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    • Wouldn't it be better to use what the game uses? "Civilisation" appears in the UI, UK English then. Although I don't know how consistent this is.
    • I think I activated it in-game after the program was already running, but I had to restart the program for it to recognize it. Maybe if you could add a refresh button? You should be able to edit these things in the Atlas editor, but I was thinking it would be nice to change some of this stuff in your program. Maybe it is not that important though I think it could show the naturally occurring food (excluding fields and corrals that spawn with the map), and you could just put a note that says "excludes fields and corrals". But, do whatever you think is better, I don't think it is that big of a deal Oh, sorry. I didn't realize that. Then I guess it isn't a spelling mistake. I probably doesn't matter that much, it is close enough I mean, like if you clicked start, but then realized you forgot to do something, then you could just click stop instead of having to let it finish running  
    • @AsherThanks for your comprehensive review! Let me try and resolve things ... Was the mod that provided the missing resource for the map activated in your game (and saved) ? (if not, the tool does not see it.)  This is a great idea - normally I would have thought that this is defined by the map creator in Atlas already, or on an existing map the map author has a specific scenario in mind (hence the name scenario map). Will integrate that - with that warning, though. In any case the original map is never modified by the tool unless you explicitly request that using the "edit map in place" button. Please clarify! That was a decision is because food resources are also part of what you will be building (fields, corrals). If you consider it useful we can certainly add natural food resources like fish, berries/fruit trees/edible animals etc. This could show a maps initial nutrition potential. Will change.   Ok, got me - I used UK English and you are requesting US English. Will change. Had the same observation when I had installed the map already in the target folder in game. This is a logic bug. Will change.   But wouldn't that potentially stop the process in the middle of something, i.e. in a non deterministic situation? This should then remove the product of conversion. Or do you want to stop the process when processing batches of maps after one map has finished befaore the next one is started? That's another bug to fix. The conversion from persian to achaemenid somehow was wrongly assumed to have happened pre-R0.28. Will change.
    • Indeed the GUI of Atlas is powerful but not particularly user friendly in my opinion. Started working on it using python. Approaching the editor from two sides - a map analyser/checker/covnerter called "post-Atlas",see this thread: and a map skeleton preparation tool referred to as "prep-Atlas" (not yet published). Actually I would like to modify the ATLAS UI itself but this is a larger task.
    • It just needs a more accessible layer on top of the JS code.   I've been using it for my campaign, and despite the bugs and complexity, I see a lot of good qualities. Heightmaps, for example, are super fun.
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