Requies said:
Hmmmm, even there you'd still have to add up all the stuff in your head to figure that out....
Hmm, the moments that I would use this wouldn't require large calculations. Example: I look at my invading army and determine that I need 3 more bombers, 3 more infantry and 5 more tanks before I start my war against my vile enemy. Now I enter the domestic adviser and sort on producing items (civ4 vanilla style). I can see a column of 5 bombers, 4 infantry and 3 tanks. So I change the production of 2 cities from bombers to tanks and the production from 1 city from infantry to tanks.
Requies said:
I HAVE been thinking of modding the military adviser lately.
But that'll have to wait until the Domestic and Foreign Advisors are v1.0 released.
Req
Yes, I read that in this or another thread. I'm eager to see what you will be able to improve.
Requies said:
Ok, so just in an informal survey.
Would you guys rather have:
1) The # of turns to produce the current production at the end (a la 1.09 cIV Domestic Advisor). The advantage is you can sort again by what it produces. The disadvantages are (1) if the name is long enough, you won't see the # of turns left for the item and (2) you won't be able to sort at all by the # of turns left.
2) Leave it the way it is. The advantages and disadvantages are the opposite of #1.
3) Create another column for turns left to produce the item (a la homegrown's original version)? It has the advantages of 1 and 2, but the disadvantage that you have to cut out space for something else on BOTH screens. This might not be a problem for the Specialist screen, but I'm really not sure what you can cut out from the Default screen.... For any of the columns, if you shrink them more, you're going to get some ugly ... stuff. (I know I've tried ).
I'm in favour of 3. I can see that the present double screen can present some problems with space. But you're repeating a lot of information in both screens. You might want to use screen one for:
Automation, Name, Buildings, Population, number of units, happiness, health, time until growth, growth rate, production level, commerce, gold, science, the item that you're producing, the time left on the item that you're producing. (no maintenance, trade, culture, tot culture, great people points produced and total)
This screen is used for determining what you want to produce, rushing production, changing production, for sorting on production speed, gold produced and science produced to determine where small wonders should be placed. Also you can look in this screen to see how fast your cities are growing and if problems with health and/or happiness will arise. You can also use this screen to see how many times you're producing certain items by sorting on produced item. You can use this screen to sort on the time it takes to produce stuff to see if you want to rush stuff that takes too long.
And you can then use screen two for:
Founded, Name, Religion, Specialists, happiness, growth rate, trade, maintenance, culture growth, total culture, great people point growth, great people points total and maybe the item that is being produced. (no time until growth, production, science and gold production levels)
This screen is for looking at info that is typically needed less often. In this screen you can manage the great people and see how many more great people can be maintained by your main 'great people production centers'. Also this screen can be used to see how much time it takes to gain a cultural victory. You can see which of your cities trade the most in this screen and which cost the most maintenance.
This is my suggestion. I think that some information is typically combined by players and should be in one screen and some information will never (or very seldom) be combined and thus is only needed in one of the two screens. I might miss something that makes this proposal very bad for some people's playing style. You have a lot of experience with designing this screen and I'm sure that you can divide the information in a smart and useful way over both screens.