Raw Yields

EmperorFool

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In the start of the BUG Mod, I extended Sevo's Raw Commerce mod with Raw Production. This has finally been fully expanded into a more comprehensive version.

I present to you Raw Yields.

Instead of a separate area that shrinks the Buildings list, the information is displayed in the Trade Routes table with buttons for changing the view and options.

TradeRoutes.png

Trade Routes View with Buttons

The buttons from left to right:

  • Views: (only one is active)
    • Switch to the Trade Routes view (default)
    • Switch to the Food view
    • Switch to the Production view
    • Switch to the Commerce view
  • Tiles to Count: (only one is active)
    • Worked Tiles
    • City's Tiles (tiles that the city controls)
    • Owned Tiles (tiles that you culturally own)
Here are examples of the Food and Production views.

Food.png

Food View: City w. Cereal Mills and Settled Great Merchants

Production.png

Production View: Heroic Epic City w. Forge and Factory

Here you can see the difference between counting tiles that the city is currently working, those the city owns, and those the city could work if it took them from your neighboring cities. The latter two assume the city would have the population to work the tiles. Just added: The number of tiles counted is displayed.

Food2.png

Counting Tiles

I am considering adding an "All Tiles" option to count tiles you do not culturally own in order to inspire you to conquer your neighbors. However, during certain points in the game (tech differentials) the yield values would be incorrect. Would you like this option anyway?

In a future addition I will add icons to explain the various modifiers. For example:

  • :hammers:: Buildings such as Forge and Factory
  • Lightning Bolt: Power for Factory
  • Crossed Swords: Military units with Heroic Epic and Military Academy
  • Anchor: Boats with Drydock
  • :religion:, :culture:, :gold:: Traits like Religious, Creative, Organized
  • :commerce:: Bureaucracy civic
  • State Religion: Organized Religion civic
  • Angry Person or Occupation Fist: Police State civic
  • Resources: Stone building walls, Copper building Buddhist Stupa, Ironworks with Iron/Coal
 
I don't like the extra vertical scrolling that's necessary. To alleviate that issue, I might put a running subtotal as a third column instead of having Subtotal and Total rows.

For example in a city with 14 tile :hammers:, one Engineer specialist, a Forge and the Heroic Epic building a military unit would show this:

Code:
Tiles:    +14
Specs:     +2    16
+25%:      +4    20
+100%:    +16    36
If I were to extend the table to five rows as well, scrolling would never be needed. Given that this mod gave space to the Buildings list, I would be okay with taking one row back.

Thoughts?
 
ok, I have to totally agree with imhotep on this one. Awesome!
 
I noticed that the current version has scroll bars if it takes up too much room ... how about you make the room required dynamic so that it doesn't use scroll bars? That would mean pushing down the list of buildings.

Edit: just saw this ...
If I were to extend the table to five rows as well, scrolling would never be needed. Given that this mod gave space to the Buildings list, I would be okay with taking one row back.
Sure, me too. Would you really need 5 or are you dead set on having the effect of heroic epic (military acadamy?) not included in the modifiers? Does mouse over give more info ... like break down the modifier in to its component parts?

Oh, more modifies ... resources and space elevator. Others?

Given that all of the modifiers are shown when you hover over the actual hammers you produce and this mod is mainly aimed at what you could be producing, the most important numbers are the base production and the final number. Thus, I would be happy with lumping all modifiers (forge, factor, heroic epic, space elevator, stone, marble, etc, etc) together into 1 number.
 
First: AWESOME! :goodjob:

Second: I prefer only two columns, as it was in the first version. If you have to add rows to avoid scrolling, do it. The third column for subtotal takes vital space for text.

Third: I saw that in the case of production, in my game, the text says "Customs House +25%". I am building a Customs House, but the +25% comes from my religion in that city. I think it's a buggy.
 
Would you really need 5 or are you dead set on having the effect of heroic epic (military acadamy?) not included in the modifiers?

The only thing I want to have is that the total with the base modifiers is shown separate from any build-specific modifiers. The reason is so that I can compare cities on even footing. If I happen to be building walls with stone, I don't want to think that this city is my uber-productive city.

I do, however, include the extra modifiers as another total so you can see with and without them.

Does mouse over give more info ... like break down the modifier in to its component parts?

That would be a good addition, but I don't know if I can do it. The way the mouse-over events are handled is really weird in Civ. For example, I finally figured out that the reason some code has numbers at the end of button names is so that the mouse events get sent. Strange!

Oh, more modifies ... resources and space elevator. Others?

Yes, see my list above. The code also has a "wonder" modifier. Oh, that may be Industrious, but I thought the traits tests were elsewhere. I can use a :hammers: for that trait I guess, though it'll be another dupe (with buildings, like Religious trait and Organized Religion).

Second: I prefer only two columns, as it was in the first version. If you have to add rows to avoid scrolling, do it. The third column for subtotal takes vital space for text.

Sorry, I had already done it when I read this. I agree that you get less room for text (sorry translators!), but I think it looks much better.

Making it dynamic in height as Ruff suggested is possible, but it would be a bit more work. Not for this release, but maybe next release can clean up some stuff. I banged this out in a day, so you can't expect perfection. :)

Third: I saw that in the case of production, in my game, the text says "Customs House +25%". I am building a Customs House, but the +25% comes from my religion in that city. I think it's a buggy.

It's actually intended. It's my stop-gap measure to say that these extra modifiers only apply because you are building a Customs House, which is a building. If you build a unit, you won't get that +25% from Organized Religion civic.

In my post above, I laid out how I would use icons to denote this, in this case I'd show your state religion. Ooh, that's better than :religion: so I can use :religion: for the Religious civic.
 
don't forget this lines in EFA. Will make a difference (I bet users will ask about the first screen if you don't)

def drawRelations (self, bInitial):
screen = self.getScreen()
self.W_SCREEN = screen.getXResolution() - 40
self.X_SCREEN = (screen.getXResolution() - 24) / 2
self.X_LEADER_CIRCLE_TOP = self.X_SCREEN
CvForeignAdvisor.CvForeignAdvisor.drawRelations (self, bInitial)
 
don't forget this lines in EFA.

Alerum took care of that already.

Please also try to post to the related thread. :) I'm trying to keep things organized as best I can.
 
·Imhotep·;7002372 said:
This is so f****n' awesome ! Great stuff ! :goodjob:

+++
For a one day work this is impressive. :goodjob:

Though, I have to agree with ricardojahns that three columns consume too much space. Isn't it possible to get the modifiers into hover text like it is done with the trade routes? Then you could use the design of the first image which looks much clearer to me than the three column one.
 
Here are two three-column views, one that needs to scroll, one that doesn't. I think they are quite clear, and when you don't need to scroll, it makes switching around cities for comparison quicker. Also, as you change which tiles are being worked, you'll be able to see the new total without scrolling. It's all about immediacy of feedback. :)

Food3Col.png

Food View - Three Columns

Prod3Col.png

Production View - Three Columns

I'm open to suggestions on how to make it clearer, but I'm pretty set on 3 columns. You can spatially tell which values are subtotals and which are actual additions. In a single column you have to notice the color and + which for me is not easy, especially with such a small font.
 
I like it. I'm going to say (again) that I don't think you need to separate 'modifiers' from 'cannon' in the above. I see this part of the screen as dealing with how to optimize your city. Turn on 'all tiles' and work our how much food you have, then see what you can do with that food ... either cottages, mines, etc. If you don't have enough food to mine all of your grassland hills, you'll have to windmill some.
 
[...]

I'm open to suggestions on how to make it clearer, but I'm pretty set on 3 columns. You can spatially tell which values are subtotals and which are actual additions. In a single column you have to notice the color and + which for me is not easy, especially with such a small font.

Looks Ok..., at least in the English version. Unfortunately, the German version looks like this:

bild-0000o7t.jpg

That's what I meant with trade routes and hover text:

bild-00013wl.jpg

Is this no option for "Raw Yields"?
 
I'm open to suggestions on how to make it clearer, but I'm pretty set on 3 columns.

IMHO 3 columns is much much better.
But maybe (not sure about it, but from the screenshots seems possible) 2nd and 3rd can be decreased a bit in favor of 1st?

And of course, if in the future the high will be resizable, it will be wonderful.

Edit: What about the "all tiles" button? I've already added it to the help, seeing the text in the XML :D :D
 
But maybe (not sure about it, but from the screenshots seems possible) 2nd and 3rd can be decreased a bit in favor of 1st?

I shrunk them as much as I could. I don't know why they cutoff so early. The CDA seems to pack more in a smaller space, so I wonder if it's because I'm using a) smaller font, b) colors, or c) icons (:hammers:), but I kept getting this:

Code:
+14h       12...
Even though the "..." was trimming something that could clearly fit in the space left. Heck, it was often shorter than the "..." itself. :( The only way around it is to do as the old code did and draw everything by hand, not using the scrolling table.

There's just no time right now to do anything about it.

What about the "all tiles" button? I've already added it to the help, seeing the text in the XML :D :D

I still need an icon for it to add it, so it won't be in this release. That's why I asked about feedback about it giving incorrect information. I suppose I should have just done it anyway. People gotta have something to look forward to with 3.1! ;)
 
I shrunk them as much as I could. I don't know why they cutoff so early. The CDA seems to pack more in a smaller space, so I wonder if it's because I'm using a) smaller font, b) colors, or c) icons (:hammers:), but I kept getting this:

Code:
+14h       12...
Even though the "..." was trimming something that could clearly fit in the space left. Heck, it was often shorter than the "..." itself. :( The only way around it is to do as the old code did and draw everything by hand, not using the scrolling table.

There's just no time right now to do anything about it.

Ok, for me is not too problematic, so it's ok like it is.


I still need an icon for it to add it, so it won't be in this release. That's why I asked about feedback about it giving incorrect information. I suppose I should have just done it anyway. People gotta have something to look forward to with 3.1! ;)

Oh, I think I forgot to answer, but for me it's ok; I like the idea :)
 
For the translations that result in "..." in the labels, you can move the # in the tiles and modifiers labels if you think that's better.

  • (9) Worked Tiles
  • (+50%) Modifiers
If you can't see how to do this in the XML, just let me know how you want it to look and I'll show you. For the above, you'd use

  • (%d1) Worked Tiles
  • (%D1%%) Modifiers
"d1" means the first (and in this case only) argument should be formatted as a decimal number. "D1" means to put the "+" sign in front if it's positive. "%%" puts a literal "%" sign in the text. Everything else is literal text.
 
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