Inspired by the fantastic work of Homegrown and Requies, I thought I'd try to extend what they've done and add in game customization - including the ability to add new pages, to add and remove columns from pages, and change the order and width of columns, all from within the advisor itself.
Version 0.93 is ready - this release fixes "Failed to load python module CvEventInterface" errors, adds support for exchanging configuration files across languages, and prevents an incompatiblity in the C++ API between the specialists buttons and resource icons.
The first time you run this, don't use any mods. If mods are active the first time the domestic advisor is loaded the default pages will have the wrong columns for buildings.
README information is actually contained in CvDomesticAdvisor.py itself, so it can never be seperated or lost.
Editions
I've tried to create two independent editions of the advisor - a "flavorful" one for those who'd like to remain immersed in the game, and a purely functional one for those who enjoy looking "under the hood". At the moment, the only differences between the two are the initial pages created when the advisor is first installed, and that the flavorful version hides most of the customization buttons until you click on the first one.
If you've already installed a previous version of the advisor and saved customizations, those customizations will be retained. That also means neither edition will create the default pages, so in that case the only difference is the visibility of the customization buttons.
Features
All the improvements Homegrown and Requies made (thanks, guys!), plus:
New columns
Buildings
This advisor includes fields for all the buildings, National Wonders, and World Wonders, with their effects. For example, the advisor displays a food icon for a granary (saved food). It also displays a health icon if the city has a granary AND rice, wheat, corn, or bananas connected; and the health icon disappears if the last of those resources is lost.
The following information is available for buildings:
None of this is hardcoded, so the advisor should work with any mod, even fantasy mods and others that redefine the game. It will even display new fields for the buildings from a mod and hide the fields for buildings from the original game.
Installation
To install this mod, simply copy CvDomesticAdvisor.py to CustomAssets\python\screens in your personal Civ4 folder. Don't copy it to Assets\python\screens - the original will be gone and future patches will overwrite this file.
If you've installed another domestic advisor that modifies CvScreensInterface.py, you'll need to remove it. Usually you can just delete CvScreensInterface.py from CustomAssets\python\screens. DO NOT delete CvScreensInterface.py from the main CivIV Assets\python\screens folder, or the game won't work!
Controls
The controls along the bottom of the advisor interface, from left to right, are:
The controls on the customization interface, from left to right, are:
Columns
NAME - The name of the city
AUTOMATION - What's automated in the city?
BASE_COMMERCE - Base (unmodified) commerce/turn (of all kinds)
CONSCRIPT_UNIT - The best unit the city can conscript
COULD_CONSCRIPT_UNIT - The best unit the city could conscript, if it could conscript
CULTURE - Total culture
CULTURE_RATE - Culture/turn generated
DEFENSE - Defense bonus
FEATURES - Capital, national Wonders, disorder, and trade status
FOOD - Surplus food/turn
FOUNDED - Date founded
GARRISON - Number of military units in the city
GOLD - Gold/turn generated
GREATPEOPLE - Total great people points
GREATPEOPLE_RATE - Great people points/turn
GROWTH - Turns until the city grows
HAPPY - Extra happiness in the city (above the current population)
HEALTH - Extra health in the city (above the current population)
LOCATION_X - Horizontal location of the city
LOCATION_Y - Vertical location of the city
MAINTENANCE - Maintenance costs/turn
POPULATION - Population of the city
POPULATION_REAL - Population of the city in "real" numbers
POWER - Does the city have power?
PRODUCING - What's being built?
PRODUCING_TURNS - How long will it take?
PRODUCTION - Hammers/turn
RELIGIONS - Religions present in the city
RESEARCH - Beakers/turn generated
SPECIALISTS - What kind of specialists are in the city?
THREATS - How many enemy units are in the area?
TRADE - Income from trade routes
Plus columns for every building, National Wonder, and World Wonder
Known Issues
Forges, factories, and the Ironworks aren't displaying hammer icons, and nuclear plants aren't displaying power icons. And forges, factories, etc. display single unhealthy faces even after recycling centers are built. I'm working on it.
When changing the width or order of columns, the first selected column description scrolls to the top.
Triggering a Python module reload (by changing a Python file for example) with the game running causes the advisor to go blank, and lose any unsaved customizations. Unless you're modding with Python, you'll probably never run into this. If you are, be sure to save any customizations before changing Python files. And simply close the advisor and press F1 again to fix any funkiness.
If a mod that changes buildings is active the first time the Domestic Advisor is loaded, the wrong buildings are displayed on the default pages.
History
Version 0.90 - Dec 27, 2005:
Version 0.91 - Dec 28, 2005:
Version 0.92 - Dec 29, 2005:
Version 0.93 - Dec 29, 2005:
Version 0.93 is ready - this release fixes "Failed to load python module CvEventInterface" errors, adds support for exchanging configuration files across languages, and prevents an incompatiblity in the C++ API between the specialists buttons and resource icons.
The first time you run this, don't use any mods. If mods are active the first time the domestic advisor is loaded the default pages will have the wrong columns for buildings.
README information is actually contained in CvDomesticAdvisor.py itself, so it can never be seperated or lost.

Editions
I've tried to create two independent editions of the advisor - a "flavorful" one for those who'd like to remain immersed in the game, and a purely functional one for those who enjoy looking "under the hood". At the moment, the only differences between the two are the initial pages created when the advisor is first installed, and that the flavorful version hides most of the customization buttons until you click on the first one.
If you've already installed a previous version of the advisor and saved customizations, those customizations will be retained. That also means neither edition will create the default pages, so in that case the only difference is the visibility of the customization buttons.
Features
All the improvements Homegrown and Requies made (thanks, guys!), plus:
Customizable tables
Independent columns for production and turns remaining for easy sorting
Support for the city zoom button from patch 1.52
Correct sorting by date founded
Accurate city selections in sorted lists
City rankings
Real advice (which still needs more work!)
Independent columns for production and turns remaining for easy sorting
Support for the city zoom button from patch 1.52
Correct sorting by date founded
Accurate city selections in sorted lists
City rankings
Real advice (which still needs more work!)
New columns
Threats, which displays an angry icon if enemy units are nearby
Defense bonus, including terrain and bombardment
X and Y location
"Real" population (the "population" displayed on the info screen)
Best conscript unit, and best potential conscript
Electric power
National city ranks
Global city ranks
Can hurry (both slavery and gold)
All the buildings and wonders
All the resources
Advisors (VERY basic at the moment - consult at your own risk!)
Defense bonus, including terrain and bombardment
X and Y location
"Real" population (the "population" displayed on the info screen)
Best conscript unit, and best potential conscript
Electric power
National city ranks
Global city ranks
Can hurry (both slavery and gold)
All the buildings and wonders
All the resources
Advisors (VERY basic at the moment - consult at your own risk!)
Buildings
This advisor includes fields for all the buildings, National Wonders, and World Wonders, with their effects. For example, the advisor displays a food icon for a granary (saved food). It also displays a health icon if the city has a granary AND rice, wheat, corn, or bananas connected; and the health icon disappears if the last of those resources is lost.
The following information is available for buildings:
Working building - (see the next list)
No known benefits - "+"
In production - the icons from the list below surrounded by "()"
Obsolete - "X"
Can't be built - "-"
Just not there - blank
Effects displayed:No known benefits - "+"
In production - the icons from the list below surrounded by "()"
Obsolete - "X"
Can't be built - "-"
Just not there - blank
Bread slice - stored food or extra food from water tiles
Gold star on the left - capital
Silver star - other government center (e.g. Forbidden Palace, Versailles)
Gold star on the right - World Wonder or shrine
Religion icons - religious buildings
Flexing arm - free experience or promotions for new units
Keep (defense icon) - land, air, or nuke defense bonus
Red cross - health bonuses
Happy face - happiness bonuses
Lightning bolt - electric power
[Angry person] - reduced war weariness or anarchy
Music note - culture bonus
Gold - gold bonus
Beaker - research bonus
Hammer - increase production (general or specific)
3 Arrows (trade icon) - extra trade routes or increased trade income
Coin - reduced maintenance
Green sick face - unhealthiness
Figurehead - great person points
Gold star on the left - capital
Silver star - other government center (e.g. Forbidden Palace, Versailles)
Gold star on the right - World Wonder or shrine
Religion icons - religious buildings
Flexing arm - free experience or promotions for new units
Keep (defense icon) - land, air, or nuke defense bonus
Red cross - health bonuses
Happy face - happiness bonuses
Lightning bolt - electric power
[Angry person] - reduced war weariness or anarchy
Music note - culture bonus
Gold - gold bonus
Beaker - research bonus
Hammer - increase production (general or specific)
3 Arrows (trade icon) - extra trade routes or increased trade income
Coin - reduced maintenance
Green sick face - unhealthiness
Figurehead - great person points
None of this is hardcoded, so the advisor should work with any mod, even fantasy mods and others that redefine the game. It will even display new fields for the buildings from a mod and hide the fields for buildings from the original game.
Installation
To install this mod, simply copy CvDomesticAdvisor.py to CustomAssets\python\screens in your personal Civ4 folder. Don't copy it to Assets\python\screens - the original will be gone and future patches will overwrite this file.
If you've installed another domestic advisor that modifies CvScreensInterface.py, you'll need to remove it. Usually you can just delete CvScreensInterface.py from CustomAssets\python\screens. DO NOT delete CvScreensInterface.py from the main CivIV Assets\python\screens folder, or the game won't work!

Controls
The controls along the bottom of the advisor interface, from left to right, are:
Page selection drop-down list
Customize columns on page
Rename active page
Add new page
Remove active page
Save current configuration
Restore last saved configuration
Customize columns on page
Rename active page
Add new page
Remove active page
Save current configuration
Restore last saved configuration
The controls on the customization interface, from left to right, are:
Shrink column(s)
Widen column(s)
Promote selected column(s) (moves them toward the left on the main interface)
Demote selected column(s) (moves them toward the right on the main interface)
Add column(s) (adds all columns selected in the list on the right side)
Remove selected column(s)
Widen column(s)
Promote selected column(s) (moves them toward the left on the main interface)
Demote selected column(s) (moves them toward the right on the main interface)
Add column(s) (adds all columns selected in the list on the right side)
Remove selected column(s)
Columns
Spoiler Columns :
NAME - The name of the city
AUTOMATION - What's automated in the city?
BASE_COMMERCE - Base (unmodified) commerce/turn (of all kinds)
CONSCRIPT_UNIT - The best unit the city can conscript
COULD_CONSCRIPT_UNIT - The best unit the city could conscript, if it could conscript
CULTURE - Total culture
CULTURE_RATE - Culture/turn generated
DEFENSE - Defense bonus
FEATURES - Capital, national Wonders, disorder, and trade status
FOOD - Surplus food/turn
FOUNDED - Date founded
GARRISON - Number of military units in the city
GOLD - Gold/turn generated
GREATPEOPLE - Total great people points
GREATPEOPLE_RATE - Great people points/turn
GROWTH - Turns until the city grows
HAPPY - Extra happiness in the city (above the current population)
HEALTH - Extra health in the city (above the current population)
LOCATION_X - Horizontal location of the city
LOCATION_Y - Vertical location of the city
MAINTENANCE - Maintenance costs/turn
POPULATION - Population of the city
POPULATION_REAL - Population of the city in "real" numbers
POWER - Does the city have power?
PRODUCING - What's being built?
PRODUCING_TURNS - How long will it take?
PRODUCTION - Hammers/turn
RELIGIONS - Religions present in the city
RESEARCH - Beakers/turn generated
SPECIALISTS - What kind of specialists are in the city?
THREATS - How many enemy units are in the area?
TRADE - Income from trade routes
Plus columns for every building, National Wonder, and World Wonder
Known Issues
Forges, factories, and the Ironworks aren't displaying hammer icons, and nuclear plants aren't displaying power icons. And forges, factories, etc. display single unhealthy faces even after recycling centers are built. I'm working on it.

When changing the width or order of columns, the first selected column description scrolls to the top.
Triggering a Python module reload (by changing a Python file for example) with the game running causes the advisor to go blank, and lose any unsaved customizations. Unless you're modding with Python, you'll probably never run into this. If you are, be sure to save any customizations before changing Python files. And simply close the advisor and press F1 again to fix any funkiness.
If a mod that changes buildings is active the first time the Domestic Advisor is loaded, the wrong buildings are displayed on the default pages.
History
Version 0.90 - Dec 27, 2005:
Initial public beta
Version 0.91 - Dec 28, 2005:
Fixed automation and culture columns, and added ranking, hurry, and advice columns.
Added a more "flavorful" edition
Added a more "flavorful" edition
Version 0.92 - Dec 29, 2005:
Fixed a few issues with non-English support
Fixed the display of national wonders in mods
Added columns for the resources
Fixed the display of national wonders in mods
Added columns for the resources
Version 0.93 - Dec 29, 2005:
Fixed a "failed to load python module CvEventInterface" error
Added support for exchanging configuration files across languages
Added support for exchanging configuration files across languages