I'm soliticing ideas for some additional in-game notifications for a mod I'm working on. There are certain events that I for one would find helpful to be automatically informed about that aren't at this point. For example, when I start the game, I usually have the capital start on a warrior, but if I'm not going for a religion, I usually switch to a worker as soon as it grows to size 2. But at the same time, I'm off exploring with my warrior or scout, so I can miss the growth. It's pretty easy to mod an event that makes a noise and gives you one of those icon arrows when a city grows -- problem solved. Are there other things like this that people would like to be notified of?
Here is my initial list:
1. City growth
2. New trade opportunities available (resources and techs)
3. City about to grow unhappy/unhealthy
4. City is unhappy/unhealthy (although I'm not sure about this one as it could get pretty annoying)
5. City set on "no growth" has extra healthy/happy margin
6. War weariness increases in a city
My reasoning on the items above:
1. Already discussed
2. To prevent checking the foreign advisor every turn. Would inform you when you learn a tech that you can trade, when an opponent learns a tech you don't have and they are willing to trade it, and when they become willing to trade a tech you don't have (same for resources, just substitute "hook up" for "learn")
3. There are situations when you may not mind letting a city grow unhappy or unhealthy, but I often like to turn on no growth to prevent this. homegrown's excellent domestic advisor improvement helps, but you still have to check it every turn and I'd like to avoid that inconvenience.
4. If you lose access to a resource or unhappiness grows from war weariness, a city can go unhappy/unhealthy without giving you the chance of having a warning like in 3. But on the other hand, if you don't care or if it takes a while to fix the unhappiness/unhealthiness, getting notified every turn could get really annoying. Maybe this could be a notification when a city becomes unhappy/unhealthy rather than a city is unhappy/unhealthy.
5. The idea is to be the opposite of 3 above. I have found more than once that I have left a city on no growth too long after fixing whatever was causing the happiness/healthiness problems. Again, though, if you wanted to leave a city on no growth for some other reason, the notification every turn would get annoying. Again perhaps this could be a notification when a city comes out of unhappiness/unhealthiness.
5. Could be usefull to keep track of indepedent of how it affects the happiness margin in a city.
Most of these ideas were taken from the alerts in CivAssist2, by the way.
Here is my initial list:
1. City growth
2. New trade opportunities available (resources and techs)
3. City about to grow unhappy/unhealthy
4. City is unhappy/unhealthy (although I'm not sure about this one as it could get pretty annoying)
5. City set on "no growth" has extra healthy/happy margin
6. War weariness increases in a city
My reasoning on the items above:
1. Already discussed
2. To prevent checking the foreign advisor every turn. Would inform you when you learn a tech that you can trade, when an opponent learns a tech you don't have and they are willing to trade it, and when they become willing to trade a tech you don't have (same for resources, just substitute "hook up" for "learn")
3. There are situations when you may not mind letting a city grow unhappy or unhealthy, but I often like to turn on no growth to prevent this. homegrown's excellent domestic advisor improvement helps, but you still have to check it every turn and I'd like to avoid that inconvenience.
4. If you lose access to a resource or unhappiness grows from war weariness, a city can go unhappy/unhealthy without giving you the chance of having a warning like in 3. But on the other hand, if you don't care or if it takes a while to fix the unhappiness/unhealthiness, getting notified every turn could get really annoying. Maybe this could be a notification when a city becomes unhappy/unhealthy rather than a city is unhappy/unhealthy.
5. The idea is to be the opposite of 3 above. I have found more than once that I have left a city on no growth too long after fixing whatever was causing the happiness/healthiness problems. Again, though, if you wanted to leave a city on no growth for some other reason, the notification every turn would get annoying. Again perhaps this could be a notification when a city comes out of unhappiness/unhealthiness.
5. Could be usefull to keep track of indepedent of how it affects the happiness margin in a city.
Most of these ideas were taken from the alerts in CivAssist2, by the way.