City Hall

City Hall 1.11.2

hm, the code explicitly limits the feature to repairs, and i just tested that it's working with my mod configuration. see (source):
JavaScript:
                if (item.isRepair && result.Plots.length == 1 &&
                    bzCityHallOptions.oneClickRepairs) {
                    // ...
                }
given the positive test for item.isRepair, i don't think it's even possible for a mod conflict to cause this. there is a similar situation where the game will automatically resume production in the same location if you've already put hammers into it. if that doesn't solve the problem, you can also send me a saved game to look at.
Thanks, I'll have to keep a closer eye out. I don't remember the exact circumstances, was just going through building a bunch of walls near the end of the age.
 
Thanks for the information regarding population and walls. And if you would get an option done, it would be nice. But I understand the challenge.
turns out that it's surprisingly difficult to select a starting tab from the Options menu, because the necessary information is only available while the City Details panel is actually open. however, i can remember and reopen the last tab used, which should at least cut down on some of the tab-switching if you're checking the Building Breakdown a lot.

the current implementation resets to the Overview when you load a game. i could hypothetically make it persistent by storing the last tab along with config options, but that has some risks & complications that i don't want to jump into yet. i'm going to play with it like this for a bit & if it works out it'll be in the next update.
 
turns out that it's surprisingly difficult to select a starting tab from the Options menu, because the necessary information is only available while the City Details panel is actually open. however, i can remember and reopen the last tab used, which should at least cut down on some of the tab-switching if you're checking the Building Breakdown a lot.

the current implementation resets to the Overview when you load a game. i could hypothetically make it persistent by storing the last tab along with config options, but that has some risks & complications that i don't want to jump into yet. i'm going to play with it like this for a bit & if it works out it'll be in the next update.
Remembering the last tab would be great. I usually do long gaming sessions so having to switch to that tab only once would be a good solution.
 
Hey, I love your mod. You put quite a lot of improvements in this one. I know you made this one compatible with triex city details building tooltips, but would you consider putting that functionality (show building tooltip on buildings in the building breakdown list) into your own mod? It sounds like something that would fit in this one, and Triex mod stops working if you go to the next/previous settlement from the settlement window (with the arrows next to the settlement name).
even better, i figured out how to refresh @triex's tooltips when using the arrows to switch settlements, so now their mod actually works better in combination with this one. i might move the feature wholly into City Hall if @triex ever stops supporting their mod, but i don't like to supersede other folks' work unless it's necessary.
 
Remembering the last tab would be great. I usually do long gaming sessions so having to switch to that tab only once would be a good solution.
i also figured out how to stop the Production/Purchase tab from resetting after every purchase. that one was a bit trickier, because i wanted it to reset when you hit the big "Choose Production" hammer button, and that's harder than you'd expect. i ended up making it reset when you open an empty build queue, because the game already treats that case specially. usually it defaults to Production, but it'll default to Purchase instead when you need repairs.

i'm planning a round of mod updates for Tuesday, after the DLC patch, although i might release City Hall 1.9.0 before that. it'll include the changes for the Purchase tab, City Details tabs, triex's tooltips, and advisor recommendations.
 
Last edited:
Hello, I have added Chinese localization support for the titles and descriptions of your "Claimed Wonders Notation" mod. I couldn't reply under that mod's page, so I have to respond here instead.
 

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even better, i figured out how to refresh @triex's tooltips when using the arrows to switch settlements, so now their mod actually works better in combination with this one.
i'm planning a round of mod updates for Tuesday, after the DLC patch, although i might release City Hall 1.9.0 before that. it'll include the changes for the Purchase tab, City Details tabs, triex's tooltips, and advisor recommendations.
This all sounds brilliant! Looking forward to it. Thanks for your hard work here!
 
Hello, I have added Chinese localization support for the titles and descriptions of your "Claimed Wonders Notation" mod. I couldn't reply under that mod's page, so I have to respond here instead.
Claimed Wonders is not one of my mods, but i'll tag @KayleeR who did make it. thanks!
 
beezany updated City Hall with a new update entry:

better tabs, better tooltips

better tabs, better tooltips​

  • when your city needs repairs, the production list opens to the
    Purchase tab instead of Production
  • when you buy buildings or repairs, the production list stays on the
    Purchase tab so you can buy several items in a row
  • the production list resets to Production if the build queue is empty
    (so the Choose Production button works as expected)
  • City Details remembers which tab you used last and returns to it
    (saves time if you...

Read the rest of this update entry...
 
Oh, very minor suggestion - could you remove the upgrade to city button if you're playing as Carthage or otherwise put a note that it can't upgrade?
 
Any chance the first two tabs in details can be combined? They each have info I am interested in but both seem to have a lot of blank space.
 
Any chance the first two tabs in details can be combined? They each have info I am interested in but both seem to have a lot of blank space.
by mid-game, the Growth tab is usually pretty full for me. i would rather add more useful information to the Overview tab, i just haven't had much inspiration for that. hm, what do you think of adding a summary of improvements? (number of farms, mines, etc.)
 
by mid-game, the Growth tab is usually pretty full for me. i would rather add more useful information to the Overview tab, i just haven't had much inspiration for that. hm, what do you think of adding a summary of improvements? (number of farms, mines, etc.)
Summary of improvements sounds nice. And how about the number of obsolete buildings, or the number of incomplete quarters (only one building, or containing obsolete building)?
 
Oh, very minor suggestion - could you remove the upgrade to city button if you're playing as Carthage or otherwise put a note that it can't upgrade?
strange, i'd think that would be covered by this function
(in base-standard/ui/production-chooser/production-chooser-operations.js):
JavaScript:
export const CanConvertToCity = (townID) => {
    return Game.CityCommands.canStart(townID, CityCommandTypes.PURCHASE, { Directive: OrderTypes.ORDER_TOWN_UPGRADE }, false);
};
because that's the condition for enabling the button, and the only practical way of getting the information from the game engine. if it's not currently working, that's likely a bug that Firaxis will need to fix. i haven't had a chance to play with Carthage yet, so i don't know all of its quirks.
 
strange, i'd think that would be covered by this function
(in base-standard/ui/production-chooser/production-chooser-operations.js):
JavaScript:
export const CanConvertToCity = (townID) => {
    return Game.CityCommands.canStart(townID, CityCommandTypes.PURCHASE, { Directive: OrderTypes.ORDER_TOWN_UPGRADE }, false);
};
because that's the condition for enabling the button, and the only practical way of getting the information from the game engine. if it's not currently working, that's likely a bug that Firaxis will need to fix. i haven't had a chance to play with Carthage yet, so i don't know all of its quirks.
The button is essentially permanently disabled but still shows a cost and no error message. It's essentially useless. I'm suggesting either hide the button or replace it with a message saying something like "Carthage can't convert towns to cities." As I said, pretty minor but it annoys me that they didn't do anything with that button.

DisabledTownUpgradeButton.JPG
 
The button is essentially permanently disabled but still shows a cost and no error message. It's essentially useless. I'm suggesting either hide the button or replace it with a message saying something like "Carthage can't convert towns to cities." As I said, pretty minor but it annoys me that they didn't do anything with that button.

View attachment 726672
ahh! thanks for explaining, that makes more sense. there's also supposed to be a tooltip explaining why you can't upgrade, but i don't see any LOC strings for this case. i did find the MOD_FORBID_CITIES_FROM_TOWNS modifier that implements the mechanic, so it should be possible to connect that with the player's civ and hide the button for that case. that sort of thing is annoying to implement & test, so i hope Firaxis fixes it in the upcoming patch, haha. if not, i'll add it to my to-do list.
 
by mid-game, the Growth tab is usually pretty full for me. i would rather add more useful information to the Overview tab, i just haven't had much inspiration for that. hm, what do you think of adding a summary of improvements? (number of farms, mines, etc.)
How about listing the New Citizen in X turns on the first tab, as that is what I mostly want to know, usually every time I get a specialization notice. I don't care about the math that determines it shown on the second tab really but if you could add the food counts per connection on the first tab that would consolidate that information so no need to look at the second tab. Maybe even show town focus and Gold coming from each town as there is lots of space per row of connections where useful information could go.
Separately I do find myself constantly counting mines/quarries, farms, and woodsmen trying to decide which warehouse(s) to build. Also the counts of available rough/vegetated hexes plays into that decision. The map only shows you the growth 'hints' when you are adding a new rural tile.
The game is so pretty until you cover the tiles with green and blue transparent fills. As the game goes on the information there gets more and more cryptic, especially while adding rural/specialists. The delta yields for specialists is mostly garbage, if it could show adjacency bonuses instead it would declutter that a lot.
I don't have any great ideas yet for the city screen graphics but it seems like something a bit more elegant is needed. I wish we had map pins to mark our science/production 'best' hexes (plus the other types) instead of having to figure out every time I go to build something what the layout of the current city is. It's just a drudge the longer the game goes on. The key to doing well is managing the Sudoku of adjacencies and the UI doesn't help a lot.
 
How about listing the New Citizen in X turns on the first tab, as that is what I mostly want to know, usually every time I get a specialization notice. I don't care about the math that determines it shown on the second tab really but if you could add the food counts per connection on the first tab that would consolidate that information so no need to look at the second tab. Maybe even show town focus and Gold coming from each town as there is lots of space per row of connections where useful information could go.
Separately I do find myself constantly counting mines/quarries, farms, and woodsmen trying to decide which warehouse(s) to build. Also the counts of available rough/vegetated hexes plays into that decision. The map only shows you the growth 'hints' when you are adding a new rural tile.
The game is so pretty until you cover the tiles with green and blue transparent fills. As the game goes on the information there gets more and more cryptic, especially while adding rural/specialists. The delta yields for specialists is mostly garbage, if it could show adjacency bonuses instead it would declutter that a lot.
I don't have any great ideas yet for the city screen graphics but it seems like something a bit more elegant is needed. I wish we had map pins to mark our science/production 'best' hexes (plus the other types) instead of having to figure out every time I go to build something what the layout of the current city is. It's just a drudge the longer the game goes on. The key to doing well is managing the Sudoku of adjacencies and the UI doesn't help a lot.
thanks for the feedback. some of that information isn't readily available to the UI. for example, the worker-yields-layer doesn't get details about the underlying adjacencies that i could show you. that stuff happens inside the game engine, and it only exposes two values, the current and expected yields. the UI calculates the net change and displays it. it's possible to recalculate it, but that's a major undertaking worthy of its own mod (like Leonardfactory's Policy Yield Previews). map tacks are similarly out of scope.

in lieu of map tacks, i do think it would help to highlight bonus yield types the way that Map Trix does. that way the city view would at least give you an overview of where your buildings & quarters are, what building types you're already using, which buildings are obsolete, and which slots are empty. often i just need a reminder of what i've already placed to find where the most likely spots are. it might also be possible to highlight which tiles provide adjacency bonuses (e.g. highlighting resource tiles when placing buildings with resource adjacency).

of course this is all subject to my available time. even small changes typically take a whole work day to investigate, implement, localize, test, and publish.
 
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