Linked & Group Unit Movement
Project Alerts & Assign All Cities to Project
Shows a pop-up (as an event) when a league project is passed and allows the player to assign all (non-puppet) cities to the project. Very rude implementation, any contribution to code/texts/background images is welcome.
WHoward's Commander Influence Borders for VP
This is a very minor modification to WHoward's Commander Influence Borders, making it work with unique GG&GA variations. It's not really VP specific, apparently Khan is also in base BNW anyway. Mind that selecting a GG displays influence borders for all GGs, this is not a bug (it can actually be useful) and exists in the WHoward's version too. IIRC the influence border expands correctly with policies/abilities that give GGs more range.
Non-Randomized AI Decisions
- Removes randomization in City Production, Technology, and Policy decisions of the AI at lower difficulties (Emporer and lower).
So normally AI doesn't pick the "best" option, rather randomly picks one of the 2 (Prince-Emperor) or 3 (Settler-Warlord) top options. The top options get a score that is affected by MANY things, so we cannot say for sure whether the "best", i.e. top-scoring option, is actually the best. Then again, in many cases we can't agree on what's objectively the best either (just check discord). Anywaaay a lot of people are having problems when going up in difficulty, so if you're safe in King but cannot play Emperor, this may make King a bit more challenging. I'm not sure but I think Milae's mod already does this, and a lot more. If you're looking for a difficulty mod Milae's would he a lot better, I use this mainly to get better logs when testing AI.
Local Generals&Admirals to the Nearest City (amazing title) THIS WAS BROKEN IN THE RECENT PATCHES AND CAUSES CRASHES&FREEZES NOW, DO NOT USE AND REMOVE IF YOU HAVE IT!
So sometime ago I asked why WHoward's Local Generals wasn't included in the base VP and @ridjack replied that it made it easy for the AI to lose their generals, which is a perfectly valid reason. So this is a midway between Local Generals and VP, and spawns the generals at the safety of a near city, instead of a far away capital. As of VP 1.3, this is a DLL modmod and doesn't require any teleport shenanigans! Requires VP 1.3 or later.
Credits: WHoward for the base mod
Civ6like Era-Restricted Generals&Admirals
WHOWARD'S MILITARY LOG! (all caps because I'm hyped for this)
Reworked Top Panel for VP-EUI
Current state: I've already integrated most of this to VP-EUI so I'm no longer working on this. It can still be used to get larger icons or separators.
v2:
- Fixed some lua errors.
- Added icons for religious units&buildings
- Supports Separate Naval Supply.
Hotfix v1.1: Fixed the happiness tooltip
Makes many changes for better readability and consistency. It started as an update to Condensed Top Panel, while it still shares some of the same concerns and offers many of its features, this turned into a different beast with many aesthetic adjustments. Full list of changes:
Clean-up
- Removes the icon for tech in progress.
- Removes all progress bars. Turn counters are placed at the bottom right of related icons instead.
- Parentheses removed from all yields
- Option - Condense Happiness (default on): Displays only the happiness percentage. Replaces the generic citizen icon with 6 different Happiness icons (2 new), corresponding to Very Happy (>75), Content (>55), Neutral (>50), Unhappy (>35), Very Unhappy (>20) and Rebellious (<20). Percentage is also color coded to match these values. Total happiness&unhappiness is moved to the tooltip.
- Option - Condense Military Supply (default off): Displays only the remaining unit supply, colored green when >0.
- Option - Hide Menu and Civilopedia button (default on for menu, off for civpedi).
Consistency
- Moves Per Turn yields of Faith and Gold to the left of their respective icons.
- Great Person and Pantheon icons are replaced with their smaller and more suitable font icon versions, like every other icon on the panel. This is also a clean-up and readability fix, since those icons were much harder to read even though they were larger than everything else and clipped like hell.
- Luxury Resources uses the Trade icon instead of Great Merchant.
Readability
- Increased contrast for all text/numbers, especially for turn counters.
- Turn counters use a slightly different color of their respective yield to differentiate them.
- Trade Routes will be colored green when you have unassigned ones.
- Less crowded: Moved Great Person, Instant Yield and Luxury Resource sections to the right side.
- Option - Resized Icons (default on): Uses slightly larger (around 25%) icons to better fill out the panel.
- Option - Section separators (default off): Places separators between sections, can be customized with 6 levels of thickness.
(non-cropped screens in attachements)
How to customize:
Options are placed at the top of TopPanel.lua, can be opened Notepad and similar. Simply set the desired option to true, or an undesired one to false. To use the separator version, copy TopPanel.xml from Separators folder, and paste it to the main folder, overwrite when asked. You can also choose between 6 different separators, bar1 being the thickest and bar6 the thinnest, bar4 is the default one. Choose the desired version, rename it to bui_bar, paste/overwrite to the main folder.
Almost forgot, you can also choose between the full black bar top panel and non-full versions in options. Just follow the comments in TopPanel.lua
You can move Icons around by editing TopPanel.xml. Some people will probably want to keep all yields in the same place, so for example, if you want to move Tourism, find the relevant line/section (the row 135 in this case), and cut/paste it to wherever you want. If you are moving items from the left stack to the right or vice versa, change the Anchor (the right stack should have R,T , left L,T). Mind that spacing is optimized for the current order so any changes will likely to require tweaks to spacing&offset.
Other notes: There's an option to hide yields, like in Extra Condensed Top Panel, but it isn't fully implemented (hides only science, culture & faith iirc) and I may remove the option entirely.
Known issues:
- Culture throws an error when at 0, i.e. at the very beginning of the game. It's benign and resolves itself as soon as you found your first city. Similarly, the panel may not be properly sized, but should update&auto-resize itself when you found.
- Spacing issues with the separators.
I haven't completed a full playthrough with this, so there could be minor issues I overlooked. In any case, this mod doesn't affect save games, can be enabled/disabled/customized at any time.
Plans:
- Resource section could be moved to a better place, but it somehow refuses to do that.
- Minor tweaks to offsets etc.
- Try to move the options to the in-game menu
Thanks to bc1 for EUI, whoward for countless tutorials, adan_eslavo and Rek for their comments, Enginseer, Aquini for their work on Condensed Top Panel!
Spoiler :
Link/Unlink Units (Hotkey L):
[IMG alt="Link45.jpg"]https://forums.civfanatics.com/attachments/link45-jpg.634686/[/IMG]
[IMG alt="Unlink45.jpg"]https://forums.civfanatics.com/attachments/unlink45-jpg.634688/[/IMG]
Units on the same tile can be linked, allowing them to be moved together with a single move order. Basically the "escort formation" feature from Civ6, but here you can theoretically link an infinite number of units as VP has no unit-per-tile limits for civilians. Current and maximum movement points of the linked units will be set to that of the slowest unit, which will be reset when they are unliked. Note that this does not consider the shared movement promotions, so the units may not follow the optimal route in multi-turn move orders. This can be improved if anyone can come up with an efficient way.
Group Movement (Hotkey X):
[IMG alt="GroupMove64.jpg"]https://forums.civfanatics.com/attachments/groupmove64-jpg.634684/[/IMG]
The selected unit and all adjacent eligible combat units will move together and try to keep their relative positions. Movement points of the group is normalized to the lowest value as above. Eligibility is defined as thus: If selected unit is an unembarked land unit, only the adjacent unembarked land units will be moved. If the selected unit is a naval or embarked land unit, adjacent naval and embarked land units are moved. This also includes Great Admiral and Generals. The units sharing the same tile with the selected unit will be linked, even if they are not combat units. Unlike the link feature, grouping here is temporary and the group will be automatically disbanded when move mission is completed.
Let me openly state that this does not provide the perfect results yet. You can see one example in the attached screenshot. I've tried to move 28 units (one naval, one embarked land, one GG, one GA on each tile) by issuing a "group move" order to the central unit, but you can see that two units did not move and need to be ordered again. Still, it sure beats clicking 28 times.
You can find a detailed explanation of what's happening in the background here, and the related code here and here. Doesn't support CP (yet).
[IMG alt="Link45.jpg"]https://forums.civfanatics.com/attachments/link45-jpg.634686/[/IMG]
[IMG alt="Unlink45.jpg"]https://forums.civfanatics.com/attachments/unlink45-jpg.634688/[/IMG]
Units on the same tile can be linked, allowing them to be moved together with a single move order. Basically the "escort formation" feature from Civ6, but here you can theoretically link an infinite number of units as VP has no unit-per-tile limits for civilians. Current and maximum movement points of the linked units will be set to that of the slowest unit, which will be reset when they are unliked. Note that this does not consider the shared movement promotions, so the units may not follow the optimal route in multi-turn move orders. This can be improved if anyone can come up with an efficient way.
Group Movement (Hotkey X):
[IMG alt="GroupMove64.jpg"]https://forums.civfanatics.com/attachments/groupmove64-jpg.634684/[/IMG]
The selected unit and all adjacent eligible combat units will move together and try to keep their relative positions. Movement points of the group is normalized to the lowest value as above. Eligibility is defined as thus: If selected unit is an unembarked land unit, only the adjacent unembarked land units will be moved. If the selected unit is a naval or embarked land unit, adjacent naval and embarked land units are moved. This also includes Great Admiral and Generals. The units sharing the same tile with the selected unit will be linked, even if they are not combat units. Unlike the link feature, grouping here is temporary and the group will be automatically disbanded when move mission is completed.
Let me openly state that this does not provide the perfect results yet. You can see one example in the attached screenshot. I've tried to move 28 units (one naval, one embarked land, one GG, one GA on each tile) by issuing a "group move" order to the central unit, but you can see that two units did not move and need to be ordered again. Still, it sure beats clicking 28 times.
You can find a detailed explanation of what's happening in the background here, and the related code here and here. Doesn't support CP (yet).
Project Alerts & Assign All Cities to Project
Shows a pop-up (as an event) when a league project is passed and allows the player to assign all (non-puppet) cities to the project. Very rude implementation, any contribution to code/texts/background images is welcome.
WHoward's Commander Influence Borders for VP
This is a very minor modification to WHoward's Commander Influence Borders, making it work with unique GG&GA variations. It's not really VP specific, apparently Khan is also in base BNW anyway. Mind that selecting a GG displays influence borders for all GGs, this is not a bug (it can actually be useful) and exists in the WHoward's version too. IIRC the influence border expands correctly with policies/abilities that give GGs more range.
Non-Randomized AI Decisions
- Removes randomization in City Production, Technology, and Policy decisions of the AI at lower difficulties (Emporer and lower).
So normally AI doesn't pick the "best" option, rather randomly picks one of the 2 (Prince-Emperor) or 3 (Settler-Warlord) top options. The top options get a score that is affected by MANY things, so we cannot say for sure whether the "best", i.e. top-scoring option, is actually the best. Then again, in many cases we can't agree on what's objectively the best either (just check discord). Anywaaay a lot of people are having problems when going up in difficulty, so if you're safe in King but cannot play Emperor, this may make King a bit more challenging. I'm not sure but I think Milae's mod already does this, and a lot more. If you're looking for a difficulty mod Milae's would he a lot better, I use this mainly to get better logs when testing AI.
Credits: WHoward for the base mod
Civ6like Era-Restricted Generals&Admirals
Spoiler Era Restricted GG&GA :
View attachment 617105
For me, one of the few things Civ6 did right was limiting combat bonuses of GG&GAs to two eras, so that you can't profit off of a GG earned in an ancient war for the entire game. This modmod makes GGs&GAs "obsolete" after two eras, by making them lose their combat bonuses. The obsolete GGs&GAs can still be expended for Citadels&Luxuries.
The era in which the GG&GA was born is indicated with Roman numerals (as a promotion) on the unit panel. A notification is sent to the player when they become obsolete and GG&GGs get an ugly X (obsolete promotion) on the unit panel.
The AI is trained to expend obsolete GG&GAs and can be quite relentless with Citadels. Their use is directly linked to the existing Citadel placement&Luxury mission logic of the VP. For example, the AI places Citadels only if it can steal tiles, and it also considers whose tiles it's stealing, prioritizing hostile or weak neighbors. GA logic is simpler, and they're expended as soon as they get obsolete.
A note on Repair Fleet: I haven't seen the AI use Admirals for repairs, and I'm not sure if they are actually able to do that. So I haven't modified anything regarding the Repair ability and an obsolete Admiral can still do that in the player's hands. I use a house rule and don't do that myself, but ultimately it's up to you. I'll work on this a bit more when I have better understanding/feedback on the AI, it's pretty likely that I'll remove the ability from obsolete admirals.
A separate note for Civ6 players:
While GG&GAs provide bonuses for units from two eras in Civ6, in this mod they're limited to two eras regardless of units. Exactly imitating the Civ6 method would be much harder and possibly more resource-intensive, I think this method gets pretty much the same results except edge cases.
Requires VP 1.3 or later.
To-do:
Add better texts&icons for flavor (I'd appreciate any suggestions)
Remove hard-coded stuff from DLL
Experiment with slightly lower GG thresholds since there's less of them active
Credits: Machiavelli's Scaling Merchants, which I heavily borrowed from for unitspawn lua
Thanks: Macchievalli for allowing the use of his code, Chrisy15&Troller001 on ModdingHelpline discord for Lua support, Recursive for endless DLL support.
For me, one of the few things Civ6 did right was limiting combat bonuses of GG&GAs to two eras, so that you can't profit off of a GG earned in an ancient war for the entire game. This modmod makes GGs&GAs "obsolete" after two eras, by making them lose their combat bonuses. The obsolete GGs&GAs can still be expended for Citadels&Luxuries.
The era in which the GG&GA was born is indicated with Roman numerals (as a promotion) on the unit panel. A notification is sent to the player when they become obsolete and GG&GGs get an ugly X (obsolete promotion) on the unit panel.
The AI is trained to expend obsolete GG&GAs and can be quite relentless with Citadels. Their use is directly linked to the existing Citadel placement&Luxury mission logic of the VP. For example, the AI places Citadels only if it can steal tiles, and it also considers whose tiles it's stealing, prioritizing hostile or weak neighbors. GA logic is simpler, and they're expended as soon as they get obsolete.
A note on Repair Fleet: I haven't seen the AI use Admirals for repairs, and I'm not sure if they are actually able to do that. So I haven't modified anything regarding the Repair ability and an obsolete Admiral can still do that in the player's hands. I use a house rule and don't do that myself, but ultimately it's up to you. I'll work on this a bit more when I have better understanding/feedback on the AI, it's pretty likely that I'll remove the ability from obsolete admirals.
A separate note for Civ6 players:
While GG&GAs provide bonuses for units from two eras in Civ6, in this mod they're limited to two eras regardless of units. Exactly imitating the Civ6 method would be much harder and possibly more resource-intensive, I think this method gets pretty much the same results except edge cases.
Requires VP 1.3 or later.
To-do:
Add better texts&icons for flavor (I'd appreciate any suggestions)
Remove hard-coded stuff from DLL
Experiment with slightly lower GG thresholds since there's less of them active
Credits: Machiavelli's Scaling Merchants, which I heavily borrowed from for unitspawn lua
Thanks: Macchievalli for allowing the use of his code, Chrisy15&Troller001 on ModdingHelpline discord for Lua support, Recursive for endless DLL support.
WHOWARD'S MILITARY LOG! (all caps because I'm hyped for this)
Spoiler WH Military Log :
View attachment 617107
Last but not least, this modmod introduces a late gem from WHoward, the Military Log, to VP. Any combat event (attack, defense, capture, bombard, intercept etc. etc.) can be viewed through the Military Log screen and clicking on an event will move the map to the event location. Basically, this allows you to replay the lightning-fast on-screen combat notifications that you get with quick combat. I think its psychological impact may even be greater than the practical one, I feel much more at ease with using quick combat since I don't worry about losing information. I made two minor improvements on WHoward's version by making the log screen transparent to get a better view of the map and adding a crossed-swords icon for the pop-up. Big thanks to WHoward for allowing me to repackage his mod with these insignificant changes, and of course for making the mod. Requires VP 1.3 or later.
Limitations:
Currently, the military log data does not persist between saves, i.e. your log will be refreshed with each re-load. Keeping the log intact would require getting into an area of modding (storing data/serialization) which I'm not comfortable with yet, and a poor implementation would carry the risk of save-bloat. I can prioritize this if there's significant demand, but it works just fine this way.
Possible issues:
This was mostly a late-night copy-paste job. There are dozens of combat events, some of which are named differently in WH's DLL and VP's DLL, so it's very possible that I overlooked some of them, in fact, I'm pretty sure I passed over at least one and didn't return, IIRC it was late-game stuff about air warfare or paratroopers. So let me know if you see any event not-logged or logged improperly.
Also, currently, a maximum of 50 events are logged, then the oldest ones are discarded to make room for new events. I think 50 is a pretty safe number, it could even be too much, but I don't play on large maps. I can increase or decrease this depending on feedback.
Special thanks to ilteroi for making sure I didn't break anything
Last but not least, this modmod introduces a late gem from WHoward, the Military Log, to VP. Any combat event (attack, defense, capture, bombard, intercept etc. etc.) can be viewed through the Military Log screen and clicking on an event will move the map to the event location. Basically, this allows you to replay the lightning-fast on-screen combat notifications that you get with quick combat. I think its psychological impact may even be greater than the practical one, I feel much more at ease with using quick combat since I don't worry about losing information. I made two minor improvements on WHoward's version by making the log screen transparent to get a better view of the map and adding a crossed-swords icon for the pop-up. Big thanks to WHoward for allowing me to repackage his mod with these insignificant changes, and of course for making the mod. Requires VP 1.3 or later.
Limitations:
Currently, the military log data does not persist between saves, i.e. your log will be refreshed with each re-load. Keeping the log intact would require getting into an area of modding (storing data/serialization) which I'm not comfortable with yet, and a poor implementation would carry the risk of save-bloat. I can prioritize this if there's significant demand, but it works just fine this way.
Possible issues:
This was mostly a late-night copy-paste job. There are dozens of combat events, some of which are named differently in WH's DLL and VP's DLL, so it's very possible that I overlooked some of them, in fact, I'm pretty sure I passed over at least one and didn't return, IIRC it was late-game stuff about air warfare or paratroopers. So let me know if you see any event not-logged or logged improperly.
Also, currently, a maximum of 50 events are logged, then the oldest ones are discarded to make room for new events. I think 50 is a pretty safe number, it could even be too much, but I don't play on large maps. I can increase or decrease this depending on feedback.
Special thanks to ilteroi for making sure I didn't break anything
Reworked Top Panel for VP-EUI
Spoiler :
Current state: I've already integrated most of this to VP-EUI so I'm no longer working on this. It can still be used to get larger icons or separators.
v2:
- Fixed some lua errors.
- Added icons for religious units&buildings
- Supports Separate Naval Supply.
Hotfix v1.1: Fixed the happiness tooltip
Makes many changes for better readability and consistency. It started as an update to Condensed Top Panel, while it still shares some of the same concerns and offers many of its features, this turned into a different beast with many aesthetic adjustments. Full list of changes:
Clean-up
- Removes the icon for tech in progress.
- Removes all progress bars. Turn counters are placed at the bottom right of related icons instead.
- Parentheses removed from all yields
- Option - Condense Happiness (default on): Displays only the happiness percentage. Replaces the generic citizen icon with 6 different Happiness icons (2 new), corresponding to Very Happy (>75), Content (>55), Neutral (>50), Unhappy (>35), Very Unhappy (>20) and Rebellious (<20). Percentage is also color coded to match these values. Total happiness&unhappiness is moved to the tooltip.
- Option - Condense Military Supply (default off): Displays only the remaining unit supply, colored green when >0.
- Option - Hide Menu and Civilopedia button (default on for menu, off for civpedi).
Consistency
- Moves Per Turn yields of Faith and Gold to the left of their respective icons.
- Great Person and Pantheon icons are replaced with their smaller and more suitable font icon versions, like every other icon on the panel. This is also a clean-up and readability fix, since those icons were much harder to read even though they were larger than everything else and clipped like hell.
- Luxury Resources uses the Trade icon instead of Great Merchant.
Readability
- Increased contrast for all text/numbers, especially for turn counters.
- Turn counters use a slightly different color of their respective yield to differentiate them.
- Trade Routes will be colored green when you have unassigned ones.
- Less crowded: Moved Great Person, Instant Yield and Luxury Resource sections to the right side.
- Option - Resized Icons (default on): Uses slightly larger (around 25%) icons to better fill out the panel.
- Option - Section separators (default off): Places separators between sections, can be customized with 6 levels of thickness.
(non-cropped screens in attachements)
How to customize:
Options are placed at the top of TopPanel.lua, can be opened Notepad and similar. Simply set the desired option to true, or an undesired one to false. To use the separator version, copy TopPanel.xml from Separators folder, and paste it to the main folder, overwrite when asked. You can also choose between 6 different separators, bar1 being the thickest and bar6 the thinnest, bar4 is the default one. Choose the desired version, rename it to bui_bar, paste/overwrite to the main folder.
Almost forgot, you can also choose between the full black bar top panel and non-full versions in options. Just follow the comments in TopPanel.lua
You can move Icons around by editing TopPanel.xml. Some people will probably want to keep all yields in the same place, so for example, if you want to move Tourism, find the relevant line/section (the row 135 in this case), and cut/paste it to wherever you want. If you are moving items from the left stack to the right or vice versa, change the Anchor (the right stack should have R,T , left L,T). Mind that spacing is optimized for the current order so any changes will likely to require tweaks to spacing&offset.
Other notes: There's an option to hide yields, like in Extra Condensed Top Panel, but it isn't fully implemented (hides only science, culture & faith iirc) and I may remove the option entirely.
Known issues:
- Culture throws an error when at 0, i.e. at the very beginning of the game. It's benign and resolves itself as soon as you found your first city. Similarly, the panel may not be properly sized, but should update&auto-resize itself when you found.
- Spacing issues with the separators.
I haven't completed a full playthrough with this, so there could be minor issues I overlooked. In any case, this mod doesn't affect save games, can be enabled/disabled/customized at any time.
Plans:
- Resource section could be moved to a better place, but it somehow refuses to do that.
- Minor tweaks to offsets etc.
- Try to move the options to the in-game menu
Thanks to bc1 for EUI, whoward for countless tutorials, adan_eslavo and Rek for their comments, Enginseer, Aquini for their work on Condensed Top Panel!
Attachments
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