Edit 21st June 2011:
It became clear that I will not be returning to CIV5 for a good while due to shifting priorities and other factors. As such, this mod will not be developed any further in the forseeable future. Feel free to use any parts of it for your own work, but there really is no need to post changes/fixes here anymore, since I will not be updating the mod anyway.
Maybe one day, even though I hope that there will be no need for such trivial UI modifications as this one at that later date.
Peace, <3
csebal out.
Extended Plot MouseOver Popup
While this mod is merely the result of a lab accident mixed with a healthy amount of stubborness, it turned out to be decent enough (or so I think) to be made public.
Enjoy.
Download:
From the ingame mod browser. Name is "CsebMod - Extended Plot MouseOver Popup (v. 2)"
Screens:
What the mod does:
++ It alters the original plot information popup in several ways:
- Reordered the layout a little
- Added the defense modifier given by terrain and improvements
- Improvements being built are shown in yellow with the remaining time displayed next to them
- Resource information now shows the neccessary improvement as well
- Updated the yield display to show resources / happiness provided by the tile
- Added a yield preview section where I list all available (limited by technology) improvements and the yields the plot would provide with them.
++ Removed the plot information panel originally displayed in the bottom right corner, as i did find that both redundant and badly placed (more often than not, the various turn event notifications were overlapping / blocking parts of the information there)
Version history:
-- V1: Initial Release
-- V2: Some minor bugfixes, Changed it so the yield predictions only show when alt is pressed
Save games:
Since this is purely a LUA modification, it can be applied to running games. I really strived to make it as general as possible, so it should be kinda compatible with other mods that add/change resources and improvements, but I wasn't able to test it extensively, so there are no guarantees. If you find a bug, let me know and I will try to squish it.
Compatibility:
The mod is compatible with other mods unless they change the PlotHelpManager.lua or PlotHelpText.lua files.
To other mod makers:
- If you want to use parts of the mod, or the mod as a whole, you are allowed to do so, on two simple conditions.
1) (you do not have to do this anymore, see update) If you fix a known or not yet discovered
bug in the mod, you let me know so the fix can be included in this version as well.
2) (you do not have to do this anymore, see update, although i will not mind getting my ego stroked a little every now and then) You give credit where it is due.
Also if you need any help with how the mod works / what it does and why does it do it, you can PM me and I will try to help. (I might not read your PMs for months but hey.. worst case scenario, i will not be able to help ya)
- If you want to translate the mod to other languages, you can do so by updating the TextChanges.xml file in the mod. Once you are done, post the file here or send it in a PM and I will include it in the next version of the mod. (not likely to happen.. see update)
Known issues:
- Yield predictions might be off when you look at plots outside your culture. This is caused by a weird behavior of the CIV5 API function i use to get the modified plot yields so there is no telling when/how i will be able to fix it. I haven't seen any anomalies with the vanilla game but working on my yield mod caused this bug to pop up. So if you use modded tile yields, do not be surprised if you see some anomalies. Yield predictions do seem to be correct for plots inside your borders (which is where you can build most of the stuff anyway).
It became clear that I will not be returning to CIV5 for a good while due to shifting priorities and other factors. As such, this mod will not be developed any further in the forseeable future. Feel free to use any parts of it for your own work, but there really is no need to post changes/fixes here anymore, since I will not be updating the mod anyway.
Maybe one day, even though I hope that there will be no need for such trivial UI modifications as this one at that later date.

Peace, <3
csebal out.
Extended Plot MouseOver Popup
While this mod is merely the result of a lab accident mixed with a healthy amount of stubborness, it turned out to be decent enough (or so I think) to be made public.
Enjoy.
Download:
From the ingame mod browser. Name is "CsebMod - Extended Plot MouseOver Popup (v. 2)"
Screens:


What the mod does:
++ It alters the original plot information popup in several ways:
- Reordered the layout a little
- Added the defense modifier given by terrain and improvements
- Improvements being built are shown in yellow with the remaining time displayed next to them
- Resource information now shows the neccessary improvement as well
- Updated the yield display to show resources / happiness provided by the tile
- Added a yield preview section where I list all available (limited by technology) improvements and the yields the plot would provide with them.
++ Removed the plot information panel originally displayed in the bottom right corner, as i did find that both redundant and badly placed (more often than not, the various turn event notifications were overlapping / blocking parts of the information there)
Version history:
-- V1: Initial Release
-- V2: Some minor bugfixes, Changed it so the yield predictions only show when alt is pressed
Save games:
Since this is purely a LUA modification, it can be applied to running games. I really strived to make it as general as possible, so it should be kinda compatible with other mods that add/change resources and improvements, but I wasn't able to test it extensively, so there are no guarantees. If you find a bug, let me know and I will try to squish it.
Compatibility:
The mod is compatible with other mods unless they change the PlotHelpManager.lua or PlotHelpText.lua files.
To other mod makers:
- If you want to use parts of the mod, or the mod as a whole, you are allowed to do so, on two simple conditions.
1) (you do not have to do this anymore, see update) If you fix a known or not yet discovered

2) (you do not have to do this anymore, see update, although i will not mind getting my ego stroked a little every now and then) You give credit where it is due.
Also if you need any help with how the mod works / what it does and why does it do it, you can PM me and I will try to help. (I might not read your PMs for months but hey.. worst case scenario, i will not be able to help ya)
- If you want to translate the mod to other languages, you can do so by updating the TextChanges.xml file in the mod. Once you are done, post the file here or send it in a PM and I will include it in the next version of the mod. (not likely to happen.. see update)
Known issues:
- Yield predictions might be off when you look at plots outside your culture. This is caused by a weird behavior of the CIV5 API function i use to get the modified plot yields so there is no telling when/how i will be able to fix it. I haven't seen any anomalies with the vanilla game but working on my yield mod caused this bug to pop up. So if you use modded tile yields, do not be surprised if you see some anomalies. Yield predictions do seem to be correct for plots inside your borders (which is where you can build most of the stuff anyway).