs to check if the value of the new Building is higher than what is currently stored in the city. - No loop of existing Buildings.)
Because it is not just about the City graphics, it is also about the 3D Building graphics of the City on the Map.But I have never understood why the citadel is not simply an extension of the fortress. The city screen could then simply continue to display "wall" + citadel.
And as one Building you could not have handled it properly in LPlot-System to be displayed / placed nicely.
(Walls and Buildings are handled differently in the LPlot-System and MUST be separated.)
Exactly.OK, technically it's nicer if three expansion levels don't have to refer to the same city walls for the 3D view,
See, I had reason for why I implemented it like this and usually I put a lot of thought into my feature design.
Since this feature is EXTREMELY critical for performance since it is related to movement / pathfinding I had to make it peformant.
Players often believe that the only thing that matters is the game play they imagine.
But as a modder you need to consider a lot of other factors as well and need to make compromises.
But as I said:
Feel free to implement something better.
If you want to invest the effort I really do not mind.