Teleport is still giving me trouble on the graphics - the units are moved to the new coordinates, but disappear from the map...

In an effort to conserve room on the PB with all the new unit info, the unit and city frames (the right side of PowerBar) are switched out with a toggle button.
As soon as I correct the teleport problem, I'll release an update that will also include:
1) jungle and pollution clearing apply to territory - not just city radius
2) game year indicator with ability to freeze
3) ability to set game ending year (2050 not enough or too much time)
4) unit data on info screen (unit type, owner, location)
Still on SpiderZord's 'To Do' list:
1) Power up the info screens (i.e. territory perimeter warning [enemy units inside borders], threat assessment [some scoring report on enemy offensive units capability and proximity]...etc.)
2) Technology info screen - add toggle for techs known - maybe by age? (I spent a lot of time looking for where this is kept. I thought I found it, but it only turned out to be the tech queue).
3) Crusader Joe and I were discussing the shortcomings of the City Governors. I think a 'Goal' oriented build queue system would take out some of the tedious micromanagement. A goal oriented build queue example:
a) New goal - Build a task group (assign them a name) consisting of:
-30% infantry
-40% armor
-20% artillery
-10% defensive units (for defense of cities captured)
Units designated by actual name or traits (min Offense, etc.) and percentages so that the group grows at the right ratio until the task is tagged completed
b) to assemble at location (assign city or tile)
c) Options - with/without sea transportation required
City Governors would evaluate each turn to build infrastructure or be goal oriented, in which case they could 'bid' on the next needed item in the group on who could make it fastest or who was closest to assemble point.
Any other ideas for the to do list?
