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City Hall

City Hall 2.6.5

i just ran into some very glitchy behavior when purchasing half of a Unique Quarter while the building was queued. the building went down on the map, but the build system got stuck in an inconsistent state where it thought the building was still queued instead of already built. strangely, i can't reproduce the bug if i build the UQ in the opposite order, but there are other minor glitches.

i'll still show the building without needing to View Hidden, but it doesn't look like i can safely implement the one-click half of it.

update: oops! this was caused by an unrelated bug in my code. i'm still seeing undesirable behavior when buying stuff out of the queue though. i might be able to allow direct purchasing for in-progress buildings, but not for queued buildings that don't have an instance yet.
I rarely queue buildings in Civ7 anyway, so just one-click-completing what is currently in progress would come already close to a perfect UI for me here :) Good luck with hunting any bugs and glitches down and as always - I appreciate your continued dedication and effort to both keep your mods updated after official patches and to implement new useful features.
 
I rarely queue buildings in Civ7 anyway, so just one-click-completing what is currently in progress would come already close to a perfect UI for me here :) Good luck with hunting any bugs and glitches down and as always - I appreciate your continued dedication and effort to both keep your mods updated after official patches and to implement new useful features.
after more testing, i've found that it's never safe to purchase buildings that are still in queue. i queued both halves of a UQ, purchased both with gold, and the second building went into the wrong tile! i can show the buyout cost, but i can't enable the item. the one extra click is mandatory 😅

because disabled items can be hard to read, i'm also boosting contrast for in-progress items on the Purchase tab, so that you can see the buyout cost.

1756903667217.png
 
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Good grief, if there's some simple way to boost contrast on disabled items across the board, I'd stuff your non-existent tip jar full for it. It drives me insane when I have to lift my laptop to my nose to read a line of text.
 
Ok, then I guess it shouldn't be...too bad the game just refuses to let you add something which would be ideally something players shouldn't need to ask for... But seeing the buyout cost and better contrast is still a handy improvement :thumbsup:
 
Good grief, if there's some simple way to boost contrast on disabled items across the board, I'd stuff your non-existent tip jar full for it. It drives me insane when I have to lift my laptop to my nose to read a line of text.
the game darkens the disabled items by covering them with a translucent screen. normally it raises only the error text above the screen so that you can read it. i did the same thing with the names and costs for in-progress items so that you can see the discounts.

the technique is simple, but it only makes sense for selective changes. to change it globally, it would make more sense to just stop using a screen and do something else instead, like changing the background color.
 
Ok, then I guess it shouldn't be...too bad the game just refuses to let you add something which would be ideally something players shouldn't need to ask for... But seeing the buyout cost and better contrast is still a handy improvement :thumbsup:
it's not so much "the game refuses" because the game will totally let you build the thing. however, removing items from the build queue in an unexpected way seems to break it. the queue can handle a bunch of other removal situations (finished production, enemy presence, manual cancel) so maybe it just needs an extra event handler or something. however, this project is already taking a lot longer than i hoped, and fixing the build queue is out of scope for now.
 
well i've figured out how to handle queue interactions in the function that does the actual purchasing. the good news is that it seems to work both for active and queued builds. the bad news is that it's buried in a hard-to-change function, which means that i need to make a much more intrusive change than i'd like.

the other bad news is that repairs don't work right with this method. repairs are pseudo-buildings with different rules for when and how you can purchase them. and unfortunately, it's really hard to tell them apart from real buildings at the point where i need to act on that information.
 
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beezany updated City Hall with a new update entry:

Quick Buyout, Quick Repair

Quick Buyout, Quick Repair​

  • allow Purchase of queued items (Quick Buyout)
  • show progress bars for queued items
  • show production progress in tooltips
  • highlight discounted Purchase costs for in-progress items
  • skip building placement for single repairs (Quick Repair)
  • improve City Details layout and performance
  • improve controller navigation
  • improve contrast for district and building outlines
  • fix lag from opening the city screen repeatedly...

Read the rest of this update entry...
 
well i've figured out how to handle queue interactions in the function that does the actual purchasing. the good news is that it seems to work both for active and queued builds. the bad news is that it's buried in a hard-to-change function, which means that i need to make a much more intrusive change than i'd like.
allow Purchase of queued items (Quick Buyout)
You aren't giving up until you have made things possible which are somehow possible:dance: Works nicely on a quick test in my current game:

QuickBuyout1.jpgQuickBuyout2.jpg

And if I understand the changelog correctly, you even sucessfully shipped around the above mentioned cliffs with quicks repais somehow... I may repeat myself, but as I feel that you mods get too little praise for what they achieve when playing with them::clap:
 
You aren't giving up until you have made things possible which are somehow possible:dance: Works nicely on a quick test in my current game:

View attachment 741781View attachment 741782

And if I understand the changelog correctly, you even sucessfully shipped around the above mentioned cliffs with quicks repais somehow... I may repeat myself, but as I feel that you mods get too little praise for what they achieve when playing with them::clap:
yes! when i updated the production panel for Update 1.2.4, i completely rewrote it with a new architecture that should be more stable and flexible than it has been. the disadvantage is that some things are much harder to implement this way, so i left One-Click Repairs out of the 2.0 version. turns out that i had to mod that stuff anyway to work around the problems i had with Quick Buyout.

so Quick Repair is back too! new name, same feature
 
beezany updated City Hall with a new update entry:

better City Growth interface

better City Growth interface​

  • City Growth map highlights relative specialist bonuses
  • Specialist preview shows detailed yield breakdown
  • fixed yield preview when resettling Migrant units
  • fixed missing yield previews for fractional amounts
  • improved compatibility with Cool UI
  • various stability and layout improvements
  • Production panel items show yields sorted by bonus
View attachment 743096

Read the rest of this update entry...
 
Thanks for the update!
It will take a lttle time to get used to the new display of specialist bonuses. At first I thought my game was broken because there were so many blue tiles without any "yield gain".
So when I place a specialist who gains +2 science and +2 culture but costs me -2 food and -2 happiness, then the screen displays zero yields, correct?
 
yeah, the map only shows the differences between tiles. the full bonus and maintenance info is in the Specialists panel (see below). the lines with a specialist icon show you the bonuses and maintenance common to all specialists. the tile-specific bonuses are on the line with an adjacency arrow. some abilities (like Pachacuti's leader ability) will also add a second line for tile-specific maintenance discounts. at the end, it shows the total net yields sorted from best to worst.

i made this because i got tired of hunting for the best specialist sites in a sea of numbers that mostly looked the same. it's a similar idea to JNR's Concise Specialist Lens (and it's compatible with that mod, so you can use both if you prefer the way it changes the map).

city-specialists.png
 
i'm getting some reports (from @acebully and folks on Steam Workshop) that the new update breaks the city screen. if you are having this problem, please check your Add-Ons for any old mods that also affect the city screen, like Sukritact's UI Adjustments, KayleeR's Misc UI Adjustments, or J-Man's UI Mods. Most of those mods were broken by Update 1.2.4 in a way that also affects the main city map in City Hall. i'm going to make a hotfix, but you should also disable or uninstall any broken old mods.
 
the hotfix changes the way that i put building icons on the main city screen so that it's no longer dependent on the building-placement screen. this fixes the problem where a broken building mod could crash the whole city screen. however, broken mods can still cause other problems! so please remove or disable any broken mods until they're fixed.
 
the map only shows the differences between tiles
Thank you for the detailed response. May I ask one more question: In my current game as Prussia in the modern age, I want to place specialists with the goal to maximize production. If a specialist maybe gives me only 2 production (like in the image you posted above), this will only appear in that specialist panel. So I have to hover the mouse over each tile to see if I get a production bonus, correct?
I have a tile which has only an altar from antiquity age and no special features or adjacencies. In the city screen there are no yields shown, but the specialist panel says that I get +10 yields, including the +2 production. (sorry if that sounds confusing, English is not my native language)
So do I get those +10 or is that a misunderstanding on my part?
 

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Thank you for the detailed response. May I ask one more question: In my current game as Prussia in the modern age, I want to place specialists with the goal to maximize production. If a specialist maybe gives me only 2 production (like in the image you posted above), this will only appear in that specialist panel. So I have to hover the mouse over each tile to see if I get a production bonus, correct?
I have a tile which has only an altar from antiquity age and no special features or adjacencies. In the city screen there are no yields shown, but the specialist panel says that I get +10 yields, including the +2 production. (sorry if that sounds confusing, English is not my native language)
So do I get those +10 or is that a misunderstanding on my part?
you don't need to hunt around for anything listed in the first line of Spezialistenbonus because those are the bonuses that all of your specialists get. for example, the Montageband (Assembly Line) policy adds +2 production to specialists, so even if the map doesn't show a production bonus you'll still get +2. anything on the map is in addition to that.

for example, in the screenshot below, the Spezialistenbonus section has a similar first line with +2/+4/+3/+8 yields. every blue tile gets that bonus. the second line shows the additional yields listed on the map: +2.5 science and +2.5 happiness. these are usually from adjacency bonuses (which is why i used the green adjacency arrow).

the Gesamtertrag (Total Yields) line is just the other lines added together. for example, this tile has +5.5 science total (+3 base, +2.5 from adjacency bonuses). it also gets +0.5 happiness total (+2.5 from adjacency bonuses, -2 from maintenance).

i hope this clears things up! please let me know if you have any other questions

city-specialists.png
 
tbh they took things in a pretty different direction from what i've been doing with City Hall, and i like the look of the changes. i'll merge in the new stuff and retire a couple of minor features that don't make sense with the new Production format. i'll need to rethink my new Specialist changes and figure out how to make them work with the new layout. now that they have "Simplified" and "Detailed" options for yield displays, maybe i'll use my condensed layout for Simplified and the full yields on Detailed.
 
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