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Choose the next city tile, set for every city!

Discussion in 'Civ5 - Mod Components' started by Serp, Jun 8, 2015.

  1. Serp

    Serp King

    Joined:
    Apr 1, 2015
    Messages:
    615
    Updated to v2 at 15th June 2015

    This mod is based on whowards UI-Expansion mod and needs his DLL.

    With UI-Expansion you get a notification, when a city is able to expand. If you click it, you get into the city screen and you can buy the next plot for free (if it is one of the best plots) or for the half price (if it is one of the other plots).

    My feature is a new building, which can be build in any city.
    If you built it, whowards mod is active and you can choose the next city tile for this city.
    But if you do not have the building, you get the next best city tile automatically for the city.

    Without my feature, it could get very annoying if you have alot of cities and every time you have to choose the next tile.
    With my feature you are able to choose, which city should expand automatically and which you want to choose the tiles on your own.

    The new building can be built right from the start and only costs 2 production, but 1 gold to maintain. You can sell and rebuild it any time you want.

    Changelog v2 15th June 2015:
    I fixed the following bug:
    It could happen in rare cases, that you get the "new tile" notification, which you should only get, when you can choose the next tile, even if you have automatic enabled. This notification does not go away, until you right click it.

    Screenshots with EUI active (english and german mixed, played german Civ, deactivated german translation from mod for screenshots):
    Build or buy the new building
    Now you can click "New City Tile" in the Action Panel
    Choose one of the next best tiles for free, or get another for the half price
    If you don't have the building in town, you get the next best city tile automatically without any notification, but it is highlighted
    Without EUI it looks basically the same, except it's not a buy button with "0", but with "Free".

    I will upload here a EUI compatible version (I just deleted the CityView files, so the ones from EUI are used and it works):
    http://forums.civfanatics.com/downloads.php?do=file&id=24014

    And in this post, you can get the normal version with the CityView files:
     

    Attached Files:

  2. Serp

    Serp King

    Joined:
    Apr 1, 2015
    Messages:
    615
    Updated to v2 at 15th June 2015
    I fixed the following bug:
    It could happen in rare cases, that you get the "new tile" notification, which you should only get, when you can choose the next tile, even if you have automatic enabled. This notification does not go away, until you right click it.
     
  3. WileyNg

    WileyNg Prince

    Joined:
    Aug 17, 2013
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    595
    Location:
    Hong Kong
    Good work..

    Any SceenCaps?
     
  4. Serp

    Serp King

    Joined:
    Apr 1, 2015
    Messages:
    615
    I thing you meant screenshots?
    I added some in the opening post :)
     
  5. civaddiction

    civaddiction Chieftain

    Joined:
    Dec 30, 2014
    Messages:
    96
    So what if instead of a building, it just automatically made the decision on the next turn if you don't make the choice yourself? That way you can choose when you want a particular tile and then let it be automatic when you don't. The only problem I can see is you might lose a turn towards the next expansion unless you account for it in some way.
     
  6. Serp

    Serp King

    Joined:
    Apr 1, 2015
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    sry, can you elaborate more what you mean?
    Use what instead of a building?

    (the building is needed to tell the game your decision. We need something, that every players PC can check, so all PCs know, what decision you chose)
     
  7. Lynnes

    Lynnes King

    Joined:
    Aug 23, 2015
    Messages:
    886
    I think he means that closing the "new tile" notification by right-click will automatically select a tile for this particular city.

    "City XY has grown" -> meh, I don't care *right click* -> automatic expansion


    Very useful mod btw!
     
  8. Serp

    Serp King

    Joined:
    Apr 1, 2015
    Messages:
    615
    hm... interesting idea...
    I'm not sure if this would work... it depends if this rightclick on the icon is noticed by all other PCs.. and I doubt it.
     
  9. Piérot

    Piérot Chieftain

    Joined:
    Dec 16, 2017
    Messages:
    4
    Firstly thank you Serp (and whowards!) I really enjoy this mod! However I had few complains:
    For me the building should be free (both building cost and maintenance). I mean, this is a building because it was easier to mod it this way but in a perfect world it should be just a checkbox in the citiview.

    So I did few changes:
    -I set the production price of the building to 0.
    So if at turn 1 you make 8 turns to build a scout, you can build the building turn 1, then the turn 2 your scout will make only 7 turn to be build (due to the hammers you saved). I think however this is not perfect (it seems there is still 1 or 2 hammers lost sometimes, maybe because the game round up the hammers saved?)
    -I set the price to buy the building at 10 golds (I wanted set at 0 but it seems not possible).
    -I add +1 gold yield to the building.
    The maintenance cost was more tricky. Indeed, in Civ 5, if the maintenance cost is zero, then your building can't be sold (and then the mod become pretty useless). That's why I just add +1 gold yield, like this the effective maintenance is 0.
    -I translated it in French (it is a gift for one of my friend who has a terrible English ;) )

    If you want to use this version, just substitue the "UICityExpansion.xml" file in "...\Sid Meier's Civilization 5\MODS\UI - City Expansion (v 14) Serp v2 - with city view\XML" with the one attached to this message.
     

    Attached Files:

    Serp likes this.

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