How to switch off popup messages in start of turn?

Garich

Chieftain
Joined
Dec 19, 2019
Messages
5
In the begining of each turn there are a lot of messages above the cities like "Emperor day starts/Emperor day ends, City made pollution, City builds something" etc. When you have a governor and much cities it takes a lot time to wait all this messages pass.

Can this messages be turned off? Is there any mod for doing this? Or can delay time make shorter in some game files?

Thank you.
 
Can this messages be turned off?
Some but not all. If you go to Preferences (Ctrl-P), you can turn various of the pop-ups on and off, according to what you want to see/how much you want the game to decide for you:

Civ3 gameprefs IBT messages.png


Activating "Capital governor is default for new cities" might not be the best idea, since (1) the Civ3 AI is fairly dumb and (2) a new city usually has different priorities than an established city.

Deactivating the "Wonder-initiation" and "Civil disorder" pop-ups means you won't get any warning about those things, so you might overlook a fixable happiness problem (though the flames/smoke should also give you a clue!) or fail to speed up a Wonder-build. (Not sure if the "Civil disorder pop-ups" also includes the WLTKD announcements; but in that case the fireworks indicate the celebrations).

Deactivating "Ask for build-orders..." (and activating "Always build previously built unit") means that the city governor may/will decide what any city might build next (if the Governor is set to 'Manage production' in 'All cities' then this is no longer a 'maybe'). But as I say, the Civ3 AI is fairly dumb, so generally it's not a good idea to let it play the game for you.

"Disable Population limit warnings" means you won't be informed that a town needs an Aqueduct or Hospital to continue growing. (Might also mean you don't get warned that a town has starved, not sure).
 
Ah, you're talking about the city-messages. These are not avoidable, per se.

Most/all of these messages are stored in the script.txt file, in the folder .../SidMeiersCivilizationIII/Conquests/Text/. The following lines have been copied directly from my script.txt file, and cover most/all of the city-messages (the game uses the #'control-line', to find the right message to display):
Code:
#BLDG_PRODS_UNIT
$BLDG0 in $CITY1 has produced a $UNIT2.

#STARVE
Starvation at $CITY0!

#CITYPRODUCE
$CITY0 builds $IMPROVEMENT_WONDER_OR_UNIT1.

#WELOVEKING
'We love the $TITLE0' day celebrated.

#WELOVEKINGOVER
'We love the $TITLE0' celebration has ended.

#HARVEST_FOREST
Forest harvested. $NUM0 $<#0:shield:shields> returned to $CITY0.

#CULTUREBORDER
Our cultural influence is expanding!
Code:
#CIVIL_DISORDER
Civil Disorder in $CITY0.

#CIVIL_DISORDER_OVER
Order restored in $CITY0.

#CIVIL_DISORDER_INTENSIFIES
Civil Disorder intensifies in $CITYNAME0! The mob has destroyed $IMPROVEMENT1!

#SETTLEMENT_FOUNDED
$CITY0 founded: $DATE1

#SUMMARY_DISEASE
Disease strikes $CITY0.

#POLLUTION
Pollution strikes $CITY0.
... so you could make these messages invisible by simply deleting the message-text (i.e. replacing it with a blank line), e.g.
Code:
#BLDG_PRODS_UNIT


#STARVE


#CITYPRODUCE

[etc.]
...but doing so will not stop the game from cycling through all (your) cities during the interturn, and zapping your mapscreen-view to any of your cities which have triggered a message (even if you now can't read the message itself).
So in the meantime, maybe just read a book or something...? ;)
 
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Yeah, I just watch YouTube :)

Tried delete lines, but, yeah - cities counting just without text

Are there any changings of delay time for these messages somewhere?
 
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Is there any changings of delay time for these messages somewhere?
This is all part of the interturn processing, so how long it takes depends almost entirely on your computer's technical specs.

There are things that can be changed in the .biq to speed up interturn processing, such as eliminating building-/unit-maintenance costs, or cutting diplomatic options (e.g. removing Map-trading, Military Alliances, and/or Mutual Protection Pacts), or reducing the total number of possible trade routes (removing the "Allows water/air trade" abilities from Harbors/Airports, and/or reducing the number of such buildings on the map, by giving them stricter prerequisites).

But from your screenshots it looks like you're playing @Civinator's CCM(?), which already incorporates many of these interturn-shortening innovations. If so, and your late-game interturn-times are still 'too long' then I'm not sure what more I can suggest...?

NB
It might also be worth asking a Moderator to move this thread to the Creation & Customisation subforum, because that seems to better fit what you're looking for here: modding advice, rather than 'Technical Support'.
 
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