2 QoL suggestions (good))

Timur512

Chieftain
Joined
May 2, 2016
Messages
39
Location
Moscow
1st old, I had already suggested it few month ago, but may be it was forgotten
To mark the specialist slot with, for example, "X", and a city governor cannot submit a citizen to it slot. I think it will be usefull in many cases, for example, I am not managing specialist very strongly, but I always want, that great diplomats are born in one city, and a city governor likes very much to assign citizens to civil servant in all cities, where it possible. It always would help to build specialized cities for merchents and etc

2nd. I always play with mod City Limits, I think it is most wonderfull mod. I just insert the picture

civ.jpg




What does do this mod: when you hover mouse on city plot (not the name, just plot), a city limits of nearest cities are shown. It can be seen in the screenshot (blue line). For me it greatly helps in planning of city location. I try to found a city, that other civs couldn't insert there city in the one-two "free" plots. It also helps to found a city, that absolutely use all of your land

My suggestion is to implement this mod in VP

PS: for example in this screenshot it can be seen a land left to Washington and lower-left New York. The best way to found a city is left to horses 2 plots away from Gold. In this position forest on the borders of Washington would be captured with the new city and there would be no space for the other civs cities
 
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Your English is much better than any second language of mine. I hope I'm understanding you correctly. My thoughts:

1) You can manually assign specialists already, and there is a box to stop the governor from adding/subtracting. While I see edge cases where you want governors to have the ability to use some specialists but not others, I think that's rare, and in those rare cases can be handled manually.

There is a great mod I used to use that put all the specialist "holes" on top of the right panel of the city screen, separated from the building it came. (Because it makes no difference which building/wonder it comes from), but it was incompatible with the newest versions of VP. I voted in a poll a few months ago to have it implemented, but I don't remember the results, and I think the development team have other things to work on in the alpha (like tooltips).

2) You can't settle a city next to a different players existing city limits. So a city can stop an opposing city being built four tiles away if you are careful to buy tiles where/when needed. Additionally cities will often grow to more than three tiles out naturally, e.g. to grab a luxury. I don't think this mod should be implemented as standard.
 
Your English is much better than any second language of mine. I hope I'm understanding you correctly. My thoughts:

1) You can manually assign specialists already, and there is a box to stop the governor from adding/subtracting. While I see edge cases where you want governors to have the ability to use some specialists but not others, I think that's rare, and in those rare cases can be handled manually.

There is a great mod I used to use that put all the specialist "holes" on top of the right panel of the city screen, separated from the building it came. (Because it makes no difference which building/wonder it comes from), but it was incompatible with the newest versions of VP. I voted in a poll a few months ago to have it implemented, but I don't remember the results, and I think the development team have other things to work on in the alpha (like tooltips).

2) You can't settle a city next to a different players existing city limits. So a city can stop an opposing city being built four tiles away if you are careful to buy tiles where/when needed. Additionally cities will often grow to more than three tiles out naturally, e.g. to grab a luxury. I don't think this mod should be implemented as standard.
here
you can remove some of the ones you dont like,warning though sometimes you want closer cities. but this help me make tall cities, removed it though after a while, this apply to ai also so they cant settle near you.

 
and there is a box to stop the governor from adding/subtracting
Where? I can assign a citizen, than the governor wouldn't subtract it, but I can't prohibit a governor to assign citizens to the slots, which I don't want. I think this is not rare situation and would be used in almost all cities
2) You can't settle a city next to a different players existing city limits. So a city can stop an opposing city being built four tiles away if you are careful to buy tiles where/when needed. Additionally cities will often grow to more than three tiles out naturally, e.g. to grab a luxury. I don't think this mod should be implemented as standard.
You didn't understand. Just try this mod (it is in steam workshop), and when founding a city hover your mouse on any city. It will show you all the land, where u can found a city
here
you can remove some of the ones you dont like,warning though sometimes you want closer cities. but this help me make tall cities, removed it though after a while, this apply to ai also so they cant settle near you.
actually didn't understand you)
 
A way to lock unassigned tiles and specialist slots is definitely desirable. We're just running out of mouse keys for that. (Not everyone has a middle button so we can't use that)

Maybe Ctrl+Left Click?
 
Where? I can assign a citizen, than the governor wouldn't subtract it, but I can't prohibit a governor to assign citizens to the slots, which I don't want. I think this is not rare situation and would be used in almost all cities

You didn't understand. Just try this mod (it is in steam workshop), and when founding a city hover your mouse on any city. It will show you all the land, where u can found a city

actually didn't understand you)
sorry wrong link

its a mod that Increased Minimum City Settle Distance
 
It can't be second click? First - assign, second - lock
I think right click opens the Civilopedia page of the specialist.
 
I think he means that left-clicking an assigned (or only locked assigned?) specialist for a second time should lock the slot empty.
Yes you are right. First left click force assign if was emty slot, if was assigned by a governor - subtract (how is now). Second left click - if was force assigned - disband (block, lock - you understand - what the idea of), if was assigned by a governor on a previous step - force assign (how is now). And third left click - if was force assigned on previous step - disband (block, lock)

Is it would be hard to code? But Ithink it is the most intuitivly understandable. Of cource ctrl+LC is easier, but to newly ones it would be unclear, I think
 
I think the only use case for disabling specialist slots is as you described - to disable Civil Servants because it takes forever to generate a GDiplomat from just one slot, so most of the games these points won't ever be used, unlike other specialists assigned by a governor.

I think that's one of the downsides of Civil Servants' design, as for 2/3 of the game you can only have one city specializing in GDiplomats, but at least it's simple and you can also "pre-accumulate" some points in secondary cities before building Wire Services there.

On the other hand the situation I encounter quite often is when I settle a city with a Natural Wonder and governor keeps attempting to work some 8:c5faith: tile while it makes the city grow in 20 turns, so I have to lock every :c5citizen: manually each time the city grows, or when improved tiles are getting better than the old ones. But this is also the only use case that I can think of for this "disabling" function.
 
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