Border Toggles

Border Toggles 4.3

Awesome mod, goes a little goofy from time to time, but it still gets the points across!

Do you think an option could be added to the settings to have it on by default? Always have to turn it on at the start of the game and sometimes again throughout.
 
Awesome mod, goes a little goofy from time to time, but it still gets the points across!
With goofy you mean the effect that settlements that change owner still have the old color as city border? Or something else?

Do you think an option could be added to the settings to have it on by default? Always have to turn it on at the start of the game and sometimes again throughout.
I'll consider it, but I don't know when I'll have time to do it. And do you want it enabled only for the default view, or also for certain lenses?

Trade lens could have been useful in the past, to direct your merchant to the closest tile of a city, but with the new trade lens and Send Merchant button that might not be really needed anymore.
Religion lenses from mods might benefit from it, so you know which improvement belongs to which city.
I don't really see the use for the Settler or Continent lens or the other mod lenses I know.

So maybe just the default view and religion lenses?
Edit: or maybe Map Tacks as well.
 
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With goofy you mean the effect that settlements that change owner still have the old color as city border? Or something else?
Sometimes the border will do weird things like go around a single hex in a territory with the lighter color on the inside. I just tried to check saves for an example image but I can't find one. I'll screen shot it when I see it again. And yes, also sometimes previous colors will remain. None of them are really a big deal.

I'll consider it, but I don't know when I'll have time to do it. And do you want it enabled only for the default view, or also for certain lenses?

Trade lens could have been useful in the past, to direct your merchant to the closest tile of a city, but with the new trade lens and Send Merchant button that might not be really needed anymore.
Religion lenses from mods might benefit from it, so you know which improvement belongs to which city.
I don't really see the use for the Settler or Continent lens or the other mod lenses I know.

So maybe just the default view and religion lenses?
Edit: or maybe Map Tacks as well.
I agree entirely with your assessment here. I was talking about default but those are all great points! Missionary and Map Tacs would be great, I think if it's not too much work, might as well have it on trade as well.

I'm not sure of the inner workings but if you have the option to always have it on by default whenever "civ border" is on, it wouldn't hinder anything to just have it show on all lenses that "civ border" is on for by default.
 
Sometimes the border will do weird things like go around a single hex in a territory with the lighter color on the inside. I just tried to check saves for an example image but I can't find one. I'll screen shot it when I see it again.
I'd love a screenshot indeed, and preferably a savefile as well, when you see that happening again. So I can investigate it some more.

I agree entirely with your assessment here. I was talking about default but those are all great points! Missionary and Map Tacs would be great, I think if it's not too much work, might as well have it on trade as well.

I'm not sure of the inner workings but if you have the option to always have it on by default whenever "civ border" is on, it wouldn't hinder anything to just have it show on all lenses that "civ border" is on for by default.
I'll see what I can do about those options for default, trade, map tacks and religion. It's not possible to directly link the city border and civ border, but I think I could make an option that does that.
 
I'd love a screenshot indeed, and preferably a savefile as well, when you see that happening again. So I can investigate it some more.
I looked though the saves I had and didn't find it but I've seen it 3 times. I am playing a game right now and it's similar to this but the other times I noticed, it was a full hex. Makes me think maybe it was a fuller overlap of 2 cities or 3 even. This specific tile in the middle is listed as "Rusguniae" on the plot tool tip.
Spoiler :
Screenshot 2025-04-01 162718.png
 
I looked though the saves I had and didn't find it but I've seen it 3 times. I am playing a game right now and it's similar to this but the other times I noticed, it was a full hex. Makes me think maybe it was a fuller overlap of 2 cities or 3 even. This specific tile in the middle is listed as "Rusguniae" on the plot tool tip.
This is weird. It’s too far from the capital south of it, so it’s not even a question to which city it would belong. Can you share a savefile from this? You can either attach it here or send me a PM. And could you share which other mods you use. If you have CivMods you can easily share your profile and send me the link.

I don’t create the border myself with the mod, it’s a game default border, but it looks pretty funky indeed.
 
This is weird. It’s too far from the capital south of it, so it’s not even a question to which city it would belong. Can you share a savefile from this? You can either attach it here or send me a PM. And could you share which other mods you use. If you have CivMods you can easily share your profile and send me the link.

I don’t create the border myself with the mod, it’s a game default border, but it looks pretty funky indeed.
Sure thing, are you able to send me a DM with how to share a save file? Here is another example that I just found later in that game. That previous tile is still present also and further enclosed, so there are two examples for ya.
Spoiler :
image_2025-04-01_174400993.png


This is the list of mods I am using and it also has the link to my CivMods profile: https://forums.civfanatics.com/thre...standable-especially-for-a-new-player.696672/
 
Sure thing, are you able to send me a DM with how to share a save file? Here is another example that I just found later in that game. That previous tile is still present also and further enclosed, so there are two examples for ya.

This is the list of mods I am using and it also has the link to my CivMods profile: https://forums.civfanatics.com/thre...standable-especially-for-a-new-player.696672/
Your mod list seems fine. I've tried all of those myself at some point and still use most of them. Two of them are somewhat outdated (Polo's and Migdol's) and might need an update (especially Polo's), but they don't touch anything with borders or maps, so they are not an issue here. I've sent you a DM regarding the save files. I'm very curious if I can reproduced this.

I don't think I asked already, but do you still see the same result after saving and reloading? Otherwise a save file from just before it happens might be needed for me to see it.
 
Your mod list seems fine. I've tried all of those myself at some point and still use most of them. Two of them are somewhat outdated (Polo's and Migdol's) and might need an update (especially Polo's), but they don't touch anything with borders or maps, so they are not an issue here. I've sent you a DM regarding the save files. I'm very curious if I can reproduced this.

I don't think I asked already, but do you still see the same result after saving and reloading? Otherwise a save file from just before it happens might be needed for me to see it.

Well bad news, just reloaded the save file I had for you and it isn't there any more. I did noticed that they seemed to go away after the age transition last night. Hmph. I'll DM ya.

Now that they upgraded health bars I was thinking of dropping the Polo Vertical Health Bars anyway. And if Migdol's is getting outdated, I believe Beezany has an alternative, although I haven't tried it with the rest of the mods yet, maybe I'll try it and swap it.
 
Well bad news, just reloaded the save file I had for you and it isn't there any more. I did noticed that they seemed to go away after the age transition last night. Hmph. I'll DM ya.

Now that they upgraded health bars I was thinking of dropping the Polo Vertical Health Bars anyway. And if Migdol's is getting outdated, I believe Beezany has an alternative, although I haven't tried it with the rest of the mods yet, maybe I'll try it and swap it.

Autosave, I guess? Check the prev folder inside the autosave folder. On age transition, all autosaves are moved to the prev folder and will stay there until your next age transition. I'll check the saves you send by DM tomorrow anyway.

Migdol's could be replaced by either Beezany's Resource Re-sorts, or TBQ's Resource Allocation Improvements. Both are pretty good.
I replace Polo's with nasuellia's, but that is a serious change from default (which I really like, but it's not for everyone). Flag Corps by Beezany is a very good alternative. You can't really go from with anything from Beezany.
 
Autosave, I guess? Check the prev folder inside the autosave folder. On age transition, all autosaves are moved to the prev folder and will stay there until your next age transition. I'll check the saves you send by DM tomorrow anyway.

Migdol's could be replaced by either Beezany's Resource Re-sorts, or TBQ's Resource Allocation Improvements. Both are pretty good.
I replace Polo's with nasuellia's, but that is a serious change from default (which I really like, but it's not for everyone). Flag Corps by Beezany is a very good alternative. You can't really go from with anything from Beezany.
I will send you one of the autosaves that I think is from the game.

I did swap out to Re-Sorts on the list. The alt unit flags are bars looks awesome, i will check it out.

And yes, Beezany kills it, every time. Awesome modder. Thanks for the heads up on these!
 
Finwickle updated Border Toggles with a new update entry:

3.0 Mod options for enabling city borders by default

Added options to enable the city border for the default view, the trade lens, the map tacks mod* and religion lenses from two mods*. For map tacks it's enabled by default.
Also made sure those options will be re-applied after a UI reload, for instance when changing certain graphic options.

You can find the options in Options, Add-ons section, under Finwickle's Mods. The options are not yet localized and will display in English for now. I will update the localization when I can.

[ATTACH...

Read the rest of this update entry...
 
@Somchai2548, @leonardify, @Gusjeon, @Borush96, @Webrok, @F1rstDan, @iBlockZer0: you have kindly provided localization for this in the past. Would you be willing to translate a few new lines of text for me, for the new mod options? I would be really grateful.

These are the lines of English text for the options:
  • City border visible in default view
  • City border visible for trade lens
  • City border visible for map tacks (mod)
  • City border visible for religion lens (mod)
  • Shows the city border in the default view (no lens selected) when loading or starting a game. You can still toggle it manually.
  • Shows the city border when you select a merchant or when you select the trade lens.
  • Shows the city border while placing map tacks with the Detailed Map Tacks mod.
  • Shows the city border with religion lenses from mods when loading or starting a game. You can still toggle it manually.

I'm also still looking for complete localization for German, Japanese, Portuguese and Traditional Chinese 😄
 
ko_KR for option menu.:clap:
@Somchai2548, @leonardify, @Gusjeon, @Borush96, @Webrok, @F1rstDan, @iBlockZer0: you have kindly provided localization for this in the past. Would you be willing to translate a few new lines of text for me, for the new mod options? I would be really grateful.

These are the lines of English text for the options:
  • City border visible in default view
  • City border visible for trade lens
  • City border visible for map tacks (mod)
  • City border visible for religion lens (mod)
  • Shows the city border in the default view (no lens selected) when loading or starting a game. You can still toggle it manually.
  • Shows the city border when you select a merchant or when you select the trade lens.
  • Shows the city border while placing map tacks with the Detailed Map Tacks mod.
  • Shows the city border with religion lenses from mods when loading or starting a game. You can still toggle it manually.

I'm also still looking for complete localization for German, Japanese, Portuguese and Traditional Chinese 😄
 

Attachments

@Somchai2548, @leonardify, @Gusjeon, @Borush96, @Webrok, @F1rstDan, @iBlockZer0: you have kindly provided localization for this in the past. Would you be willing to translate a few new lines of text for me, for the new mod options? I would be really grateful.

These are the lines of English text for the options:
  • City border visible in default view
  • City border visible for trade lens
  • City border visible for map tacks (mod)
  • City border visible for religion lens (mod)
  • Shows the city border in the default view (no lens selected) when loading or starting a game. You can still toggle it manually.
  • Shows the city border when you select a merchant or when you select the trade lens.
  • Shows the city border while placing map tacks with the Detailed Map Tacks mod.
  • Shows the city border with religion lenses from mods when loading or starting a game. You can still toggle it manually.

I'm also still looking for complete localization for German, Japanese, Portuguese and Traditional Chinese 😄
Sure, no problem:
 

Attachments

@BrianKindly: I've been testing and could reproduce the weird issue that the city border is not including all tiles of the settlement.
  • I've seen it happen when an AI player finished production on a tile that unlocked the adjacent tile for the city. The city border did not update to show that, while the civ border did update, thus creating a weird tile that has a border as if it is another settlement on its own. I could reproduce it consistently, by loading the autosave from the previous turn. The weird border would happen every time on the next turn.
  • I've seen it happen both in view and out of view, so it doesn't seem to matter whether you see the border growing or not.
  • I've seen it happening on both the 3rd and 2nd ring.
  • I can imagine these weird single tiles can grow into multiple tiles when continuing playing without reloading, but I didn't get that far.
  • I have not seen it happening to my own tiles, while your screenshots clearly show that you have. When I complete production on a building, or purchased a building, or expanded the border with a growth event, the city border always followed the new tiles. I guess it only happens sometimes, which makes it even harder to understand.
  • Reloading the UI or reloading a save always updates the city border to where it actually should be.
It looks like it's the same issue as the city border color not updating when a settlement changes owner. This border was probably not meant to be shown on the map, or was abandoned during development of the game, and is not updating correctly on changes to the city tiles. It is calculated correctly on a reload, but not always during gameplay.

I'll dive into the code to see if I can find some way to force an update of the city border somehow. That might take a while though. I've updated the mod description page to show this known issue as well.
 
I think that I have fixed the issue of border colors not updating after a settlement changes owner. The game was updating the border itself, but not rethinking the color, so I force it to assign a color on all owner changes now.

I also think/hope I might have fixed the issue of single tiles having weird city borders, as if they are settlements of their own. The game sometimes thinks a tile which was aquired in a settlement, already had a previous owner (no idea why see next post), but then couldn't find the tile in the owned-by-someone list and created a new entry in that list for the non-existing previous owner, resulting in a tile that looks like it is a settlement on its own. I suppress that creation to avoid the game confusing itself.

But this fix needs some more testing before I call it a proper version 4.0. That's why I attached a beta version of the mod to this comment, hoping that some of you will test this and share your findings. This beta version writes a lot of debug info to the UI.log. I will ofcourse remove that for the real version later.

@BrianKindly and @nasuellia: I think you might be interested in this.

Edit: replaced the attached file with version 4.0 beta-3, which writes slightly more debug info to UI.log. No functional change.
Edit: I removed the beta version now that the real 4.0 version is out.
 
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