@pineappledan I explain to you what I was meant saying about descriptions. Oppidum has:
and the rest have the same two text for both text boxes (so why do we keep 2? For now _REC is unused when testing in game behavior):
There should be the reason for differentiating _REC an _HELP texts.
There's for instance default mexico's hacienda text:
There's what I found for VP Eki, Kuna and Encampent:
TXT_KEY_CIV5_IMPROVEMENTS_EKI_HELP - shows in main menu when we choose civ,
TXT_KEY_BUILD_EKI_HELP - shows when hovering recomendation,
TXT_KEY_BUILD_EKI_REC - I cannot find where it is used
What I did for Celts for now is:
1. Exchanged text between _HELP and _REC
2. Put _REC text into Builds table under Help column. Same value has Recommendation column. That manouver successfully differentiate texts in tooltips and after hovering recommendation icon on GM.
3. Help text need to be modified. It can be now much larger and detailed. It doesn't need the same info as _REC tooltip about consuming unit etc.
4. I hope this will help you modify all UI text to be consistent with VP and other UIs like Eki. Everyone who is creating new UI for our mod should follow the same pattern to avoid differences after unifying mods.
5. There's also no need to mention about techhyieldchanges like in Kampung you did. Eki doeas not have such text f.e.
I modified Kampung (it is now not permanent and cannot be built on resources).
Hi hi. I found why you though worker change is needed for Kampung UI:
Code:
<Row Tag="TXT_KEY_BUILD_CELTS_OPPIDUM_HELP">
<Text>Unit will be consumed[NEWLINE]Unique Celtic Great Tile Improvement. Will connect Strategic Resources on this tile to the trade network. Gives a [ICON_STRENGTH] Defense Bonus to units stationed on it, and +20HP to a nearby city. Adjacent Improvements gain additional bonus yields:[NEWLINE]+1[ICON_FOOD] Food/[ICON_PRODUCTION] Production to Farms, [NEWLINE]+1[ICON_FOOD] Food/[ICON_PEACE] Faith to Camps, [NEWLINE]+1[ICON_PRODUCTION] Production /[ICON_PEACE] Faith to Pastures, [NEWLINE]+1 [ICON_PRODUCTION] Production /[ICON_GOLD] Gold to Mines, [NEWLINE]+1[ICON_PRODUCTION] Production/[ICON_RESEARCH] Science to Quarries.[NEWLINE]+1 [ICON_GOLD] Gold/[ICON_CULTURE] Culture to Plantations.</Text>
</Row>
<Row Tag="TXT_KEY_BUILD_CELTS_OPPIDUM_REC">
<Text>It will increase [ICON_FOOD] Food, [ICON_GOLD] Gold, [ICON_CULTURE] Culture, and [ICON_FAITH] Faith. Gives [ICON_STRENGTH] Defense Bonus to units stationed on it, and +20HP to nearby cities. Provides bonus yields to all non-road and non-great person land improvements.</Text>
</Row>
Code:
<Row Tag="TXT_KEY_BUILD_INDONESIA_KAMPUNG_HELP">
<Text>Available at Sailing, the Kampung can be built by embarked Workers on Coastal and ocean tiles. Each Kampung yields +1 [ICON_FOOD] Food and +1 [ICON_CULTURE] Culture and adjacent Sea Resources receive +1 [ICON_PRODUCTION] Production. +1 [ICON_CULTURE] after Compass, +1 [ICON_CULTURE] after Navigation, +1 [ICON_FOOD] and +1 [ICON_PRODUCTION] after Dynamite, and +1 [ICON_SCIENCE] after Ecology. Cannot be built adjacent to each other.</Text>
</Row>
<Row Tag="TXT_KEY_BUILD_INDONESIA_KAMPUNG_REC">
<Text>Available at Sailing, the Kampung can be built by embarked Workers on Coastal and ocean tiles. Each Kampung yields +1 [ICON_FOOD] Food and +1 [ICON_CULTURE] Culture and adjacent Sea Resources receive +1 [ICON_PRODUCTION] Production. +1 [ICON_CULTURE] after Compass, +1 [ICON_CULTURE] after Navigation, +1 [ICON_FOOD] and +1 [ICON_PRODUCTION] after Dynamite, and +1 [ICON_SCIENCE] after Ecology. Cannot be built adjacent to each other.</Text>
</Row>
There's for instance default mexico's hacienda text:
Code:
<Row Tag="TXT_KEY_BUILD_HACIENDA">
<Text>Build Hacieda</Text>
</Row>
<Row Tag="TXT_KEY_BUILD_HACIENDA_HELP">
<Text>Haciendas do not yield any benefits unless built directly adjacent to a city. They provide +2 Culture and +1 Gold. Upon the discovery of Economics +1 Food/ Faith/ Production is added to the tile and another +1 of that random yield is added after Banking is discovered.</Text>
</Row>
<Row Tag="TXT_KEY_BUILD_HACIENDA_REC">
<Text>Build an Hacienda and earn a random yield after the discovery of certain technologies!</Text>
</Row>
Code:
<Row Tag="TXT_KEY_IMPROVEMENT_EKI">
<Text>Eki</Text>
<Gender>neuter:an</Gender>
</Row>
<Row Tag="TXT_KEY_CIV5_IMPROVEMENTS_EKI_TEXT">
<Text>'Eki' is a term that the Huns likely used to describe the earth, particularly that which was essential to grazing livestock. Nomadic pastoralism is a form of pastoralism where livestock are herded in order to find fresh pastures on which to graze. Strictly speaking, true nomads follow an irregular pattern of movement, in contrast with transhumance where seasonal pastures are fixed. However this distinction is often not observed and the term nomad used for both—in historical cases the regularity of movements is often unknown in any case. The herded livestock include cattle, yaks, sheep, goats, reindeer, horses, donkeys or camels, or mixtures of species. Nomadic pastoralism is commonly practised in regions with little arable land, typically in the developing world. Of the estimated 30 to 40 million nomadic pastoralists worldwide, most are found in central Asia and the Sahel region of West Africa. Increasing numbers of stock may lead to overgrazing of the area and desertification if lands are not allowed to fully recover between one grazing period and the next. Increased enclosure and fencing of land has reduced the amount of land available for this practice. [NEWLINE][NEWLINE]An Eki can only be built on flat Grassland or Plains tiles without access to Fresh Water. It provides [ICON_PRODUCTION] Production, [ICON_CULTURE] Culture, and [ICON_FOOD] Food, as well as additional [ICON_PRODUCTION] Production if [COLOR_POSITIVE_TEXT]adjacent to two[ENDCOLOR] other Eki. Removes any features on the tile. Can be built [COLOR_POSITIVE_TEXT]in or adjacent to[ENDCOLOR] Hunnic territory.</Text>
</Row>
<Row Tag="TXT_KEY_CIV5_IMPROVEMENTS_EKI_HELP">
<Text>An Eki can only be built on flat Grassland or Plains tiles without access to Fresh Water. It provides [ICON_PRODUCTION] Production, [ICON_CULTURE] Culture, and [ICON_FOOD] Food, as well as additional [ICON_PRODUCTION] Production if [COLOR_POSITIVE_TEXT]adjacent to two[ENDCOLOR] other Eki. Removes any features on the tile. Can be built [COLOR_POSITIVE_TEXT]in or adjacent to[ENDCOLOR] Hunnic territory.</Text>
</Row>
<Row Tag="TXT_KEY_BUILD_EKI">
<Text>Construct an [LINK=IMPROVEMENT_EKI]Eki[\LINK]</Text>
</Row>
<Row Tag="TXT_KEY_BUILD_EKI_HELP">
<Text>Constructs an Eki, which increases [ICON_PRODUCTION] Production, [ICON_CULTURE] Culture, and [ICON_FOOD] Food. Provides additional [ICON_PRODUCTION] Production if [COLOR_POSITIVE_TEXT]adjacent to two[ENDCOLOR] other Eki. Removes any features on the tile. Must be build on flat Plains or Grasslands without access to Fresh Water. Can be built [COLOR_POSITIVE_TEXT]in or adjacent to[ENDCOLOR] Hunnic territory.</Text>
</Row>
<Row Tag="TXT_KEY_BUILD_EKI_REC">
<Text>It will increase [ICON_PRODUCTION] Production, [ICON_CULTURE] Culture, and [ICON_FOOD] Food. Provides additional [ICON_PRODUCTION] Production if [COLOR_POSITIVE_TEXT]adjacent to two[ENDCOLOR] other Eki. Can be built [COLOR_POSITIVE_TEXT]in or adjacent to[ENDCOLOR] Hunnic territory.</Text>
</Row>
<Row Tag="TXT_KEY_IMPROVEMENT_KUNA">
<Text>Kuna</Text>
</Row>
<Row Tag="TXT_KEY_CIV5_IMPROVEMENTS_KUNA_TEXT">
<Text>'Kuna' is the Mayan word for temple or church. Mayan Kuna were similar in design to the ziggurats and pyramids of Eurasia. Though the Kuna themselves are largely all that remain of these ancient sites, they were once the focal points of large cities. Most famous of these is Chichen Itza, a sight so grand that it qualifies as a World Wonder![NEWLINE][NEWLINE]A Kuna can only be constructed in Forests or Jungles, and cannot be adjacent to another Kuna. Grants [ICON_PEACE] Faith and [ICON_RESEARCH] Science to the City that works the tile.</Text>
</Row>
<Row Tag="TXT_KEY_CIV5_IMPROVEMENTS_KUNA_HELP">
<Text>Can only be constructed in Forests or Jungles, and cannot be adjacent to another Kuna. Generates [ICON_PEACE] Faith and [ICON_RESEARCH] Science.</Text>
</Row>
<Row Tag="TXT_KEY_BUILD_KUNA">
<Text>Construct a [LINK=IMPROVEMENT_KUNA]Kuna[\LINK]</Text>
</Row>
<Row Tag="TXT_KEY_BUILD_KUNA_HELP">
<Text>Constructs a Kuna, which increases [ICON_RESEARCH] Science and [ICON_PEACE] Faith.</Text>
</Row>
<Row Tag="TXT_KEY_BUILD_KUNA_REC">
<Text>It will increase [ICON_RESEARCH] Science and [ICON_PEACE] Faith.</Text>
</Row>
<Row Tag="TXT_KEY_IMPROVEMENT_ENCAMPMENT_SHOSHONE">
<Text>Encampment</Text>
<Gender>neuter:an</Gender>
</Row>
<Row Tag="TXT_KEY_CIV5_IMPROVEMENTS_ENCAMPMENT_SHOSHONE_TEXT">
<Text>An Encampment can only be built on flat tiles, and no two Encampments can be adjacent. It provides additional [ICON_FOOD] Food, [ICON_PRODUCTION] Production and [ICON_CULTURE] Culture. Encampments provide a small defense modifier to units stationed on them, and damage nearby enemy units (5) if they end their turn on or next to an Encampment. Must be built in Shoshone territory.[NEWLINE][NEWLINE]A tipi is a conical tent, traditionally made of animal skins, and wooden poles. The tipi was used in the encampments of nomadic tribes of the Great Plains in North America. Tipis are stereotypically associated with Native Americans in the United States in general, however Native Americans from places other than the Great Plains mostly used different types of dwellings. The tipi is durable, provides warmth and comfort in winter, is cool in the heat of summer, and is dry during heavy rains. Tipis could be disassembled and packed away quickly when a tribe decided to move and could be reconstructed quickly upon settling in a new area. This portability was important to Plains Indians with their nomadic lifestyle. Modern tipi covers are usually made of canvas. Contemporary users of tipis include historical reenactors, back-to-the-land devotees, and Native American families attending powwows or encampments who wish to preserve and pass on a part of their heritage and tradition.</Text>
</Row>
<Row Tag="TXT_KEY_CIV5_IMPROVEMENTS_ENCAMPMENT_SHOSHONE_HELP">
<Text>An Encampment can only be built on flat tiles, and no two Encampments can be adjacent. It provides additional [ICON_FOOD] Food, [ICON_PRODUCTION] Production and [ICON_CULTURE] Culture. Encampments provide a small defense modifier to units stationed on them, and damage nearby enemy units (5) if they end their turn on or next to an Encampment. Must be built in Shoshone territory.</Text>
</Row>
<Row Tag="TXT_KEY_BUILD_ENCAMPMENT_SHOSHONE">
<Text>Construct an [LINK=IMPROVEMENT_ENCAMPMENT_SHOSHONE]Encampment[\LINK]</Text>
</Row>
<Row Tag="TXT_KEY_BUILD_ENCAMPMENT_SHOSHONE_HELP">
<Text>Constructs an Encampment, which increases the amount of [ICON_FOOD] Food, [ICON_PRODUCTION] Production, and [ICON_CULTURE] Culture provided by this tile. Removes any features on the tile. Provides a small defensive bonuse and damages adjacent enemy units for 5 Hit Points.</Text>
</Row>
<Row Tag="TXT_KEY_BUILD_ENCAMPMENT_SHOSHONE_REC">
<Text>It will increase the amount of [ICON_FOOD] Food, [ICON_PRODUCTION] Production, and [ICON_CULTURE] Culture provided by this tile. Removes any features on the tile. Provides a small defensive bonuse and lightly damages adjacent enemy units.</Text>
</Row>
TXT_KEY_BUILD_EKI_HELP - shows when hovering recomendation,
TXT_KEY_BUILD_EKI_REC - I cannot find where it is used
What I did for Celts for now is:
1. Exchanged text between _HELP and _REC
2. Put _REC text into Builds table under Help column. Same value has Recommendation column. That manouver successfully differentiate texts in tooltips and after hovering recommendation icon on GM.
3. Help text need to be modified. It can be now much larger and detailed. It doesn't need the same info as _REC tooltip about consuming unit etc.
4. I hope this will help you modify all UI text to be consistent with VP and other UIs like Eki. Everyone who is creating new UI for our mod should follow the same pattern to avoid differences after unifying mods.
5. There's also no need to mention about techhyieldchanges like in Kampung you did. Eki doeas not have such text f.e.
I modified Kampung (it is now not permanent and cannot be built on resources).
Hi hi. I found why you though worker change is needed for Kampung UI:
Spoiler Kampung and Worker :
Pesilat (Landsknecht)
- Does not require the Mercenary Army social policy
- Is purchased with Culture instead of Gold
- May be upgraded from Workers that are within two tiles of an enemy unit
- May move immediately after purchase in a city
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