Much more work done on Civil, and many simplifications done. I guess I'll have to start readding some complexity back once I get deeper into the realtime aspects of the game, but that's a later problem. For now simple is good. I don't actually think we'll ever run into too hard problems with realtime stuff, as Civil isn't a fast paced FPS or RTS. It is more like a slow RTS where nothing happens faster than once a second, as the game scale is quite strategic. We could for instance make one game world second correspond to 5-10 seconds or the real world, or maybe even make it adjustable so that the players can get faster action when there isn't too much action.