Amenities and housing alert

jonpfl

Prince
Joined
Oct 27, 2005
Messages
385
All,

Does anyone know a mod to alert you when your growth is slowed by lack of amenities and/or houses?

Thx
jonpfl
 
You get those alerts all the time in the game as it is. Both an icon on your city banner and a notification at the side of the screen. What more do you want?
 
I know about neither of those, the ingame info systems leave a lot to be desired. Thanks for the info.
 
I notice them all. the. time.
A bit annoying actually because most of the game there is not much to do bout it.
 
I've been using Chao's Quick UI mod from the steam workshop.
Found Here
It has been really helpful as it puts built districts, # of turns till another district can be built, and housing counter (like [+3] ) on the city's Icon.
The city screen is much improved and makes locking tile population really easy.

I've used it since before the Spring Patch and CQUI was usable day zero of the patch.
 
Also, if you want an overview of the housing and amenity status of all your cities, click on the "reports" button at the top and choose "city status".

(Yes, the UI leaves much to be desired. The CQUI mod mentioned above helps, especially if you are familiar with Civ V's UI.)
 
It's the red house/entertainment complex icon that you have on the right of your screen almost every turn. It also makes a sound that I've already heard far too often.
 
I've been using Chao's Quick UI mod from the steam workshop.
Found Here
It has been really helpful as it puts built districts, # of turns till another district can be built, and housing counter (like [+3] ) on the city's Icon.
The city screen is much improved and makes locking tile population really easy.

I've used it since before the Spring Patch and CQUI was usable day zero of the patch.

1) Curious what "# of turns till another district can be built" means? Once one is built, can you not just build another. Is there some limit?

2) Does CQUI contain something that shows amenities on the city bar?

I just starting using CQUI so not sure what everything means and/or does.

Thx
jonpfl
 
1. Cities are limited by its population to how many districts the city can have.
A city can have 1 district at 1 population and every 3 additional population the city can build another district.
(E.G. 1 pop. /1 district, 4 pop. / 2 districts, 7 pop. / 3 districts)

The purple number next to the housing indicator ( [+4]) counts the turns till your pop reaches the next milestone to build an additional district.

2. When a city requires amenities, a red circus tent will appear in front of the citiy's name to indicate the lack of amenities.
There should also be a red circus tent appearing in the notification bar on the right side of the screen. However, I feel those are too easily ignored.

These are simple at a glance tools to use while playing.
The largest improvements I have seen with this mod are the City UI screen and additional lens.

May favorite lenses are the color coded Builder and city overlay 6 lens.

The city overlay 6 lens shows you the tiles with the highest # of cities within 6 tiles of it...and is color coded to make it easy to read.
This is great for AoE district buildings (factory, zoo, and stadium) and wonders like the Colosseum.
 
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1. Cities are limited by its population to how many districts the city can have.
A city can have 1 district at 1 population and every 3 additional population the city can build another district.
(E.G. 1 pop. /1 district, 4 pop. / 2 districts, 7 pop. / 3 districts)

The purple number next to the housing indicator ( [+4]) counts the turns till your pop reaches the next milestone to build an additional district.

2. When a city requires amenities, a red circus tent will appear in front of the citiy's name to indicate the lack of amenities.
There should also be a red circus tent appearing in the notification bar on the right side of the screen. However, I feel those are too easily ignored.

These are simple at a glance tools to use while playing.
The largest improvements I have seen with this mod are the City UI screen and additional lens.

May favorite lenses are the color coded Builder and city overlay 6 lens.

The city overlay 6 lens shows you the tiles with the highest # of cities within 6 tiles of it...and is color coded to make it easy to read.
This is great for AoE district buildings (factory, zoo, and stadium) and wonders like the Colosseum.

I noticed on my city bar it showed an exclamation mark last night.

What does that mean??

Thx
jonpfl
 
That area shows what districts are present in that particular city.

Statement Inaccurate:
The Circled Exclamation mark represents the city center district.

Thank you PendragonWRB for correcting this down the thread!
 
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My favorite lenses are the color coded Builder and city overlay 6 lens.

The city overlay 6 lens shows you the tiles with the highest # of cities within 6 tiles of it...and is color coded to make it easy to read.
This is great for AoE district buildings (factory, zoo, and stadium) and wonders like the Colosseum.

Why does that matter? Do AoE (not sure what that means but I assume entertainment of some sort) buildings get shared between cities?

Thx
jonpfl
 
The city center is considered a district and I believe this choice was made to be consistent with what information is provided in that area.

The color coded build lens automatically activates when selecting a builder.
At a glance, the lens differentiates base tiles from tiles with forests and/or hills as well as un-improved luxuries and bonus resources.
Forested tiles next to a river are separately indicated as you may want to build a lumber mill there instead of chopping them.

Some buildings in districts can effect multiple cities in the surrounding area.
These Area of Effects (AoE) can greatly assist many cities at once.
Stadium/Zoo provide +1 amenity each to cities within 6 tiles.
Factories provide +3 production to each city within 6 tiles
This allows surrounding cities to focus different buildings while reaping benefits of what other cities built.

Overall, the information can improve decision making while planning cities.
 
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That area shows what districts are present in that particular city. The Circled Exclamation mark represents the city center district.

No, the exclamation means you have unlocked citizens or ATTENTION: the game has selected your tile assignments, FIX ME!

The housing limit alerts are really quite useless. You always seem to need housing, and often have say a granary or something being built to fix it, so why are you bothering me?

The amenities alerts need work as I really only need a general indicator what the max level is or specific indicators of highly unhappy cities. Clicking through all of them is generally just a waste of time.
 
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@PendragonWRB
Thank you for correcting me about the circled exclamation mark!
I tend to put focuses on the city panel and keep a majority of the population unlocked.

Housing tends to be always be needed, but I find the little indicator over-top the city really helpful.
It makes it easy to estimate when I'll need the extra housing or to make a settler (to keep the city growing) and queue them up.

The red circus tent on the city icon is enough to tell me, "I'll be in serious trouble if I ignore that problem for too long."

I'm not advocating the mod to everyone, jonpfl was asking for suggestions to their problem. I hope the CQUI will workout for them.
 
I tend to be in a state of constant war, or really long wars, so I always have a little unhappiness. I need something showing when it gets to -4 or worse, or at least let me see the number somewhere and not have to drill into the city.
 
All,

Does anyone know a mod to alert you when your growth is slowed by lack of amenities and/or houses?

Thx
jonpfl

No mod needed: It's on the right side of the screen; and stays there even across turn boundaries if you don't dismiss them.
There's one red icon for zero to housing capacity, another red icon for negative amenities; another red icon if the city is running a food deficit.

Note that most people would prefer such alerts at bit earlier (in particular the housing one to trigger at +1 while the city is only suffering a 50% penalty rather than 75% if not +2 so they get reminded they need to take action now before the penalties hit) and amenities to trigger at 0 rather than negative 1 so they can take that action now as well.
In addition most people would prefer a bigger more visible alert when a city is at negative 4 amenities or worse instead of it blending in with other alerts about cities being at negative one.
 
Note that most people would prefer such alerts at bit earlier (in particular the housing one to trigger at +1 while the city is only suffering a 50% penalty rather than 75% if not +2 so they get reminded they need to take action now before the penalties hit) and amenities to trigger at 0 rather than negative 1 so they can take that action now as well.
In addition most people would prefer a bigger more visible alert when a city is at negative 4 amenities or worse instead of it blending in with other alerts about cities being at negative one.
They should just have two different sets of icons: orange ones for when you're starting to get into trouble and the current red ones for when the trouble has come to fruition. So,for example, an orange House will appear for cities at +1 capacity and a Red House will appear for cities that are at their housing max.
 
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