- Straightforward option to prevent the city governor from assigning certain kinds of specialists.
There has been some discussion on the best way to make this happen in the interface, but it's a pretty big feature. I don't think we've reached a perfect solution yet. Given the amount of work involved, I'd prefer we fleshed it out better first to avoid redoing it again and again.
- Option to disable the declare war dialog when you move a unit into an occupied tile, and/or make No the default option rather than Yes.
I've added an option to skip asking when moving onto a tile containing a rival unit (won't declare war). It still asks if you move into rival territory without open borders. Can't change the default (that's in the EXE) without reordering the buttons (not a good idea) on the popup.
- Option to prevent mouse movement from changing the selecting option in the diplomacy dialogue, preferably in all dialogues.
That would be awesome, but alas it's in the EXE.
- Unit action that makes the unit resume the mission it was given before being stopped by a nearby enemy unit.
Hmm, that would be pretty tough given how Civ works. You'd have to store the canceled mission
queue and provide an action button to resume it. I suppose if we didn't worry about saving this queue (save game, reload, lose interrupted queues), it wouldn't be as hard.
- Drop-down to set the default tile view for the city raw yield list.
I don't know why I didn't add it when I added the other option. Done.
- Option to cycle to a unit for orders when it's completed a long move order and has movement points left but is grouped with slower units that don't.
This might get really annoying once you start moving two-MP units around with one-MP units a lot. It would be good to have a second "only for Settlers/Workers" or "only for civilian units" sub-option.
- Option for workers to carry out actions individually when grouped with other units that have finished moving.
I agree this is annoying. It mostly hits me when I tell two workers to build an improvement and a road or chop a forest before building an improvement. I'll take a look at the code, but that area of the code is cumbersome and spread across multiple functions that get called in a way I haven't fully explored.
- A way to toggle the Avoid Growth flag for only one turn, maybe with a ctrl-click.
Do you really want it for one turn only? I could see it being helpful to have it ask you how many turns, much like setting a reminder does now.
What I want are buttons next to other buttons/displays that set a reminder triggered off that action/display or better, alert when that action "does something". For example you click "remind me" next to the hurry button and it sets a reminder to whip for the turn before the population required changes.
- Ability to alt-click a city build option in the small list dialog and the context menu, in order to repeatedly build an item without having to open the city screen.
I tried to get this to work today without success. For some reason asking the EXE if the control/alt/shift keys are down doesn't work during that code. I suspect that the states of those keys are stored when the user clicks the mouse, but aren't saved inside the popup code.
Instead, I've added an option to set units queued up in the popup to build continuously. It's not great, but I think it will be correct most of the time (99% for me).
- Option to skip prechopping when an additional order that would remove the feature is queued after the chop.
This was my original intention--I just haven't gotten around to doing it. It would also allow you to easily chop a forest with the option enabled by queueing a double-chop order.
Great suggestions all around. Thanks!