12monkeys
Prince
--------------------------------------------------
Name : Modified Special Domestic Advisor
Version : v1.8e
Date : 14.04.06
Author : 12monkeys (@civfanatics + @apolyton)
--------------------------------------------------
Based on the "Special Domestic Advisor" v0.92 from Requies (@civfanatics), I created this "Modifed Special Domestic Advisor". Some of the new functions have been inspired by the Costomizable Domestic Advisor from Taelis (@civfanatics).
Features :
- automatic screen size adjustment. Tested for nearly all available screen sizes, from 1024x786 upwards.
- fully localizable. Each text is within the added XML-File.
- fully translated for english and german language.
- contains 7 views, each with special columns and information : city, specialists, military, building, world wonder, national wonder, team projects. See below for view details.
- mouse sensitive on screen help. Each column get an own "Help" button. Just move your mouse over it to get a detailed information about the column contents.
- smart button placements, prevents overlapping view buttons texts.
- a lot of new columns are prepared and can easliy be activated (see below for details)
- easy activating, resizing and placement of columns. Must be be done in the source yet!
View details :
- City View : containes most of the columns for a quick analysis of the most important modifiers.
- Specialists View : containes some special columns for production and autmatization
- Military View : contains columns to display the military status of a city, including the defense capabilites against ground and air attacks.
- Building View : displays all currently available buildings of your civ and shows if the city have it, can build it, can't build it, is currently building it or if it is obsolete. The view will grow as soon as you get the prerequisites for new buildings.
- World Wonder View : displays all currently available World wonders of your civ and shows if a city have it, can build it, can't build it, is currently building it or if it is obsolete. Also, it shows, if another civ is currently building that wonder. The view will grow as soon as you get the prerequisites for new wonders.
- National Wonder View : displays all currently available national wonders of your civ and shows if the city have it, can build it, can't build it, is currently building it or if it is obsolete. The view will grow as soon as you get the prerequisites for new national wonders.
- Team Project View : displays all currently available team projects of your civ and shows if the city have it, can build it, can't build it, is currently building it or if it is obsolete. The view will grow as soon as you get the prerequisites for new team projects.
City View columns :
"NAME" : The name of the city.
"LANDMARKS" : Some landmarks of the city, displayed as symbols
"POPULATION" : Population size of the city.
"HAPPY" : Net happy people. Calculated by happy people minus unhappy people.
"HEALTH" : Net healthy people. Calculated by good health people minus bad health people.
"GROWTH" : Indicates the cities growth rate.
"FOOD" : Net food production. A value is also displayed when there is food production (eg. worker or settler).
"PRODUCTION" : Net production of the city, which can be used for building units, wonders and buildings.
"MAINTENANCE" : Total maintenance costs for this city.
"TRADE" : Net trade income for all trade routes and yield types.
"COMMERCE" : Base commerce for the city, generated by specialists, buildings, religions...
"GOLD" : Net gold income per turn.
"RESEARCH" : Net research rate.
"CULTURE_RATE" : Net culture rate.
"CULTURE" : Actual total culture value of this city.
"GREATPEOPLE_RATE" : Great people rate.
"GREATPEOPLE" : Actual total great people value.
"PRODUCING" : What the city currently produces. Queuesize is displayed in square brackets.
"TURNS" : Number of turns till current production is finshed. Queuesize is displayed in square brackets.
Specialists View columns :
"NAME" : The name of the city.
"AUTOMATION" : Currenty active city automations.
"RELIGIONS" : Current religions of the city. Holy Cities are also indicated.
"SPECIALISTS" : Number of active specialists for all kinds.
"HAPPY" : Net happy people. Calculated by happy people minus unhappy people.
"GROWTH" : Indicates the cities growth rate.
"FOOD" : Net food production. A value is also displayed when there is food production (eg. worker or settler).
"PRODUCTION" : Net production of the city, which can be used for building units, wonders and buildings.
"GOLD" : Net gold income per turn.
"RESEARCH" : Net research rate.
"CULTURE_RATE" : Net culture rate.
"GREATPEOPLE_RATE" : Great people rate.
"PRODUCING" : What the city currently produces. Queuesize is displayed in square brackets.
"TURNS" : Number of turns till current production is finshed. Queuesize is displayed in square brackets.
Military View columns :
"NAME" : The name of the city.
"THREATS" : indicates, that there are enemy units in the city area.
"DISORDER" : Indicates problems with the citizens: disorder or occupation.
"NO_MILITARY_ANGER" : Indicates, if there are unhappy people due to missing military ground units.
"WAR_WEARINESS" : actual War Wearniness in the city.
"FREE_EXPERIENCE" : Number of free experience points a military units gets when its produced in this city.
"COASTAL" : Indicates if the city is at the coast.
"CONSCRIPT_UNIT" : The best unit the city can conscript.
"DEFENSE_VIS" : Actual defense modifier of the city.
"DEFENSE_DAMAGE" : Actual city defense damage.
"DEFENSE_TOTAL" : Total city defense modifier.
"UNITS_TOTAL_NUM" : Number of own units in the city.
"UNITS_MIL_NUM" : Number of own military units in the city.
"UNITS_MIL_GROUND_NUM" : Number of own military ground units in the city.
"UNITS_MIL_SEA_NUM" : Number of own military sea units in the city.
"UNITS_MIL_AIR_NUM" : Number of own military air units in the city.
"UNITS_MIL_GROUND_DEFENSE_SUM" : Sum of combat values of all own military ground units. Represents the city's actual strength against ground attacks.
"UNITS_MIL_GROUND_DEFENSE_AVG" : Average combat value of all own military ground units. Represents the actual quality of the city defense ground units.
"UNITS_MIL_AIR_DEFENSE_NUM" : Number of own air defense units in the city (ground, sea or air).
"UNITS_MIL_AIR_DEFENSE_AVG" : Average air interception probability of all own air defense units in the city. Represents the quality of the city's air defense.
"UNITS_MIL_AIR_PATROL" : The number of air units currently doing air patrol.
Available and easily configurable collumns :
"DATE" : Date the city was founded.
"POPULATION_REAL" : real population of the city, in citizens.
"GARRISON" : The number of military units creating happiness in the city.
"BASE_HAPPY" : Number of happy population.
"BASE_UNHAPPY" : Number of unhappy population.
"BASE_GOODHEALTH" : Number of good health people in the city.
"BASE_BADHEALTH" : Number of bad health people in the city.
"FOOD_STORED" : The food stored in the city.
"BASE_FOOD" : Gross food production of the city, before food consumption.
"BASE_PRODUCTION" : Gross production of the city.
"MAINTENANCE_DISTANCE" : Maintenance caused by the distance to the capital and/or governement center.
"MAINTENANCE_NUMCITIES" : Maintenance caused by the total number of cities.
"GREATPEOPLE_TURNS" : Number of turns till the city creates a great person.
"POWER" : indicates that the city has a power plant
"CONSCRIPT" : Can the city conscript units?
Requirements :
- works only with Civ4 patch 1.61. If you have Civ4 patch 1.52 you need version v1.8c. If you have Civ4 patch 1.09 use the version v1.1
Issues :
- some help texts may exceed the panel size. This is due to the logic I programmed to calculate the panel size. It can be adjusted modifying some constants. If such a thing happens, inform me please.
- on large city lists the city zoom button stopped working for the lower table lines. Its very likly not to be a problem of my code, but a problem of the firaxis code. This problem still persists in Civ4 patch 1.61.
- after loading a game from within another game, the call of the MSDA might cause a c++ exception. Just restart the game completely and load the game directly.
Update :
v1.8c to v1.8d :
- simple replace the two file CvModSpecialDomesticAdvisor.py and DomPyHelpers.py with the new ones from this mod.
v1.8d to v1.8e :
- simple replace CvScreensInterface.py with the new one from this mod.
For modders : the changed places in those two files are marked with "12monkeys - 1.61 - begin" and "12monkeys - 1.61 - end". This should make it easier to migrate the changes to your composites.
Installation :
copy the files from the ZIP into their corresponding folders in the "My Documents\My Games\Civilization 4" folder. Installation at own risk!. If you already have any version of the "Modified Special Domestic Advisor" installed, you can overwrite it with the new files.
If you already have modified versions of a file, you can manually merged them by looking for the comments "12monkeys"
Future functions :
- interactive column selection, sizing and placement.
- improved screen update
Release Notes :
v1.8e :
- fixed a problem in the CvScreensInterface.py which I haven't checked while changing to 1.61. Sorry for that and thx to _alphabeta_ for reporting it.
v1.8d :
- adapted to work with Civ4 patch 1.61.
v1.8c :
- small changes in Italian texts (thx Cammagno)
- fixed a syntax error in code which could cause a python error and an empty advisor screen (thx Wallabulla for reporting this)
v1.8b :
- added Italian translation (thx Cammagno)
- Button "Redraw" renamed in "Refresh" (english version only)
- changed Button order so that it is more logical (thx again Cammagno)
- small fix which causes an exception together with some user-added buildings
- changed location of the help buttons for the building/wonder screens (thx once again Cammagno)
- adaption to actual resolution when when changing it in game
v1.8a :
- fixed a small bug in the XML file for german version
v1.8 :
- lots of changes in the optics
- added military view
- added team project view
- added full localization support, translated for english and german
- added lots of collumns, not all are displayed but can easliy activated
- added on screen help for columns and buildings/wonder views
- added city zoom button from patch 1.52
- improved buiding view
- improved wonders views
- smart button placement (prevents overlapping button texts)
v1.1 :
- adapted to work with Civ4 patch 1.52.
v1.0 :
- inital relaese
----------------------------------------------------------------------
ModifiedSpecialDomesticAdvisor-v1.0.zip removed with 179 views
ModifiedSpecialDomesticAdvisor-v1.8a.zip removed with 376 views
ModifiedSpecialDomesticAdvisor-v1.8b.zip removed with 206 views
ModifiedSpecialDomesticAdvisor-v1.8d.zip removed with 9 views
Name : Modified Special Domestic Advisor
Version : v1.8e
Date : 14.04.06
Author : 12monkeys (@civfanatics + @apolyton)
--------------------------------------------------
Based on the "Special Domestic Advisor" v0.92 from Requies (@civfanatics), I created this "Modifed Special Domestic Advisor". Some of the new functions have been inspired by the Costomizable Domestic Advisor from Taelis (@civfanatics).
Features :
- automatic screen size adjustment. Tested for nearly all available screen sizes, from 1024x786 upwards.
- fully localizable. Each text is within the added XML-File.
- fully translated for english and german language.
- contains 7 views, each with special columns and information : city, specialists, military, building, world wonder, national wonder, team projects. See below for view details.
- mouse sensitive on screen help. Each column get an own "Help" button. Just move your mouse over it to get a detailed information about the column contents.
- smart button placements, prevents overlapping view buttons texts.
- a lot of new columns are prepared and can easliy be activated (see below for details)
- easy activating, resizing and placement of columns. Must be be done in the source yet!
View details :
- City View : containes most of the columns for a quick analysis of the most important modifiers.
- Specialists View : containes some special columns for production and autmatization
- Military View : contains columns to display the military status of a city, including the defense capabilites against ground and air attacks.
- Building View : displays all currently available buildings of your civ and shows if the city have it, can build it, can't build it, is currently building it or if it is obsolete. The view will grow as soon as you get the prerequisites for new buildings.
- World Wonder View : displays all currently available World wonders of your civ and shows if a city have it, can build it, can't build it, is currently building it or if it is obsolete. Also, it shows, if another civ is currently building that wonder. The view will grow as soon as you get the prerequisites for new wonders.
- National Wonder View : displays all currently available national wonders of your civ and shows if the city have it, can build it, can't build it, is currently building it or if it is obsolete. The view will grow as soon as you get the prerequisites for new national wonders.
- Team Project View : displays all currently available team projects of your civ and shows if the city have it, can build it, can't build it, is currently building it or if it is obsolete. The view will grow as soon as you get the prerequisites for new team projects.
City View columns :
"NAME" : The name of the city.
"LANDMARKS" : Some landmarks of the city, displayed as symbols
"POPULATION" : Population size of the city.
"HAPPY" : Net happy people. Calculated by happy people minus unhappy people.
"HEALTH" : Net healthy people. Calculated by good health people minus bad health people.
"GROWTH" : Indicates the cities growth rate.
"FOOD" : Net food production. A value is also displayed when there is food production (eg. worker or settler).
"PRODUCTION" : Net production of the city, which can be used for building units, wonders and buildings.
"MAINTENANCE" : Total maintenance costs for this city.
"TRADE" : Net trade income for all trade routes and yield types.
"COMMERCE" : Base commerce for the city, generated by specialists, buildings, religions...
"GOLD" : Net gold income per turn.
"RESEARCH" : Net research rate.
"CULTURE_RATE" : Net culture rate.
"CULTURE" : Actual total culture value of this city.
"GREATPEOPLE_RATE" : Great people rate.
"GREATPEOPLE" : Actual total great people value.
"PRODUCING" : What the city currently produces. Queuesize is displayed in square brackets.
"TURNS" : Number of turns till current production is finshed. Queuesize is displayed in square brackets.
Specialists View columns :
"NAME" : The name of the city.
"AUTOMATION" : Currenty active city automations.
"RELIGIONS" : Current religions of the city. Holy Cities are also indicated.
"SPECIALISTS" : Number of active specialists for all kinds.
"HAPPY" : Net happy people. Calculated by happy people minus unhappy people.
"GROWTH" : Indicates the cities growth rate.
"FOOD" : Net food production. A value is also displayed when there is food production (eg. worker or settler).
"PRODUCTION" : Net production of the city, which can be used for building units, wonders and buildings.
"GOLD" : Net gold income per turn.
"RESEARCH" : Net research rate.
"CULTURE_RATE" : Net culture rate.
"GREATPEOPLE_RATE" : Great people rate.
"PRODUCING" : What the city currently produces. Queuesize is displayed in square brackets.
"TURNS" : Number of turns till current production is finshed. Queuesize is displayed in square brackets.
Military View columns :
"NAME" : The name of the city.
"THREATS" : indicates, that there are enemy units in the city area.
"DISORDER" : Indicates problems with the citizens: disorder or occupation.
"NO_MILITARY_ANGER" : Indicates, if there are unhappy people due to missing military ground units.
"WAR_WEARINESS" : actual War Wearniness in the city.
"FREE_EXPERIENCE" : Number of free experience points a military units gets when its produced in this city.
"COASTAL" : Indicates if the city is at the coast.
"CONSCRIPT_UNIT" : The best unit the city can conscript.
"DEFENSE_VIS" : Actual defense modifier of the city.
"DEFENSE_DAMAGE" : Actual city defense damage.
"DEFENSE_TOTAL" : Total city defense modifier.
"UNITS_TOTAL_NUM" : Number of own units in the city.
"UNITS_MIL_NUM" : Number of own military units in the city.
"UNITS_MIL_GROUND_NUM" : Number of own military ground units in the city.
"UNITS_MIL_SEA_NUM" : Number of own military sea units in the city.
"UNITS_MIL_AIR_NUM" : Number of own military air units in the city.
"UNITS_MIL_GROUND_DEFENSE_SUM" : Sum of combat values of all own military ground units. Represents the city's actual strength against ground attacks.
"UNITS_MIL_GROUND_DEFENSE_AVG" : Average combat value of all own military ground units. Represents the actual quality of the city defense ground units.
"UNITS_MIL_AIR_DEFENSE_NUM" : Number of own air defense units in the city (ground, sea or air).
"UNITS_MIL_AIR_DEFENSE_AVG" : Average air interception probability of all own air defense units in the city. Represents the quality of the city's air defense.
"UNITS_MIL_AIR_PATROL" : The number of air units currently doing air patrol.
Available and easily configurable collumns :
"DATE" : Date the city was founded.
"POPULATION_REAL" : real population of the city, in citizens.
"GARRISON" : The number of military units creating happiness in the city.
"BASE_HAPPY" : Number of happy population.
"BASE_UNHAPPY" : Number of unhappy population.
"BASE_GOODHEALTH" : Number of good health people in the city.
"BASE_BADHEALTH" : Number of bad health people in the city.
"FOOD_STORED" : The food stored in the city.
"BASE_FOOD" : Gross food production of the city, before food consumption.
"BASE_PRODUCTION" : Gross production of the city.
"MAINTENANCE_DISTANCE" : Maintenance caused by the distance to the capital and/or governement center.
"MAINTENANCE_NUMCITIES" : Maintenance caused by the total number of cities.
"GREATPEOPLE_TURNS" : Number of turns till the city creates a great person.
"POWER" : indicates that the city has a power plant
"CONSCRIPT" : Can the city conscript units?
Requirements :
- works only with Civ4 patch 1.61. If you have Civ4 patch 1.52 you need version v1.8c. If you have Civ4 patch 1.09 use the version v1.1
Issues :
- some help texts may exceed the panel size. This is due to the logic I programmed to calculate the panel size. It can be adjusted modifying some constants. If such a thing happens, inform me please.
- on large city lists the city zoom button stopped working for the lower table lines. Its very likly not to be a problem of my code, but a problem of the firaxis code. This problem still persists in Civ4 patch 1.61.
- after loading a game from within another game, the call of the MSDA might cause a c++ exception. Just restart the game completely and load the game directly.
Update :
v1.8c to v1.8d :
- simple replace the two file CvModSpecialDomesticAdvisor.py and DomPyHelpers.py with the new ones from this mod.
v1.8d to v1.8e :
- simple replace CvScreensInterface.py with the new one from this mod.
For modders : the changed places in those two files are marked with "12monkeys - 1.61 - begin" and "12monkeys - 1.61 - end". This should make it easier to migrate the changes to your composites.
Installation :
copy the files from the ZIP into their corresponding folders in the "My Documents\My Games\Civilization 4" folder. Installation at own risk!. If you already have any version of the "Modified Special Domestic Advisor" installed, you can overwrite it with the new files.
If you already have modified versions of a file, you can manually merged them by looking for the comments "12monkeys"
Future functions :
- interactive column selection, sizing and placement.
- improved screen update
Release Notes :
v1.8e :
- fixed a problem in the CvScreensInterface.py which I haven't checked while changing to 1.61. Sorry for that and thx to _alphabeta_ for reporting it.
v1.8d :
- adapted to work with Civ4 patch 1.61.
v1.8c :
- small changes in Italian texts (thx Cammagno)
- fixed a syntax error in code which could cause a python error and an empty advisor screen (thx Wallabulla for reporting this)
v1.8b :
- added Italian translation (thx Cammagno)
- Button "Redraw" renamed in "Refresh" (english version only)
- changed Button order so that it is more logical (thx again Cammagno)
- small fix which causes an exception together with some user-added buildings
- changed location of the help buttons for the building/wonder screens (thx once again Cammagno)
- adaption to actual resolution when when changing it in game
v1.8a :
- fixed a small bug in the XML file for german version
v1.8 :
- lots of changes in the optics
- added military view
- added team project view
- added full localization support, translated for english and german
- added lots of collumns, not all are displayed but can easliy activated
- added on screen help for columns and buildings/wonder views
- added city zoom button from patch 1.52
- improved buiding view
- improved wonders views
- smart button placement (prevents overlapping button texts)
v1.1 :
- adapted to work with Civ4 patch 1.52.
v1.0 :
- inital relaese
----------------------------------------------------------------------
ModifiedSpecialDomesticAdvisor-v1.0.zip removed with 179 views
ModifiedSpecialDomesticAdvisor-v1.8a.zip removed with 376 views
ModifiedSpecialDomesticAdvisor-v1.8b.zip removed with 206 views
ModifiedSpecialDomesticAdvisor-v1.8d.zip removed with 9 views