Platy's Peculiar Pleasant Posh Python

Platypedia

Features:
1) Sortable Items
2) Customisation of Font Colors
3) Additional Infomation for various pages such as requirements for building improvements, favourite religion for leaders
4) New pages such as Processes, Traits, Routes
5) Upgrade Paths for Units and Promotions
6) Additional Info Page for various concepts such as handicap settings, world sizes, era infos
7) Movie Player (New)

Screenshots:
Spoiler :
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Platy Trackers
Spoiler :

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Tracks Status of Wonders Built in Cities with Vision

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Tracks Air Units Stationed in Cities

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Tracks Resources in Cultural Borders

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Tracks Units Led by Great General

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Tracks Specialists in Cities

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Tracks Culture of Cities

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Tracks Wonders Built in Own Cities
 
Platy World Builder

Features:
Too many to list...
Refer to main thread for details
The one and only World Builder you never see before

Screenshots:
Spoiler :
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Hmm, was looking around for a place to display unit combat type.
Tried putting it in the icons but it seems abit too small, looking for opinions :D
 

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@Platy

Is it possible to separate civ message about enemy near city and display it on bootom left corner in similar way like Civ5 /

There are a lot of messages during each turn and this about enemey at the gates are most important.
 
Hmm, was looking around for a place to display unit combat type.
Tried putting it in the icons but it seems abit too small, looking for opinions :D

Yeah, way too small I think. You know what would be really really useful and I think would work is to move some hover text from the bottom left of the screen to where the mouse pointer is. That way you don't have keep moving your eyes back and forth. Maybe this could be done for terrain and units. Not sure if this would uglify the game though since you'd have text appear in the middle of your view.
 
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1) Added a Blue Fortify Bar above Health Bar for units that can fortify.
It becomes dark blue when at max fortify turns.

2) Added a Power Symbol when unit is promotion ready.

@Nimek
1) Not possible to separate out certain messages and display elsewhere.
2) There is however, already a Toggle Enemy Display in BTS to display all enemy units within your territory.
3) Bottom Left is kept for Hover Text...

@Yxklyx
Wouldn't want to shift the hover text area, since
1) People are accustomed to it.
2) Looks ugly for areas, such as scoreboard, or just like above where there is a whole chunk of units (if shifted to where my mouse is, the hover text is going to cover those unit icons...)

@Edgecrusher
1) There are some max variables defined for both screens, whereby below the max values, the panels will extend naturally to display up to X religions/corporations.
2) Beyond that value, it becomes scrollable.
3) For the religion screen, if you really have 20+ religions and wish to display all, you might as well just remove the movie and allow section, since those 2 are there to "fill up the space"
 
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...

@Yxklyx
Wouldn't want to shift the hover text area, since
1) People are accustomed to it.
2) Looks ugly for areas, such as scoreboard, or just like above where there is a whole chunk of units (if shifted to where my mouse is, the hover text is going to cover those unit icons...)...

OK, but it should have been done for Civ 5 since there's only ever one unit in a space! Typically, when you point a mouse at something the information is best displayed at the mouse pointer unless of course there's too much info to display.
 
Movie Player

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Spoiler :
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Edit:
Fixed a bug with recent pack
 
Ultrapack adjustments:

1) Unique Backgrounds made optional

2) Platypedia rewrite codes for Unit Categories Section such that the same effects achieved without the need of dummy Unit Combat Types.
With this change, Platypedia is fully pythonised, without any XML file, except Text Files and Art Defines for the arrows used in Upgrade Charts.

3) Platypedia Unit and Building Page
Displays State Religion as requirement if there is any, although this XML requirement tag was never used for any unit or building.
 

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Building Upgrade Tree (Only in Ultrapack... lazy to update)
 

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Not always true.
Pedia in certain downloads like promo pack or natural wonders have extra codes
 
War And Peace Script

Modifications to script by The_J due to certain requests and good mood currently.

1) Rewrote certain parts in my style :D
2) Added idiot proof tests for XML entries such as CIVILIZATION_ENGLANDLALALA so that it does not bother to loop through error-prone events
3) Added own teammate check
4) Allows script to use Game Year 0 now if you want an event to trigger on AD 0, which was used previously as N.A.
5) Removed loops through all players every turn.
6) Added bPermanentWar to allow users to decide if the war triggered should be permanent or not
7) Added bForceWar to allow users to decide if the war triggered should bypass checks like vassals and forced peace.
 
Simple modifications to existing ones still acceptable.
Totally new requests that require brain cells, I can't be bothered.
Retired from modding.

P.S.
This is the last time I respond to requests via PMs.
All future requests sent via PMs will be ignored because it is damn tedious to view them with a phone.
 
War and Peace Script

More Modifications:

1) Events with both iTurn and iDate stated will now only trigger once, whichever comes earlier.
Eg. iTurn = 2, iDate = 200
Given iTurn == 3920 BC, it will trigger at 3920 BC and not at AD 200

2) Events with iDate stated but game will never be that specific date will now trigger at the next turn, rather than never trigger at all.
Eg: 3933 BC
Turn 0: 4000 BC
Turn 1: 3960 BC
Turn 2: 3920 BC => Triggered

3) Events are now sorted by Date, such that instead of looping through whole list of events every turn, a "break" is added such that once the current event's date is greater than the current date, there is no point in going through the rest of the list.
Thus, instead of looping through 50000 events every turn, it is simply just checking the top 1 or 2 events.

4) Events that are obsolete will be removed from event list, such that as time goes by, the event list gets shorter and shorter.
Eventually, list becomes empty and there is no more event list looping every turn.
 
wow , thank you for taking a look at this!

your so kind.

now this means that the war/peace wont be locked forever? can i make peace with a nation after it was defined to declare war on me?
***
found the link in the db, thanks.
can you just instruct me on making it work?
-i use customeventmanger as i said - do i need define something there?
the script seems not to work for some reason, though its a very very simple merge....
 
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