AdvCiv-SAS (Simple Advanced Strategy)

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oh this is not a problem, at least as of now it's intended :)

this is because we now show 4 rows for better clickability (easier access), so the first 2 rows now overfill

ideally i'd find a way that when we have 2 or less rows it would show them below, but for now it should work as is, and the new rows should populate fairly early in the game when new things to build appear. It's also maybe not bad or not too bad actually xd that first row stays anchored in same place regardless of the actual number of rows so head spins less or something xd :crazyeye:

you can change in SAS defines the number of rows you want, as of now in:

<!-- custom: optionally set how many extra rows of things to build (units, buildings, processes (research, wealth, culture)) you want to show in the city screen's production chooser bar. 0 disables this feature entirely. 1 Adds an extra row, 2 adds 2 extra rows, etc. Code added with the help of chatgpt 5.2 thanks. (Note: as of now does not affect the production chooser outside of the city screen (i.e. by clicking without entering the city screen)) -->
<Define>
<DefineName>SAS_CV_MAIN_INTERFACE_CITY_SCREEN_BAR_IEXTRAROWS</DefineName>
<iDefineIntVal>2</iDefineIntVal>
</Define>

I think 4 (i.e. 2 base rows + 2 extra rows) is handier though, but you can add more actually xd although it would hide more stuff, or reduce it as you see fit (need to relaunch civ4 (save file unaffected) to apply the change :))

also unrelated but may commit some time later as i have some unfinished stuff in this commit xd my bad xd but hopefully shouldn't be that long,
 

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oh this is not a problem, at least as of now it's intended :)

this is because we now show 4 rows for better clickability (easier access), so the first 2 rows now overfill
Frankly, it looks terrible and, in addition, it blocks the panel with units on the city tile for the sake of a dubious gain in clicking, but it’s a matter of personal preference.
 
Well yes it's a matter preference, as for me i find valuable the extra rows, not just for clicking or scrolling, but having a quick view on all build options at a glance is very nice

As for the unit bar, it is mostly/only cosmetic, as units can't be controlled in the city, informative perhaps at best

I had planned to hide the unit bar in the city screen with a SAS define too but didn't implement it at least yet if i'd ever do.

But i hope the option to restore back to default 2 rows for players who want it as you prefer it seems too is the best middle ground.

And generally speaking i'm trying to ship new stuff in advciv-sas with SAS defines too, as of now the file is as reminder for whoever reads it xd: https://github.com/wonderingabout/A...ework/Assets/XML/GlobalDefines_advciv_sas.xml

Thanks :)

edit: btw, it can go way beyond 2, for example with a value of 5 (so 2 base + 5 extra = 7 rows total) you get something like in the screenshot below, although not practical it's super functional xd.

Ideally the buildables would be moved somewhere else like to the left or right side or somewhere else maybe where there is more room maybe (alternatively or additionally the button size could be tweaked too maybe but i like the wider display and with extra rows it's functional enough, but this is maybe another idea for a rework maybe (not promised nor guaranteed though)), but that would be a bigger rework and it's maybe not too bad and quite fine as such with 2 extra rows i think
 

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Also i added a new placeObsoletes panel in sevopedia Tech! With the very nice help of Claude code Sonnet 4.5, and ChatGPT 5.2 for the generated new RedX Thin art very impressively! thanks a lot!!
 

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Now that this is solved, i'm making a new prototype for the Sevopedia Techs page! With the help of Claude code Opus 4.5 thanks a lot!

Also, the remove jungle and remove forets builds now use distinct buttons! (Import from the very nice Middle-earth @topsecret 's mod thanks a lot!).

edit: also fixed base advciv's issue of "Remove Jungle", "Remove Forest", and "Scrub Fallout" not redirecting to sevopedia at all on click in the technology advisor unlike e.g. Plantation improvement to sevopedia improvement corresponding page, see https://github.com/wonderingabout/A...t-to-sevopedia-improvement-corresponding-page

Summarized as such in the Main Changes Guide of AdvCiv-SAS:

  • (Requires AdvCiv-SAS 5335+) Worker builds that remove a feature now redirect to the corresponding Sevopedia Feature page (e.g. "Remove Jungle" build redirects to the Jungle Feature page; similarly for "Remove Forest" and "Scrub Fallout"). Applies to any caller (e.g. Technology Advisor, Sevopedia Tech) using the by changing the widget's behaviour, in CvDLLWidgetData.cpp. See KI#97.
 

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Committed the as of now final version of the Sevopedia Techs rework! I believe it's much more functional now, with the new Enables panel showing a lot more info (if i'm not mistaken everything the Technology Advisor shows like "Centers World Map", civics, etc.), + a new First to Discover panel too (Religion, Great Person, Free Tech)!

Added with the very nice help of Claude Opus 4.5 and GPT-5.2-Codex thanks a lot!
 

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I just added nice enhancements that i think may be useful in sevopedia traits.

Main Changes Guide excerpted summary:
  • (Requires AdvCiv-SAS 5349+) Sevopedia — Traits: New Trait Charts: 2 sortable charts showing how widespread pairs are in a trait, and ranking for each trait combination, with clickable leader buttons. The Leaders' panel's header shows statistics (e.g. "Leader 12/53 (22%)"). Additionally, Beautified and added a new Background panel with mod-agnostic blurbs. Sevopedia reworks (Traits).

Added with the very nice help of Claude code Opus 4.5 and GPT-5.2-Codex as well as ChatGPT 5.2 thanks a lot! Also reuses the Middle-earth @topsecret 's very nice WIDGET_PYTHON 6298 trick, see github for details.

I also have been working on showing builds in sevopedia (worker actions), like "Build a Road", "Chop Down a Forest", display is minimal atm but can be found on github too and uses the same WIDGET_PYTHON 6298 trick.

development version of AdvCiv-SAS
 

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So since then i made some major reworks xd, not gonna show all because too long, but notably i added a new Sevopedia Movies and Sevopedia Music, you can listen to the ~1750 audio scripts i.e. files of AdvCiv-SAS or dozens of movies in Sevopedia!

Based on the Very nice Middle-earth mod's Platypedia's Movies @topsecret thanks a lot and then greatly expanded on with the help of GPT-5.2-Codex, Claude code Opus 4.5 and other AI helpers thanks a lot too!

Quite the major milestone!

Details on github!
 

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Here is the as of now finished version of the Sevopedia Techs Starting and Untradeable Techs Charts and Panel rework

It shows tech pairs and combinations with rankings and clickable buttons like in the Sevopedia Traits' Charts, plus there's also a new Untradeable Techs chart that shows per era untradeable techs fairly similarly. Details on github.

Done slowly but reliably with the help of GPT-5.2 Thinking (i.e. chatgpt) since i ran out of codex compute thanks :), and then as of now finished with the help of claude code Opus 4.5 thanks a lot :)

I released quite a lot of stuff recently, i may or not do a new release at some point but it is not promised nor guaranteed, may be soon or some longer time later.

For updates see github.

Open to feedback if you have features you want to add or change or make optional with a define or such, although i reserve the right to add them or not, so not promised nor guaranteed i would but open to suggestions though and i'll see how i want it!

To test it, see development version of AdvCiv-SAS
 

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btw here is my newest creation or rather addition xd with the big and nice help of GPT-5.2-Codex, Claude code Sonnet 4.5, and Claude code Opus 4.5 thanks a lot :)

The new History Tab in the info screen!

Here is a summary for github's root README.md (after it is committed):

- shows a spoiler-free (religion founded by an unknown city, city founded but unexplored, etc.) if not known (not in debug, not yet revealed, etc.) account (based on the replay screen's data (except you don't need to retire to see it now), notably keeping its colored text for each player, but filtered) of the key moments that happened each turn.
- unlike the Event Log (which was cumbersome to open and maximize as well btw), information is preserved on save reload.
- has an optional "LOG" button you can click on ingame to optionally export to `PythonDbg.log` text file the output
- added optional caching (default as of now enabled, recommended) so it is more efficient and less computationally costly. Performance cost of this new tab measured to be none (2.33 seconds for 110 late game turns vs 2.35 seconds: within margin of error)
- Done with the help of GPT-5.2-Codex, Claude code Sonnet 4.5, and Claude code Opus 4.5, thanks a lot!

To test it, see development version of AdvCiv-SAS
 

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Next i'm looking to add Petra (building/wonder terrain/feature yield modifiers) (from the very nice Beyond the Game 2.43 mod @P&nny thanks a lot! For Desert boost like in other civ games although i didnt play them too much if at all xd), and most likely tbd name but Venus of Laussel for wonder yields on tundra tiles

Again not promised nor guaranteed but you better get hyped for it xd (in case i do, which again is not promised nor guaranteed xd)

Gonna burn some tokens and make it a clean XML solution so any modder can easily tune or add more such buildings! (Again not promised nor guaranteed, but ideally would xd)

Here are many wonders i'll be considering too!

I like AdvCiv-SAS to be very minimalistic generally, but i'm thinking i can at least provide the XML and DLL if needed pipeline to implement these so modders can add them if they feel like it!

Again, not promised nor guaranteed, but ideally gonna add all this, whether as pipeline or as actual wonders!

Gonna spend some time to plan this with my AI helpers xd

Also i may add natural wonders too while at it xd, AIs can surely easily (i think, i dont actually know so not promised nor guaranteed xd but i'm gonna help too if i do thanks hehe!) figure it out as in the History Rewritten mod @Xyth if i go throught it too ideally maybe!

Thanks again to the very nice Beyond the Game 2.43 mod @P&nny for having added them!
 

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@snowern @<Nexus> finally found and fixed the reproducible base AdvCiv CvSelectionGroup::plot crash i had mentionned there before !!

Fixed with the help of GPT-5.2-Codex and Claude code Opus 4.5 thanks a lot, as part of implementing Terrain Yield Changes, and committed just the fix separately.

- commit: https://github.com/wonderingabout/AdvCiv-SAS/commit/d2500dc40107815d6a0afef5b481b9d2073c1743
- details: https://github.com/wonderingabout/A...-base-advciv-major-cvselectiongroupplot-crash

Not mentioned in the base AdvCiv thread since i was told not to! And it may be fine as such perhaps as well.
 
Btw i'm rewokring the city screen UI with some new creative ideas!

Like splitting the old clunky draft bar in several chunks, adding a draft button todo, and many other nice things xd! I also moved map cleanly to the right, like in C2C mod thanks @JosEPh_II and some other ideas!

Polished outside city screen with unit buttons too; and yet unfinished (could expand it more maybe, etc. if i have any more ideas)!

Unfinished and still needs polished, but not too far from completion, here is how it looks atm!
 

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Hi!

Sorry if this question is misplaced, but I'm not finding any solutions anywhere.

When using this mod, no buildings (3d model) appear on the map. I'm referring to constructed buildings (and wonders).
This seems to be expected, since I'm also not seeing any in any of the screenshots here.

Can buildings be re-enabled somehow?
 
Hello, your question is welcome :) if in doubt always ask xd thanks :)

Could you send a screenshot to show how it looks, as i can't picture it easily from your description, also are you using latest stable (as of now AdvCiv-SAS 5282) or current development version of AdvCiv-SAS, thanks

edit: also i'm not knowledgeable about this feature so maybe it exists since AdvCiv-SAS is based on AdvCiv 1.12 and i don't think i modified this, i'll need to do some digging to find the answer, meanwhile if you have the info feel free to share too your thoughts thanks :)

edit 2: looks like claude code sonnet 4.5 found the answer, i didnt test it yet to know for sure, hopefully helps! :)
Spoiler doesn't look correct after testing it myself though and looks suspicious since no other mod lists this so digging more xd :


Based on my research, I can explain what's happening with the 3D building models.

What Are 3D Building Models?​

In vanilla Civilization IV, when you construct certain buildings (especially Wonders and defensive structures like Walls), 3D models appear on the city tiles on the map. Looking at your screenshot, you indeed don't have any 3D building models showing - your cities just show the base city graphics without individual building models.

Does Your Mod Have This Feature?​

No, your AdvCiv-SAS mod doesn't currently show 3D building models on the map. This is inherited from the base AdvCiv mod and standard Civ IV BtS configuration. The setting to control this (SHOW_BUILDING_LEVEL) is not present in your GlobalDefines_advciv_sas.xml file.

How to Enable 3D Building Models​

You can enable this feature by adding the following to your GlobalDefines_advciv_sas.xml file:

&lt;Define&gt;<br> &lt;DefineName&gt;SHOW_BUILDING_LEVEL&lt;/DefineName&gt;<br> &lt;iDefineIntVal&gt;3&lt;/iDefineIntVal&gt;<br>&lt;/Define&gt;<br>
Values:

  • 0 = Show no buildings
  • 1 = Show wonders only
  • 2 = Show wonders and city defenses (walls, castles, etc.)
  • 3 = Show all buildings with 3D models

Important Warning​

This feature was removed/hidden in many mods for a good reason: it can cause crashes (CTDs). When cities grow large and have many buildings, rendering all the 3D models simultaneously can overwhelm the graphics engine, especially on mid-range systems. The more cities and buildings you have, the higher the crash risk.

Recommendation: Start with 2 (wonders + defenses only) to test stability before trying 3.

Sources:



Thanks, claude code Opus 4.5 which is smarter xd continued to dig and replied this to me, i have yet to test it but maybe it helps meanwhile :) (will do shortly too), thanks :)

Spoiler edit: also tested and doesn't seem to work, at least not alone, need more digging :

Now I have the complete answer! This is actually an intentional AdvCiv feature, not a bug.

The Real Answer:​

AdvCiv (the base mod) intentionally hides most 3D building models as a gameplay design decision. This feature is labeled advc.045.

What's Shown by Default​

According to the code at CvCity.cpp:12263-12287, only these buildings display 3D models in rival cities:

  1. Wonders (world/national wonders)
  2. Defense buildings (Walls, Castles, etc. - anything with getDefenseModifier &gt; 0)
  3. Buildings with visible yield changes (like Lighthouse/Levee which affect sea/river plot yields)
For your own cities: all buildings should be visible.

The Setting to Change This​

From GlobalDefines_advc_for_comments.xml:1435-1445:

&lt;!-- advc.045: A value of 1 means that 3D models of all buildings in<br> revealed rival cities are shown on the main map (as in BtS) and that<br> the UI in general treats such buildings as open information.<br> A value of 0 (recommended) treats rival buildings as secret unless<br> the active (human) player has a unit in the city tile or the building<br> can be inferred from tile yields (e.g. Lighthouse) or city<br> defense modifier (e.g. Walls). --&gt;<br>&lt;Define&gt;<br> &lt;DefineName&gt;TREAT_REVEALED_BUILDINGS_AS_VISIBLE&lt;/DefineName&gt;<br> &lt;iDefineIntVal&gt;0&lt;/iDefineIntVal&gt;<br>&lt;/Define&gt;<br>

To Enable All Building 3D Models (like vanilla BTS)​

Add this to your GlobalDefines_advciv_sas.xml:

&lt;Define&gt;<br> &lt;DefineName&gt;TREAT_REVEALED_BUILDINGS_AS_VISIBLE&lt;/DefineName&gt;<br> &lt;iDefineIntVal&gt;1&lt;/iDefineIntVal&gt;<br>&lt;/Define&gt;<br>
This will show all building 3D models in revealed cities, matching vanilla BTS behavior.

Important Note​

If you're also not seeing buildings in your own cities, that might be a different issue (graphics settings or zoom level). The code at line 12348 shows that your own team's cities should always show all buildings:

return (getTeam() == eTeam || ...); // Your own cities show everything<br>
So the SHOW_BUILDING_LEVEL setting you found earlier doesn't exist in this mod - that's from other mods with custom DLL code. The correct setting for AdvCiv/AdvCiv-SAS is TREAT_REVEALED_BUILDINGS_AS_VISIBLE.


edit 3: doesn't seem to work either, but i saw from your screenshot what this feature is, tbh i'm not knowledgeable about it and indeed i had no such screenshot so far, let me dig a bit more and see if i find some info. Also i didn't make any change in the development version that would adress this, but you can test it if you're curious about it though (Although again should not fix this specific issue). Thanks :)

note: former message deleted from below and moved here to remove redundance and show page can turn!
 
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Here's a vanilla city with barracks, aqueduct, harbor, colossus and colosseum.

The other one is AdvCiv SAS 5282.

Notice the missing buildings, and also the number of city house models is lower (since they disappear to make way for the building models), but the buildings are not there.


The thing you posted about SHOW_BUILDING_LEVEL does not exist in that (or any other) XML file.

Edit: also, I'm really not seeing any building models in any of your screenshot in this thread!
 

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To repeat, it's not only MY screenshot that is problematic. All of your scheenshots showcasing the mod are also all missing buildings.

At this point, this is starting to look like AI slop.
 
edit3: turn page to see what's next, page 8: https://forums.civfanatics.com/threads/advciv-sas-simple-advanced-strategy.699716/page-8

It's not AI slop, just a tricky issue.

I am not knowledgeable so i can't provide you solid info to fix this, but usually AIs are very helpful and qucikly fix issue this is why i gave you their info a bit too fast before i tested it, i expected it woudl solve it.

Still, i am digging some more why the issue happens, but loading my old base advciv 1.12 saves in advciv 1.12, i'm seeing no 3D model either in my cities in map view (outside of city screen i mean), so while i'm digging more, i'm not sure i'll find the answer, will let you know if i do, but meanwhile maybe a more specialized thread on CFC may help you as this is not an issue specific to AdvCiv-SAS i think (at least base AdvCiv 1.12 should be impacted as well, because again i don't think i changed directly such a feature in a way i'm aware of, but digging more to see if i find a solution!)

Also yes, i asked for your screenshot to see what the feature looked like becuase i didn't know what it was about nor was i sure. Now i know :)

So maybe more experienced users have the info on this specific technical question, generally i'm quite conservative on what i add in AdvCiv-SAS unless i tested it, code looks fairly good and is generally minimalistic or effective :)

edit 2: i'm looking inside the git logs (i mean GPT-5.2 Thinking is (with extended thinking time xd thanks for help!)), and while again i don't promise i'll ever be able to solve it, although would be ideal, but i may not be able to, here is some info that may help. In map view you can press Ctrl+D, and you have these bunch of options, not sure if a solution is there though, but i might as well mention it

edit3: turn page to see what's next, page 8: https://forums.civfanatics.com/threads/advciv-sas-simple-advanced-strategy.699716/page-8
 

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@bishof thread continues here xd the page turned xd i mean

to continue on previous message, i found that turning off and on some of these does trigger some reaction, so the issue might (again i don't know much about these) be related to the LSystem (not sure though), as some ticking on and off some of these options changes 3d models for things like improvements and whatnot

Again your best bet may be asking someone or some thread where they know about this stuff xd, but maybe this helps too as i'm digging a bit more xd. GPT-5.2-Thinking thought for 23 minutes and 22 seconds xd to reply, so i am digging more xd i mean for now
 

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