Buildlist spam makes the game less interesting

MantaRevan

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I love the amount of sheer awesome content in C2C, but the biggest problem with it I have is that after the classical era arrives you have so many options that you're prompted to build at the start of each turn that it starts to get monotonous trying to pick the best option out of a list of 40+ things to do with your city. Is there any way we could solve this? Earlier obsolescence maybe? I think there needs to be some option or way to trim down the list.
 
I love the amount of sheer awesome content in C2C, but the biggest problem with it I have is that after the classical era arrives you have so many options that you're prompted to build at the start of each turn that it starts to get monotonous trying to pick the best option out of a list of 40+ things to do with your city. Is there any way we could solve this? Earlier obsolescence maybe? I think there needs to be some option or way to trim down the list.


I typically queue up 50+ turns worth of buildings and if i get a key building or wonder I need built I adjust then.

It does get clogged up with a lot of stuff I know Ill never build though
 
I typically queue up 50+ turns worth of buildings and if i get a key building or wonder I need built I adjust then.

It does get clogged up with a lot of stuff I know Ill never build though

Yeah... That's a serious problem if you ask me. The amount of buildings is getting out of hand.
 
What Game Speed are you playing? That is the key factor.
 
Yeah... That's a serious problem if you ask me. The amount of buildings is getting out of hand.

I personally don't mind having tons of buildings to build, however, in this case i have to agree, BUT, not because there are too many buildings i can choose from (i happen to be a ''the more the merier'' type of person when it comes to mods/games) but because there are too many useless/pointless buildings that i could do without.

I think that this issue should be looked into ... more and more buildings are being added every version and i feel that a lot of them could be merged with other buildings or just simply removed from the mod since they are pointless ...

That's just my 2 cents on this matter.

EDIT: before anyone wonders, i play on snail speed or lower, I've never, ever, played on anything higher than snail.
 
What Game Speed are you playing? That is the key factor.

I play snail. Even then, by the classical era it's difficult to find what I want to build under a large heap of buildings that I don't want. Maybe there could be the option to remove something from the popup list?
 
part of the problem is certain buildings are out of place especially fish, gems, minerals, and fruits. Many of the gems were not classified until the Greek science of mineralogy in the d world and we're not discovered by new world cultures until the medieval. Gold was incredibly rare and not mined have jn hydraulic mining, at least in the old world.
 
I think that this issue should be looked into ... more and more buildings are being added every version and i feel that a lot of them could be merged with other buildings or just simply removed from the mod since they are pointless ...

Agreed!
To much is too much. Maybe it is possible to add a GameOption to play with less Buildings and mabe also Techs, Units...
Also i think that this Mod needs a freeze (there nothing new will be added) to work on the balance and errors.
 
I personally don't mind having tons of buildings to build, however, in this case i have to agree, BUT, not because there are too many buildings i can choose from (i happen to be a ''the more the merier'' type of person when it comes to mods/games) but because there are too many useless/pointless buildings that i could do without.

I think that this issue should be looked into ... more and more buildings are being added every version and i feel that a lot of them could be merged with other buildings or just simply removed from the mod since they are pointless ...

That's just my 2 cents on this matter.

EDIT: before anyone wonders, i play on snail speed or lower, I've never, ever, played on anything higher than snail.

I think a large part of it is not the building selection, its the UI

For example, I dont mind all the different smelting buildings. But outside of maybe Ironsmith Im not going to build them in most of my cities.

I never build the mercenary type buildings. But someone who wants their cities cesspools of rogues and prostitutes should be able to do so, because there is certainly a way to maximize your gold by doing this and placing a few extra guards.

Im not going to build traps and things most of the time, but maybe in a border city I might want the option.

I want a way to get the buildings I dont want to use in that city off the list, as well as a much more manageable building select screen. If only we could see the list from the initial pop up and sort that.

I do appreciate all the sort buttons though. Just wish more could be done.
 
part of the problem is certain buildings are out of place especially fish, gems, minerals, and fruits. Many of the gems were not classified until the Greek science of mineralogy in the d world and we're not discovered by new world cultures until the medieval. Gold was incredibly rare and not mined have jn hydraulic mining, at least in the old world.

So all that gold that Ancient Egypt had was imaginary? They had so much that their neighbours used the expression "as abundant as grains of sand" and this by peoples who lived near deserts! The Egyptians had huge work camps where they pounded one rock with another and then washed out the for the gold. Others used sheepskin - leave it in a stream with gold and the stream will wash the gold into the wool where it sticks - hence "golden fleece".

I think a large part of it is not the building selection, its the UI...I do appreciate all the sort buttons though. Just wish more could be done.

We are stuck with that bit of the UI as much of it is hard coded in the game graphics engine. I did just have the idea of having a new screen accessable from the city screen which makes that portion full screen. then we could do all sorts of things with it. Pity I can't motivate myself to work on it.
 
What I would do is give the option to permanently hide a building or a category of building from showing up on the buildlist popup. If circumstances change, you could always still select it from the city screen, but that way you could minimize the amount of time spent reading over massive lists of minor city improvements every turn.
 
I find it nearly unbearable too MantaRevan, i'm not against lots of buildings but I hate the constant popups and buildings that only take 1 turn (less than 1 turn even). It reduces the strategy imo since you don't need to choose necessarily which to build but rather what order to build them. Since they're so cheap, you build like 80% of the buildings in 80% of your cities and have to deal with the all too frequent popups.

My suggestion to you therefore is to simply increase the iconstruct in the CIV4GameSpeedInfo.xml so you have to actually choose between choices and the popups aren't so frequent ;)
I'd suggest increasing itrain too, oh and you have to keep a copy of 'your' gamespeed file and replace c2c's every time you update.
 
I do believe that building filters and grouping can help keep the building options robust, while still simplifying building management.

Resource dependent buildings should stay greyed out or show a (needs resource) tag so that people will have a better set of options.
 
Solution (more or less): do not use the "your city has nothing left in its build queue, pick something to build next" pop-up to select your buildings.

Go into the city screen and queue up multiple buildings at a time. Use the filter buttons to look for buildings of various types. Need more health? Click the health filter button. Many fewer buildings to go through. Want more production in this city? Use the production filter button and queue up half a dozen production buildings from that filtered list. And so on.

You can also create a number of potentially very large build lists using the hammer button in the set of buttons at the upper left of the main screen.

Picking one building every time it finishes the last one is a waste of time. It also makes the "multiple production" game option not do anything, if you are using it. In order to get multiple things produced in one turn you have to have them queued up. If it hits the end of the queue it will have to wait until the next turn even if what you pick could have been built on the same turn as the last thing. Note that multiple production can trim down the size of the available building list quite a bit - if you are building 2 cheapish buildings per turn then you are trimming down the list of buildings twice as fast.
 
We are stuck with that bit of the UI as much of it is hard coded in the game graphics engine. I did just have the idea of having a new screen accessable from the city screen which makes that portion full screen. then we could do all sorts of things with it. Pity I can't motivate myself to work on it.

Quick everyone, motivate this person! Or someone like him!
 
I'd prefer DH to work at his own pace as to not get burnt out. In all seriousness, I'd rather see him working on some other projects he has in mind.


I do think a better city management interface would be an astonishingly huge qol improvement. I wish I had the skills to do this sort of thing myself.

My post was meant to be lighthearted though. not trying to pressure DH, but maybe someone else out there has the know how and the desire to do it.
 
We are stuck with that bit of the UI as much of it is hard coded in the game graphics engine. I did just have the idea of having a new screen accessable from the city screen which makes that portion full screen. then we could do all sorts of things with it. Pity I can't motivate myself to work on it.

The list in the City Screen itself can be manipulated in CvMainInterface with filters like GE mentioned.

As for the popup list itself, it can also be done by having a list of "I dont want to see" buildings, and using cannotConstruct in CvGameUtils to make them unconstructable, thus they won't show up neither in the popup list nor the city screen.

Create a new screen for players to check/uncheck whatever specific buildings or categories and save this data in the city/player scriptdata and thats it.
 
The list in the City Screen itself can be manipulated in CvMainInterface with filters like GE mentioned.

As for the popup list itself, it can also be done by having a list of "I dont want to see" buildings, and using cannotConstruct in CvGameUtils to make them unconstructable, thus they won't show up neither in the popup list nor the city screen.

Create a new screen for players to check/uncheck whatever specific buildings or categories and save this data in the city/player scriptdata and thats it.

Now that sounds like a reasonable idea and /? . . . :p
 
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