City Hall

City Hall 1.11.1

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.
Do you have enough information to just subtract the 'stock' uplift of a specialist? Most of the tiles show the exact same information so you could probably 'infer' what they are but that would be some questionable code.
The other issue is that all the obsolete buildings don't get adjacencies so you have to search for them with the mouse which is quite tedious.
 
Do you have enough information to just subtract the 'stock' uplift of a specialist? Most of the tiles show the exact same information so you could probably 'infer' what they are but that would be some questionable code.
The other issue is that all the obsolete buildings don't get adjacencies so you have to search for them with the mouse which is quite tedious.
no, only the current and expected yield, as i said before. there are far too many specialist modifiers to try to infer values without engine support.
 
@Fidgets13, thanks for the bug report regarding Wonders in the production list. i can't currently reproduce that, so if you can describe the circumstances better, that would help. if you can reproduce it reliably with a saved game, you can also send me that here or on Discord. i'm going over the changes today and will keep an eye out for any likely causes.
 
i've merged the new version 1.1.1 changes into City Hall. i'll have a mod update soon. the changes were pretty minor and barely touched the modded parts of the UI. one of the new changes was actually really helpful, because it fixed a quirk of the Purchase tab that was still bugging me.

here's what to expect from the Purchase tab in the new version:
  • when you open the city screen, you'll start on the Purchase tab when repairs are pending
    (otherwise, you'll start on Production)
  • when you switch cities with the arrow buttons, you stay on the Purchase tab
  • when you purchase things, you stay on the Purchase tab
that last one is now base game behavior. the other two features are specific to City Hall.

@Fidgets13: i didn't see anything in the version 1.1.1 update that would cause the behavior you're seeing, and i haven't seen any problems with wonders previously. do you use any other mods that might conflict with City Hall? we've made every effort to keep our mods compatible, but sometimes stuff can slip by unnoticed. if it happens again, i'd be interested in seeing your Logs/UI.log output or a saved game that can reproduce the problem.
 
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beezany updated City Hall with a new update entry:

better purchasing, game version 1.1.1 verified

better purchasing, game version 1.1.1 verified​

merged updates from game version 1.1.1, including Purchase refinements:
  • when you open the city screen, start on the Production tab
  • if repairs are pending, start on Purchase instead (mod)
  • when you switch cities with the arrow buttons, stay on the Purchase tab (mod)
  • when you purchase items, stay on the Purchase tab (1.1.1)

Read the rest of this update entry...
 
I don't know about anyone else, but it's going to take me some getting used to for having the city tab stay on the same tab when switching cities. I keep purchasing things when I meant to put them in the build queue. It's a user issue, though. Otherwise, I love the frequent updates.
 
I don't know about anyone else, but it's going to take me some getting used to for having the city tab stay on the same tab when switching cities. I keep purchasing things when I meant to put them in the build queue. It's a user issue, though. Otherwise, I love the frequent updates.
it's not just you, i've made that mistake too! i made the change because i used to make the opposite mistake, wanting to buy stuff in a bunch of places but forgetting that i need to hit Purchase before each one. i think maybe i need to pay more attention to what i'm clicking on, haha.

glad you're enjoying it overall. thanks for the feedback!
 
So what do the flags indicate? Just that this is a science/culture/whatever building? Is this true for obsolete buildings as well? I like to dedicate quarters to science/production or culture/happiness or food/gold so spotting those quarters will be easier with these flags if that's what they are indicating as long as obsolete buildings still get the flags even though no adjacency.
 
So what do the flags indicate? Just that this is a science/culture/whatever building? Is this true for obsolete buildings as well? I like to dedicate quarters to science/production or culture/happiness or food/gold so spotting those quarters will be easier with these flags if that's what they are indicating as long as obsolete buildings still get the flags even though no adjacency.
specifically, the flags show which yield gets the building's adjacency bonuses. for example, Libraries get a Science bonus from adjacent resources. this is also the yield you'd get from a specialist. obsolete buildings keep their flags, even though they stop getting bonuses, because it can help you find good spots to overbuild. (ideally, i'd use a different graphic for obsolete buildings, like i do with Map Trix, but modders don't have access to custom sprite graphics yet).
 
specifically, the flags show which yield gets the building's adjacency bonuses. for example, Libraries get a Science bonus from adjacent resources. this is also the yield you'd get from a specialist. obsolete buildings keep their flags, even though they stop getting bonuses, because it can help you find good spots to overbuild. (ideally, i'd use a different graphic for obsolete buildings, like i do with Map Trix, but modders don't have access to custom sprite graphics yet).
Do you have access to enough information to indicate the actual adjacency bonus so obsolete would show zero's and active would show the current bonus? Related, could you show specialist counts which would of course effect the adjacency bonuses? I have yet to experience the current changes in game yet but these latest changes seem like they will help a great deal when looking at a city and trying to decide what to build next.
Separately when placing specialists knowing where your various buildings were might be more useful than the yield spam we now have to interpret.
Basically the entire city planning strategy boils down to adjacency calculations and planning and we only get that information after we select a building to build.
 
Hello I am new here so I don't know if this is the right place but I had a bug with the city screen defaulting to purchase when there's repairs pending, if the city is in unrest (due to plague in my case) it still forcibly goes to the purchase tab which is unusable during it, and you can't go back to the production tab, making you force end turn if the production queue is empty because it'll constantly tell you to start producing something and you can't bypass it otherwise.
 
Hello I am new here so I don't know if this is the right place but I had a bug with the city screen defaulting to purchase when there's repairs pending, if the city is in unrest (due to plague in my case) it still forcibly goes to the purchase tab which is unusable during it, and you can't go back to the production tab, making you force end turn if the production queue is empty because it'll constantly tell you to start producing something and you can't bypass it otherwise.
oh! i've seen this situation. i know what you're talking about and can probably find a test case. thanks for the report, i'll fix it as soon as i can.
 
Do you have access to enough information to indicate the actual adjacency bonus so obsolete would show zero's and active would show the current bonus? Related, could you show specialist counts which would of course effect the adjacency bonuses? I have yet to experience the current changes in game yet but these latest changes seem like they will help a great deal when looking at a city and trying to decide what to build next.
Separately when placing specialists knowing where your various buildings were might be more useful than the yield spam we now have to interpret.
Basically the entire city planning strategy boils down to adjacency calculations and planning and we only get that information after we select a building to build.
that interface doesn't calculate the bonus amounts and doesn't have room to display them. the game engine doesn't have any straightforward way to get the information you've been asking for, which means that i'd need significant research to learn and imitate all of the relevant rules. it's a lot of work, and i've already told you it's out of scope for this mod. please remember that i'm a volunteer primarily making things for my personal use, and be more respectful of my time.
 
beezany updated City Hall with a new update entry:
  • adds yield icons to adjacency arrows
I like this new feature, but would it be possible to show more than 1 adjacency? My current gameplay is with Ashoka, who gives every building a +1 happiness adjacency for improvements. Placing science or production buildings now randomly show either a happy face or a science/production icon from resources.
The same will probably happen (but not tested) with a Manigramam (Chola unique building), which gets a happy adjacency from a gold building and gold adjacency from a quarter. So both from a quarter with a gold building in it.

This feature would be most useful for me when I get more than one yield type as adjacency bonus, so I can quickly see which tiles gives which yield(s).

Example below: the Iron on the right shows a happy adjacency to one tile and a science to another, while actually giving both to both tiles:
1743169130818.png
1743169092985.png
 
Great update, thank you!

One thought/suggestion: for existing warehouse buildings include the hourglass icon. This would help to parse info more quickly when placing buildings. Thanks again :)
i'm not sure what you mean – put the hourglass icon in the new adjacency flags? unfortunately, that's not currently possible for technical reasons – there is a very limited set of sprites that i can use on that screen, and modders don't have the tech to add more yet.
 
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