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Civ6 Better Report Screen mod
Verify if the new resource is causing issues or not.
https://steamcommunity.com/sharedfiles/filedetails/?id=2557418900
There is no visible functional changes here. The goal is just to refactor the code so each tab is in a separate file, get rid of unnecessary includes and introduce dirty flag and late reading.
Related to #4
These effects are not implemented:
EFFECT_ADJUST_PLAYER_TRADE_ROUTE_DESTINATION_YIELD_FOR_ALLY_ROUTE
EFFECT_ADJUST_PLAYER_TRADE_ROUTE_DESTINATION_YIELD_FOR_SUZERAIN_ROUTE
Only ORIGIN versions are supported atm.
It is done for EFFECT_ADJUST_PLOT_YIELD
Add support for multiple args etc. for Tokugawa (using comma).
EFFECT_ADJUST_CITY_YIELD_MODIFIER (TRAIT_SAME_CONTINENT_YIELD, TRAIT_LEADER_NEARBY_CITIES_LOSE_YIELDS, TRAIT_SULEIMAN_ALT_SCIENCE_CULTURE_GOLDEN_AGE)
EFFECT_ADJUST_PLAYER_INTERNATIONAL_TRADE_ROUTE_YIELD_MODIFIER - not used yet
There is 5 effects atm that use multiple args format.
Many abilities are assigned to all player units via 'effect grant ability' and collection 'all player units'. The game decides which is actually active based on TypeTags table.
It makes sense to filter the wrong classes out - this will make the tooltips much more readable.
The change is best to be made in RegisterModifierForUnit function.
Remove initial: MODIFIER_, COLLECTION_, EFFECT_, etc. Make sure they are always the same
Requirements:
Impact, Likeliness, Reverse is always 0 [OK, already not used]
Inverse is used
Persistent is used 5x (looks like Permanent for reqs)
ProgressWeight - 1 virtually always TODO: make ‘1’ as default not displayed
4 - for sci victory condition, counts points
0 - for victories, to not (?) count as points?
Triggered is mostly 0, 1 in 14 cases - relate to triggered events
From cholsy.
If levied units can be marked on Unit panel, it will be helpful.
The maintenance of Levied units does not cost gold, but cost resource only.
So we need to see how many and which units should be ignored on the gold cost book.
Currently the deals are presented in a very detailed and "widespread" form. When there is like 10+ deals it is hard to grasp who, what, and when.
Key features I'd like to have.
Ideas.
Option A - make each deal in a separate line, together with info about Civ, etc. Then it is easy to filter out and sort by various criteria.
Option B - easy one. Group deals by Civ, enable collapse/expand. Each deal in 1 line, concatenate deal items into a single line.
Option C
Make a form of table?
Each row will show a Civ.
Columns might show various deal item types. Since we are talking about multi-turns items, then there is no need to show all of them.
We have: Gold, Luxuries, Strategics (non-XP2), Agreements (6 types, e.g. Open borders)
Usage: University of Sankore, Surplus logistics. Zheng He
Naval units are also considered a garrison. And Air units!
Military Engineer - not.
Also, unit placed in Encampment also triggers CITY_HAS_GARRISON_UNIT_REQUIERMENT
Make the mod compatible with linux (filenames, etc.)
There are often bonuses like "+2 production for every workshop" (many city-states have this kinda bonus), and there's no easy way to know how many workshops I have.
I use this mod's "Cities" tab to lookup all the cities where I have a "Industrial Zone" district, and then manually check if I have a workshop building in that citie's Industrial Zone district.
Would it be possible to show this info in either the "Cities" tab, or a different tab?
The yields window - the parts about building and unit costs are kind of weirdly placed. Maybe there should be “Economy” tab?
Two columns, one Revenues, and one Costs
Revenues - empire, cities, trade routes, deals, other (?)
Costs - buildings, units, other (?)
Possible siphoning funds detection? How? Compare turn by turn? Maybe this could be a GamePlay script that fires a proper event for UI and notification.
22.05 Well, there is not much value added in this. I am closing it.
Savegame Wilhelmina T288.
I am suzerain of Muscat getting Pearls. They are not shown in Resources tab.
Also, I am selling 1 but only 1 deal is shown (to Lautaro), deal to Kublai is not shown.
See also: Infixo/Civ6-CQUI-Lite#37
Case of Sankore University and modifier SANKORE_TRADE_GAIN_SCIENCE
Now it uses strings as indices i.e. PRODUCTION, FOOD, etc. They come from YieldTypes enumerate. This enumerate eventually changes them into number that correspond to yield indices in the Yields table.
Number of different resource types improved in the city.
There are multiple reports stating that EU and Scripture don't calculate yields properly.
The modifiers are implemented ok. It is about recognizing effects from different modifiers.
Original post: It would also be nice also if economic union for instance would count the production from shipyard, or if scripture would count the production from work ethics.
Scripture moved to #16
Late data reading - only when needed. Basically each tab should be read only when opening.
Related to #12
Similar to #13, however here there is no table for that. It is a dynamic game effect - RMA is not designed to handle such cases.
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