whoward69
DLL Minion
To make archaeology less frustrating / more fun!
Global - Archaeologist Dig Sites - highlights all dig sites when an Archaeologist is selected, makes finding where to send that pesky archaeologist easier!
UI - Summary Antiquities - displays a summary about Antiquities as a tooltip in the Top Panel, tooltip includes discovered/hidden ancient ruins, revealed/hidden dig site, archaeologists in the field / being built, and number of free artefact slots - helps answer the questions should I build Archaeologists/Museums
UI - Overlay Antiquities - adds an "Antiquities" option to the overlay drop-down menu in the strategic view that highlights known ancient ruins and antiquity (dig) sites - makes locating those pesky dig sites easier
UI - Antiquity Site Tooltips - modifies the plot mouse over tooltip to hint at what an Archaeologist may find at the current dig site (not to be taken too seriously, see below)
Notes on the tooltip mod
There are two key pieces of information about a dig site - the primary civilization involved and the era
An archaeologist has a 50% of being right about each, so a 25% chance of being totally correct about the site, a 50% chance of being partially correct and a 25% chance of being completely wrong! Those are not good odds, so no real advantage over the AI
The percentage chance of being correct for each key piece of information is increased as follows
So for a site involving our civilization within our borders there is a 56% chance of being totally correct, a 6% chance of being totally wrong and a 38% chance of being partially correct, if we had dug 4 similar sites, the figures would be 90%, 9.75% and 0.25% respectively
If the archaeologist is wrong about the civilization, they will guess one (which could be the correct civilization!)
If the archaeologist is wrong about the era, they will guess either the era before or the era after
There is a remote chance that the archaeologist will be wrong about the site type (battlefield, camp, ruins, city) - could be career limiting
Once an archaeologist has decided what the site is they will never change their opinion, although another archaeologist may hold different views when they visit the site. Ultimately the only way to discover what is down there is to dig it up!
If an archaeologist is the active unit, the report for the site will be their views on it, unless they haven't visited the site, in which case the view of the last archaeologist to visit will be reported
Enjoy!
Global - Archaeologist Dig Sites - highlights all dig sites when an Archaeologist is selected, makes finding where to send that pesky archaeologist easier!
UI - Summary Antiquities - displays a summary about Antiquities as a tooltip in the Top Panel, tooltip includes discovered/hidden ancient ruins, revealed/hidden dig site, archaeologists in the field / being built, and number of free artefact slots - helps answer the questions should I build Archaeologists/Museums
UI - Overlay Antiquities - adds an "Antiquities" option to the overlay drop-down menu in the strategic view that highlights known ancient ruins and antiquity (dig) sites - makes locating those pesky dig sites easier
UI - Antiquity Site Tooltips - modifies the plot mouse over tooltip to hint at what an Archaeologist may find at the current dig site (not to be taken too seriously, see below)
Notes on the tooltip mod
There are two key pieces of information about a dig site - the primary civilization involved and the era
An archaeologist has a 50% of being right about each, so a 25% chance of being totally correct about the site, a 50% chance of being partially correct and a 25% chance of being completely wrong! Those are not good odds, so no real advantage over the AI
The percentage chance of being correct for each key piece of information is increased as follows
- involving our own civilization +15%, as there may be something in the archives
- on our own land +10%, as there may be people around with "local knowledge"
- for each similar site we have dug +5%, as we should be able to be able to identify common features
So for a site involving our civilization within our borders there is a 56% chance of being totally correct, a 6% chance of being totally wrong and a 38% chance of being partially correct, if we had dug 4 similar sites, the figures would be 90%, 9.75% and 0.25% respectively
If the archaeologist is wrong about the civilization, they will guess one (which could be the correct civilization!)
If the archaeologist is wrong about the era, they will guess either the era before or the era after
There is a remote chance that the archaeologist will be wrong about the site type (battlefield, camp, ruins, city) - could be career limiting

Once an archaeologist has decided what the site is they will never change their opinion, although another archaeologist may hold different views when they visit the site. Ultimately the only way to discover what is down there is to dig it up!
If an archaeologist is the active unit, the report for the site will be their views on it, unless they haven't visited the site, in which case the view of the last archaeologist to visit will be reported
Enjoy!