Better Report Screen (UI)

Better Report Screen (UI) 7.0

This is, hands down, the most useful mod ever. Purely for the policies tab! No more having to savescum to figure out the impact of a policy. But everything about it is perfect. One of the absolute worst things about Civ VI is the massive lack of information you get from the game.

I was wondering if you would be willing to expand the capability, to include great people and what the benefits are ? I'm not sure how possible this is, it's just, the last game I played, I had a TON of great people bonuses, but I had no idea what they were or how they applied lol. Even if it's as simple as a list of total bonuses, rather than a breakdown; for instance, the great merchants - some of them do things like increase yields per resource or something like that. Just knowing how much he benefited my gold per turn would be great.

Also being able to see what bonuses/modifiers are applied would be a god-send. So much of the yield information is ambiguous! Yes I have +40% science, WHY?! lol.

Thanks for your mod mate, seriously, it's massively, MASSIVELY increased my enjoyment of the game. Hell I stopped playing for a few weeks through frustration with it before this, it's reignited my love for it.
 
@Tunnah Thx for kind words, I appreciate. I am a bit of information freak and spent tons of hours with Civ5 EUI. I need a good UI for Civ :)

I've created a framework that allows for any modifer to be processed but many objects in game simply don't use yield-changing modifiers, but rather provide various in-game abilities and such. Thus adding those has no or little value.
Example. I wanted to show how placing a governor in a city would affect it. I can do that, accounting for his/her promotions, etc. But it turns out that out of 40+ various governor effects, only very few actually change yields. So, such a tab would be filled with many empty lines. Lots of work, little value. I abandoned that idea.
Great People are very similar. There are only a few that actually change yields empire-wide. So, I don't plan for them, that's for sure. However, you might wanna check out this small mod: https://forums.civfanatics.com/resources/real-civilopedia.26739/. It shows in Civilopedia all modifiers for all objects. If the effect is supported by BRS then it will calculate it here as well.

The things I want to add are actually:
- city-states effects - their standard bonuses affect yields and many suzerain bonuses do as well,
- pantheons - would help to choose one in the first place but also to see how it performs later in the game.

Also being able to see what bonuses/modifiers are applied would be a god-send. So much of the yield information is ambiguous! Yes I have +40% science, WHY?! lol.
Unfortunately this information comes from a different source. This is what you see in Yields tab when details are displayed and it reflects actual game situation. Much more difficult to process and display. I've added a few modifiers here and I am aware that there are many more. I am basically adding the ones that are common to come-across in game (not rare, nor some very unique bonuses).
 
@RealHuhn I made some changes. Should be ok. It's hard to recreate those specific conditions and I would like you to test it. I hope you have the save files so you can reload them and check if all is correct now. I attach an updated version only here as it is work in progress.
 

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Thanks for the reply. I get what you're saying, info is great, but not if you have to shift through it. What about a flag system, where unless that great person (or governor/their promotion) is flagged in your mod, it won't try to calculate them ? I'm spitballing from a place of ignorance/lack of knowledge btw, if I'm talking nonsense lemme know, I have extremely little knowledge about scripting this game apart from me digging into the files and changing stuff by hand ha.

I guess I'm picturing the script being pre-programmed to only check for the certain modifiers (as it seems great people modifiers only apply once, and to them; I tried applying regional range extension bonus to a civic policy I was creating, and it just refused to work) from the great people who are worth it (basically any bonus/modifier that affects more than 1 place/city/building)

Another idea I had, I'm not sure if it ties into your idea for more info as it's more a lazy thing to see details collated, but on the city info panel under wonders, you can't hover over them to tell you what they do! This is one of the weirder ones, because the districts and buildings above give you info on hover. It doesn't need to tell you the yield modifications, just what it does. The amount of times late game I've forgotten what it does and had to look it up in the civilopedia. It's a small thing I know! But just hovering over, say, Casa de Contratación to be reminded what it does.

Also, to expand on that (lol sorry) a separate page on the city info panel that lists the wonders built in other cities that affect this city. For instance, Casa de Contratación. It could check if the bonus applies to this city, then simply tell you. Doesn't need to work out yields, just simply "does this city have a governor > are we not on home continent = yes then display the wonder and it's hover-over info. OR EVEN BETTER (yes I'm thinking of these as I go along, I'm super giddy over the potential) a list of all the wonders which affect other cities, greyed out, so you can hover over them and find out if they have the POTENTIAL to apply to this city! That would be incredible. The amount of times I've built a new city and completely forgot about potential boosts from wonders in other cities. Is any of this possible ?

(Also, sorry again lol)
 
@Tunnah You are aware that City Info Panel is totally different part of UI, not related to Report Screen, aren’t you? Any changes there you may try to post either to CQUI developers or HellBlazer for his City Overview Interface.
 
Oh ya, I was just throwing ideas, I didn't mean it had to go there, it was just the point of reference, or if you were interested in expanding it outside of BRS. But ya I'll shoot it over there if it's outside of what you want for BRS :)
 
In the "ReportScreen.lua" file, under "ViewCityStatusPage" function you have "Controls.CollapseAll:SetHide( true );" - is it a problem that "m_simpleIM" variable is defined as non-collapsable? I believe the solution is somewhere there, perhaps because of the former note being an issue, syntax (incompatible with mac & vanilla, or misplaced/missing ";", idk.
 
Next, I subbed to CQUI and looked like its report screens overrode BRS's - CityStatus wasn't bugged out, but none of the reports had BRS features.
Found the following in the modding.log - maybe it's a mac&vanilla only issue?
[817879.820] Status: ModdingUpdateConfigurationDatabase - Loading Config/BRS_Config.xml
[817879.820] Warning: ModdingUpdateConfigurationDatabase - Error Loading XML.
 
@RealHuhn I made some changes. Should be ok. It's hard to recreate those specific conditions and I would like you to test it. I hope you have the save files so you can reload them and check if all is correct now. I attach an updated version only here as it is work in progress.

Thanks! I had to start a new game but Natural Philosophy seems to be fixed now. You are quick indeed ^^
I'll edit this post tomorrow when I get to Rationalism and other similar policies.

Edit: Alright, I think Rationalism also works. It definitely doesn't include unfinished science buildings anymore. I did stumble upon another bug though. Not sure if it was there before in the older version.

Here are two screenshots. One before I adopted Rationalism and one immediately after. The first values were 100% correct but then they almost doubled although nothing has changed.
Spoiler :
20180317142145_1.jpg
20180317142212_1.jpg
 
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I updated the post above. Another thing I noticed with Town Charters (+100% adjacency bonus to commercial hubs) although a very situational one. I had the golden age bonus which adds science equal to the adjacency bonus of commercial hubs. The mod doesn't include this bonus into the calculations. Again, it's not a big deal but might as well report it ^^
 
I updated the post above. Another thing I noticed with Town Charters (+100% adjacency bonus to commercial hubs) although a very situational one. I had the golden age bonus which adds science equal to the adjacency bonus of commercial hubs. The mod doesn't include this bonus into the calculations. Again, it's not a big deal but might as well report it ^^
Bonuses from Modifiers usually don't stack in the engine. So, it's not base * goldenage * towncharters but base * (goldenage + towncharters). But the game itself calculates the current yield with all applicable modifiers. The mod uses current values, thus you may get double values. I wrote about it clearly in overview of the mod. This I cannot change because there's no way to know the initial base value of the yield.
 
Next, I subbed to CQUI and looked like its report screens overrode BRS's - CityStatus wasn't bugged out, but none of the reports had BRS features.
Found the following in the modding.log - maybe it's a mac&vanilla only issue?
[817879.820] Status: ModdingUpdateConfigurationDatabase - Loading Config/BRS_Config.xml
[817879.820] Warning: ModdingUpdateConfigurationDatabase - Error Loading XML.
You have not posted entire log, so I can't say.
But you may be right. I test all features using current version i.e. March 2018 patch both for R&F and vanilla rulesets. If you are on Mac with Fall 2017 version that could cause issues as there were really many changes introduced to the base game engine and files with Rise & Fall. I have no access to Mac environment and I can't do anything about it, sorry. Maybe some modders from Mac communty could tweak it somehow.
 
Hi infixo. All logs are here: https://www.dropbox.com/sh/185sqn8mhm13l98/AAB-ABzCJcpvguO7eEv97bpYa?dl=0
And yes, my suspicion was indeed something about mac&vanilla vs. BRS&CQUI updates.
Anyways, I tried my best, but not being a modder, I cannot figure out the code.
Still, strongly suspect it's all about tweaking that ViewCityStatusPage function. For instance, I deleted the lines related to R&F therein the code, and those children "$ (header name)" cells were gone, but the actual variables content were not there either. I believe there might be a typo or some rather simple adjustment there.
 
@Paulo Eduardo Leme I am not going to change anything because all is working perfectly well. I am not getting any errors. You are getting errors even from config files (InputActions table, holds HotKeys) which is a proof that the engine is different.
 
OK, understood, thanks.
Just to clarify, I never asked for changes on your end. Was rather hoping for help fixing on my end. In any case, thank you for your support!
 
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Infixo updated Better Report Screen (vanilla, R&F) with a new update entry:

Version 3.0 Major new features

Version 3.0

New major features.
- New page for City-States effects; shows separately suzerain bonuses and influence bonuses.
- Pantheons and Follower Beliefs are added to Policies page.
- Extended information on units' promotions based on in-game modifiers. Accounts for all possible effects, including temporary ones and granted via various game features.
- Support for effects related to plots and plot yields, including district adjacencies.

Other changes.
- Added: Cities: icon for Wonders...

Read the rest of this update entry...
 
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