Ok, I'm back with a bit of an update. Been a while since I posted here as the android beta community testing is up and running and that allows new alpha demo's to be delivered directly to the testers as they happen, so if anyone with an android device wishes to test the game please feel free to join this google+ community
https://plus.google.com/u/0/communities/116972023085921799679
and you're automatically a tester - you'll be helping me out greatly. A link there takes you to the store to join the alpha program and download the game.
However, for the first time I have uploaded a PC demo here as well for anyone who wishes to play around with it can - any and all feedback is appreciated (haliop, I've not forgotten your auto-end moves request, it's in but for some reason buggy so it's disabled here).
Still in it's infancy, however the single player mechanics (not features/content) are essentially now complete and linked together, with the exception of research and diplomacy which will come with computer opponents.
So, updates since the last build:
*selected units now display their current orders, and how long until completion
*land units can now board sea units from cities and land tiles, if one with sufficient space is viable
*rivers have been added (in the editor these work like a toggle - WIP)
*cities can be cycled through from within the city screen
*worker units can now clear forest, build farmlands, and work/harvest special resources
*some buildings and units require specific resources to build
*some buildings require a certain city size to build
*military units can annex land at a cost. each separate "island" within any map can only be settled once. if a settlement owned by any player is already present on an island then additional settlements MUST be on owned/annexed territory. different islands do not have this requirement. Be wary - the cost of annexing land is linked to the distance from the nearest city on the same island - the further away it is, the more it costs!
*cities are now limited to their maximum size. building farmlands will allow for larger cities, but the effect is only within two tiles of any city and closer farmlands give larger bonuses
*a basic options screen has been implemented
*now supports up to 5 separate save games (can be used for now with the editor to create different maps - cloud saving will come when I renew my hosting package)
*stacked units now have a visual selection process (not implemented for units leaving ships yet - these disembark in the order they embarked)
*city screen has different backgrounds to visually depict the current size of the city
*the editor will now intelligently separate and identify individual islands irrespective of shape or complexity
*a simple tutorial interface is implemented (currently only guides you through founding your first city, but code is complete)
AND SOME BUG FIXES
*fixed city names only displaying at zoom levels where they do not corrupt
*fixed persistent unit command icons when no unit is selected
*city screen now displays population level correctly
*text objects size correctly on devices not in the standard 16:9 ratio
*some layout fixes
*resources indicators no longer appear on top of cities, obscuring them
*fixed a path finding issue where plains were allowing continuous instant movement until the terrain type changed again
There's also been a lot of behind the scenes work done on various things. At the moment what I am most proud of is that the entire game is almost completely modular - when it's done the in game editor will allow almost ANYTHING to be modded, from unit/building names and the effects they give, to the very graphics themselves (at the moment graphics are largely placeholders, however I have a separate code to be integrated which allows any texture to be uploaded and the game can generate game tiles based on this, including smoothing and coastlines etc). So once done, you can if you want create a new game with new graphics, units, buildings, techs, descriptors for just about everything, then upload them to share.
Anyway, I hope this shows a little progress in the right direction, but if not just tell me what you don't like. I'm now moving onto enemy AI, so by next month hopefully there will be barbarians to fight off and an enemy civilization to start dominating!!! Maybe I will get all the mechanics together and working by Christmas after all.....if I stay of GTA 5 for a while!