It is Monarch difficulty, so cheating? yeah, a bit, but not THAT muchOMG! I know that in VIP the AI can launch an unstoppable invasion (if they really are strong) but that !?That naval invasion is probably an overkill (and soo much cheating from AI side probably)

My main fear was the 25 UPT would result in max 25 units fleet, but that is clearly not the case.
NiceI started a new game, with another graphic driver installed and it seems to run fine for now (no crashes), its 2060 year at industrial era for me. time for two questions for now:

What mapsize are you playing now?
The VIPLoader (which is where you can change colors too) have a option to install the font.1: On your screenshots I see nice fonts! how to enable them ?
Yesterday I almost tore my hair off because of this issue.2: on my current game I was a first who landed on North American continent and make 8 cities there, later I give them independence because my funds runs soo low. I'm do the same 20 turns later but with South America. These two new nations are very poor, main problems with these two are:
-they seems don't have a funds to manage units, while they still focusing on producting more and more of them
-many years have passed (300 ? 400?) and they still even don't have a capitol (main problem)
solutions(?):
- if friendly civ have lack of funds they should ask for financial help (especially with new liberated civs-friendly vassals)
-palace should be build automatically for new civs, probably in the most center city of their land? (or maybe when they become independend, then player should choose in which city he want a capitol of new nation to be?
I had the same problem and wanted the Colony created to get a Palace. Strangely they dont want to build one, even though there are plenty of Value Weights on it. So I looked at the code, and here is the issue:
Since I give Elder Council instead of Palace as a starter building, that somehow becomes the default Palace-building, even though its defined in GlobalDefines.XML as BuildingClass_Palace.
So I looked at where the capital is being found if there is none:
If capital is captured it will create a new one in CvCity.cpp
PHP:
if (bCapital)
{
GET_PLAYER(eOwner).findNewCapital();
GET_TEAM(GET_PLAYER(eOwner).getTeam()).resetVictoryProgress();
}
however in CvPlayer.cpp
bool CvPlayer::splitEmpire(int iAreaId)
It wont create a capital (but it still does in vanilla, and it sort of does to in VIP as it creates the Elder Council), so I tried adding findNewCapital() to this part, but it doesnt really do anything.
To increase confusion it takes
eCapitalBuilding = ((BuildingTypes)(GC.getCivilizationInfo(getCivilizationType()).getCivilizationBuildings(GC.getDefineINT("CAPITAL_BUILDINGCLASS"))));
which if I read it correctly is the building of the classtype found in GlobalDefines under CAPITAL_BUILDINGCLASS, which is BuildingClass_Palace, however it is looking for it in getCivilizationInfo, which as far as I can read is the CivilizationBuilding found in CIV4CivilizationInfos.xml, possibly even the FreeBuilding which in vanilla is the Palace and in VIP is the Elder Council.
However changing the code so it points directily to BuildingClass_Palace isnt going to change the fact that it still takes the Elder Council (eCapitalBuilding = ((BuildingTypes) GC.getDefineINT("CAPITAL_BUILDINGCLASS"));)
So I had to look where else it could be and this is where it starts to get weird...
The only other place I can find where the Elder Council (the free building from CivilizationInfos.xml) is in the init of CvCity.cpp... :
Spoiler :
PHP:
if (GET_PLAYER(getOwnerINLINE()).getNumCities() == 1)
{
for (iI = 0; iI < GC.getNumBuildingClassInfos(); iI++)
{
if (GC.getCivilizationInfo(getCivilizationType()).isCivilizationFreeBuildingClass(iI))
{
eLoopBuilding = ((BuildingTypes)(GC.getCivilizationInfo(getCivilizationType()).getCivilizationBuildings(iI)));
if (eLoopBuilding != NO_BUILDING)
{
setNumRealBuilding(eLoopBuilding, true);
}
}
}
if (!isHuman())
{
changeOverflowProduction(GC.getDefineINT("INITIAL_AI_CITY_PRODUCTION"), 0);
}
}
Yup, I have experienced this myself. Not really sure how to fix this, as it would have to apply to AI as well, and if f.ex. you make a blocking in a chokepoint, so no AI can pass, but then it can "jump over" you instead.And some grumble about limit to units (25): Its really bad that when you move a full 25 stack somewhere and they got splitted because they only pass a full occupied city (units should not be splitted if they only pass throught city and not staying in it![]()
It is rather annoying though, and I'll try to see if I can make it go around instead of through, which would cost more movepoints, but be less irritating.