Hello! Yes I can post a few screenshots and provide an update. I am finalizing the Notifications dialog and polishing the dialogs for initiating combat and making choices in the aftermath. I will also be revising the "automatic" combat resolution which 'Hannibal' doesn't have, but the new game really needs.
Here is a shot of the revised notifications. Unread notifications have their title in red. Not very original, I'll admit!
I have changed the purple color to off-white to avoid confusion with the colors of a particular Roman faction:
One notification can be expanded at a time. I am still working on the fonts and the typesetting.
This also shows how you can choose to select the event's location on the map. The "look closer" cursor will appear automatically when you hover the cursor over the location. Of course it takes a little experience to know that 'Venetia & Histria' is a location on the map.
When attacking a city or a fortress, you will now have three options, not two. This dialog shows the layout:
I apologize if the embedded graphics are as blurry on your end as they appear on my machine.
The three choices are:
1. Storm the city or fortress immediately.
2. Start a siege but prepare to make further attempts to advance the siege level. You make one such attempt at a cost of 4 movement points from the active leader.
3. Start a siege by gathering the maximum supplies to feed the army while starving out the garrison. This completes your leader's turn, just like in 'Hannibal'.
When a city or fortress is captured or starved out, you'll have 3 options: spare the city, plunder it, or burn it to the ground. The first is merciful, the second puts money in your treasury and makes your troops happy. The 3rd adds more money to your treasury and your soldiers' purses. But it establishes a reputation for cruelty that
might be counter-productive. And it will hurt the province's tax base.
Of course captured enemy fortresses that you don't intend to garrison should be destroyed. Here is a screenshot of the dialog when a fortress surrenders after a siege: