Leonardfactory's Policy Yield Previews

Leonardfactory's Policy Yield Previews 1.0.3

I've got the same setup (I'm double testing Windows/macOS); could you try the following to help me debug:
- close the game
- open the mods folder and go to the parent Civ VII folder, open the `AppOptions.txt` file with TextEdit
- change the line `;EnableConsoleOutput 0` to `EnableConsoleOutput 1` (removing the `;` at the line start and change 0 to 1)
- start the game again and reproduce the issue (e.g. trying to open the policies screen)
- send me the file Logs/UI.log which should now be present

Thanks for the quick answer. I got on a plane and couldn't answer right away.

Looks like 0.7.0 fixed the issues I had! Looks great! Thank you!

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There's something weird happening though, and I think it might be a bug in the base game. As you can see in the image above, it shows +0 for culture adjacency and +2 for happiness adjacency, which is super odd. I removed both Policies and my culture and happiness didn't change. Then, the next time I got a new policy slot, I added both back, they still show +0 and +2, but both my culture and happiness skyrocketed (as expected, I'm finishing Exploration Age and there's a lot of adjacency bonus on my settlements). It appears to not be applying the bonuses from the policies at times, and maybe the mod is being tricked by it? Weird.
 
leonardify updated Leonardfactory's Policy Yield Previews with a new update entry:

v0.7.1 - Fix adjacencies count to follow game behavior, new fix to warehouse yields

  • Fix policy cards that provide yields based on adjacencies: in base game all policy cards that say "+1 on each adjacency" grant +1 on each building of that yield type (e.g. Hospital for food, Amphiteater for culture), plus 0.5 for each specialists. Mod logic has been adjusted to that.
  • Fix warehouse yields that considered wrong plots (only improvements should contribute)
  • Fix settings save through centralized ModSettingsManager
  • Fix ageless buildings detection

Read the rest of this update entry...
 
This mod is so awesome, thank you for making it! Wondering if you could do something similar for the leader attribute trees and also in the tool tips for the tech/civic trees??
 
I’ve never thought about that, the logic should be similar (even if I suspect there are multiple rules that I didn’t include for policies). I’ll see what I can do, thanks for the idea!
 
Hello, can you don't change FOLDER name anytime when new version is added?
set folder name [ civ7-lf-policies-yields-preview] without version noumber please :)
 
Just wondering, would it be possible to show yields like this on Town Specialization selection screen and/or on Leader Attribute nodes? That would also be extremely helpful.
 
Hello, can you don't change FOLDER name anytime when new version is added?
set folder name [ civ7-lf-policies-yields-preview] without version noumber please :)
I do it since you need to completely remove the previous version, if you just drag & drop you risk to keep previous files which could break it;
Furthermore it makes it easy to know if the version is updated

I hope we'll get a proper mod manager or something like that before the Steam Workshop :)

Just wondering, would it be possible to show yields like this on Town Specialization selection screen and/or on Leader Attribute nodes? That would also be extremely helpful.
I'm working on the Attribute nodes & Progression trees (Culture/Science)
For the Town Specialization there is already the Town Info mod, even if I'd like to add them too if they use the same modifers logic. I'll check into that after the attributes & progression trees
1741475193402.png
 
This mod is so awesome, thank you for making it! Wondering if you could do something similar for the leader attribute trees and also in the tool tips for the tech/civic trees??

Just wondering, would it be possible to show yields like this on Town Specialization selection screen and/or on Leader Attribute nodes? That would also be extremely helpful.

I'm attaching an alpha release with support for:
- Leader attributes
- Science tree (chooser/tree view)
- Culture tree (chooser/tree view)
I'd be happy to hear back from you to check everything is ok


Screenshot 2025-03-09 050235.png

Screenshot 2025-03-09 033021.png
Screenshot 2025-03-09 032945.png

Screenshot 2025-03-09 050125.png
 

Attachments

I've done a quick test for the tech and civics trees on a game in Antiquity where I have 4 settlements (see attached savegame). The icons are cool and would be very useful, but some of the numbers are off. Your icons on the tech tree says I have 8 farms, no woodcutters and no fishing boats, while in reality I have 2 farms, 1 woodcutter and 3 fishing boats. On the civic tree it says I have 6 vegetated adjacencies for the altar (Rain of Chaac Mayan civic), but in reality I have only 1 altar with only 3 adjacent vegetated terrain (east, southeast and west are non-vegetated grassland). And it says I would save 9 gold on unit maintenance (Organized Military), but my 9 total units (including support/civilian) already don't have maintenance cost.

See attached screenshots. I use the Moxl Map Search mod, which I updated to 1.1.0 for myself, to easily search and highlight improvements, as seen in the screenshot.

Other yields were correct: Plantation yields on Pottery, mines & quarries on Masonry, science buildings on Writing Mastery, production buildings on Masonry Mastery, food buildings on Navigation Mastery, happiness in settlements on Entertainment, gold for imported resources on Skilled Trades.
 

Attachments

  • units - 9 units without maintenance cost.jpg
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  • units - civic tree says saving 9 gold on maintenance.jpg
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  • altar - only 1 with 3 vegetated adjacencies.jpg
    altar - only 1 with 3 vegetated adjacencies.jpg
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  • altar - civic tree says 6 vegetated adjacencies.jpg
    altar - civic tree says 6 vegetated adjacencies.jpg
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  • fishing boats - 3 in reality.jpg
    fishing boats - 3 in reality.jpg
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  • fishing boats - tech tree says 0.jpg
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  • woodcutters - 1 in reality.jpg
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  • woodcutters - tech tree says 0.jpg
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  • farm - 2 in reality.jpg
    farm - 2 in reality.jpg
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  • farm - tech tree says 8.jpg
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  • WaAnt47 - pre war.Civ7Save
    WaAnt47 - pre war.Civ7Save
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I've now also done a quick test on the leader attributes on that same savegame, and almost all seem correct, except these:
  • militaristic 3rd row, 2nd card: less maintenance on units (same issue as Organized Military civic mentioned above)
  • science 3rd, 3rd card: +1 science on each quarter counts 5 quarters, but I can only have 1 finished quarter (brickyard + saw pit), and 1 quarter in progress (altar built, monument building in progress).
I've also done a quick test on another savegame in Exploration age, and see one more with incorrect numbers:
  • economic 3rd row, 1st card: gold on every resource assigned to a town says +38 gold total, but I only have 2 resources assigned to towns in that savegame, the rest is assigned to cities. When counting cities as well, I would get to 49 (34 resources assigned in total, 2 of them in distant land town and 13 in a distant land city)

And let me just say one more time that I really love your mod and the effert you put into it. You're doing great work on making this game provide the information we need to make good decisions while playing.
 
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Well I think I've found the main pitfall in the tree rendering: even if we see only one Effect, in reality the game hides the other effects (like Woodcutter) and shows only one, clearly for a simpler UI.
(The description is only in the camp modifier, and it say "+1 to Camp and Woodcutters")

I'll make a change to consider all the effects in a single node / mastery, since there's no way for me to split them.
Sounds good since anyway you'll unlock all of them at the same time

1741541223055.png
 
Hi @Finwickle , I should have fixed all the reported issues. Your save game and screenshot made it really easier, thanks again! I'll publish a release soon

About this one:
  • economic 3rd row, 1st card: gold on every resource assigned to a town says +38 gold total, but I only have 2 resources assigned to towns in that savegame, the rest is assigned to cities. When counting cities as well, I would get to 49 (34 resources assigned in total, 2 of them in distant land town and 13 in a distant land city)
It should be for each resource present in the city, not assigned, right?
I've checked and with this logic it seems to work correctly, but let me know if I've got it wrong
 
leonardify updated Leonardfactory's Policy Yield Previews with a new update entry:

v0.8.0 - Leader attributes and Civic/Tech trees preview, fix for warehouse

New Features​

  • Add Leader attributes yield previews
  • Add Civic & Science trees previews. Every unlock (both traditions and effects) now display the yields directly while opening the chooser, or in the tree view.
  • Check the mod resource page for the screenshots!

Bug Fixes​

  • Fix support for "Scale of Anubys" egypt game effect
  • Fix policy cards that adjust plot yields (e.g. Monopolies)
  • Fix policy cards that provide...

Read the rest of this update entry...
 
you and TCS UI MODS posted updates today that makes your mods incompatible... when I install and enable both, I get this message:

1741579092869.png


Hopefully there's a way to make both of these fantastic mods work together again ?

Thanks

EDIT: BTW disabling one OR the other lets the game work again. I only get this message when both mods are enabled
 
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