5) one option is to add a bool to unitInfo/professionInfo telling if it's allows to defend a fort. This can be done without affective savegames. The same goes for monasteries. This this one bool is more simple at runtime and it's easier to handle for xml editors and it will never need DLL updates to handle future unit combos.
4) is an issue for monasteries too. At least I encountered it in one of my first RaR playthroughs and I don't think anybody fixed it without also fixing forts. 5) if units with the base power (promotions not counting) of 1 can't man a fort, then all the civilian units will be filtered out.
Removed hardcoding for which units can move into peaks
Removed hardcoding for which units can move into peaks
compiler setup
compiler setup
Trade Points (bottom left money bag) show 0/0
Fixed