Quick Questions / Quick Answers

Is there anyway to change the size of the minimap and make it look good?
I'm playing huge maps on a 2560X1440 resolution and the minimap is next to useless once it starts zooming out in the mid/late game.
I've tried to edit the "config" file in the My Games/Sid Meier's Civilization 5 folder.
Ive changed the

[MiniMap]

; Mini-map width.
Width = 320

; Mini-map height.
Height = 190

to
[MiniMap]

; Mini-map width.
Width = 490

; Mini-map height.
Height = 280

While it does make the minimap have a bigger image, the borders are the same so a big part of the image is cut out. It also screws some of the placement for buttons around it.

Alternatively, since a few updates back, there is now a map tab in the religion section. Could it be possible to get one like that, but for political control instead of religious?
 

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Is there anyway to change the size of the minimap and make it look good?
I'm playing huge maps on a 2560X1440 resolution and the minimap is next to useless once it starts zooming out in the mid/late game.
I've tried to edit the "config" file in the My Games/Sid Meier's Civilization 5 folder.
Ive changed the

[MiniMap]

; Mini-map width.
Width = 320

; Mini-map height.
Height = 190

to
[MiniMap]

; Mini-map width.
Width = 490

; Mini-map height.
Height = 280

While it does make the minimap have a bigger image, the borders are the same so a big part of the image is cut out. It also screws some of the placement for buttons around it.

Alternatively, since a few updates back, there is now a map tab in the religion section. Could it be possible to get one like that, but for political control instead of religious?
Do you mean like this?
1685965391002.png

It's difficult to get it right since it's hardcoded with the UI code. You have to edit it yourself just for that.

Also, minimap EUI code already has the capability of resizing, it's just there's an Antiquity Sites UI mod that VP uses that overrides it.
I have to manually disable the UI mod just for this. I think I can combine the EUI version with the UI mod.

If you really want to do this, then you have to make a sacrifice to disable the UI mod by renaming the file or deleting it.
The location is here:
1685965729148.png

Rename the MinimapPanel files and the OverlayAntiquities_MiniMapOverlayHook file, so then it won't be loaded by the game.

Then go to this file, and edit the "Size" section of the highlighted line to match the config file.
1685965836937.png


The religion map is wholly different than the minimap. It can't be just translated like that since the minimap is what the game does and the religion map is a Lua trickery.
 
Yeah it's working.
I'll probably fiddle around and make it even bigger.
However, dumb question. I haven't followed the developpement for vox populi over the years. What does the Antiquity UI even do?
Also I before asking here, I scoured the steam workshop and forums around the internet. I can hardly believe that after more than 10 years of this game, there is no mod for either vanilla or vox populi anywhere. I can't be the only one wanting this.
 

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    minimap 2 the minimaping.png
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Last edited:
I have researched Physics and I even have a city within two tiles of a mountain. So I could build Machu Picchu, but the moutains are not within my territory.

When the territory of my city expands, the game mechanics always select a non-mountain tile.

How will I be ever able to build Machu Pichu ????
 
However, dumb question. I haven't followed the developpement for vox populi over the years. What does the Antiquity UI even do?
Also I before asking here, I scoured the steam workshop and forums around the internet. I can hardly believe that after more than 10 years of this game, there is no mod for either vanilla or vox populi anywhere. I can't be the only one wanting this.
It's this mod: https://www.picknmixmods.com/mods/CivV/UI/Overlay Antiquities.html
I personally am not using this since I can just automate Archaeologists.
When the territory of my city expands, the game mechanics always select a non-mountain tile.

How will I be ever able to build Machu Pichu ????
Mountain tile will always be the last priority for land grabbing. If you want it and don't want to wait for it, then you probably have to buy it.
 
Is there a way to deactivate tech trading between the AIs while still allowing me to do it?
They are much too smart with it. Once one of them get scientific theory, I very quickly get elapsed by 10-15 techs because the all have their cabals and immediately trade the knowledge with each other since they are so friendly.
 
Does anyone know how to change the ambient music? I've tried renaming the files and even deleting the folders and yet the same songs still play.
 
Does anyone know if Palace and Throne Room mod works with VP? I LOVE that in the old civs and one of the first mod I got for Civ 6 and wondering if anyone tried it with VP? Or have a better suggestion for a throne room mod?
 
Lasts a sphere of influence over a city state forever, means an uncontested and uncancelable alliance, or does it just give a high influence of 450 at one time, which will decay and is subject to coups or other diplomatic actions by other civs ?
 
Does anyone know if Palace and Throne Room mod works with VP? I LOVE that in the old civs and one of the first mod I got for Civ 6 and wondering if anyone tried it with VP? Or have a better suggestion for a throne room mod?
What mod? VP has its own Throne Room, it's the Tradition policy finisher building.
 
If another civ has built an embassy in the territory of a city state, and I conquer this city state, do I still have the option to set them free and integrate them into my sphere of influence ?

Or does the other civ's embassy top my efforts ?
 
Sphere of influence and embassies are two different mechanics. Embassies never change ownership, and grant votes as long as they are in CS territory.
 
How do I make sure a mod is loaded last? I've made my mod to always overwrite some things should updates of other mods overwrite my changes, but some of these changes are not appearing in the game...anymore, because they were working until this morning. I dont think I've missplaced any ';' or anything like that, I check with DB Browser for syntax errors, and nothing comes up. So could it be that the game doesnt always load mods/parts of mods in the same order?
 
How do I make sure a mod is loaded last? I've made my mod to always overwrite some things should updates of other mods overwrite my changes, but some of these changes are not appearing in the game...anymore, because they were working until this morning. I dont think I've missplaced any ';' or anything like that, I check with DB Browser for syntax errors, and nothing comes up. So could it be that the game doesnt always load mods/parts of mods in the same order?
Check the Stopwatch.log file, and makes sure that your files come last.
Don't forget to activate your mod after you load the required mod.

Also, ensure that your modinfo file already referenced the mod you're overriding.
 
Is there currently any way to make CPP (without VP) work with EUI? It doesn't have to be the newest patches, I'm fine with older ones.

Thanks in advance for your answers
 
Is there currently any way to make CPP (without VP) work with EUI? It doesn't have to be the newest patches, I'm fine with older ones.

Thanks in advance for your answers
At the current time, no one wants to work on EUI with CP compatibility since there are few people using it.
 
Check the Stopwatch.log file, and makes sure that your files come last.
Don't forget to activate your mod after you load the required mod.

Also, ensure that your modinfo file already referenced the mod you're overriding.
I did and apparently its true, ENW is loaded after my stuff, overriding it. The log appears like this:
[43213.234] , Update Database - TECHNOLOGIES.sql, 0.000333 [43213.250] , Update Database - BUILDINGS.sql, 0.001805 [43213.250] , Update Database - PROMOTIONS.sql, 0.000337 [43213.250] , Update Database - UNITS.sql, 0.006606 [43213.265] , Update Database - TEXT.sql, 0.023643 [43213.281] , Update Database - Shared/ENW_UnitsShared.sql, 0.000535 [43213.281] , Update Database - Shared/Promo_def.xml, 0.000577 [43213.296] , Update Database - AttackSubmarine/Unit_AttackSubmarine.sql, 0.016318 [43213.312] , Update Database - Dreadnought/Unit_Dreadnought.sql, 0.015179 [43213.328] , Update Database - Destroyer/Unit_EarlyDestroyer.sql, 0.016664 [43213.328] , Update Database - MissileDestroyer/Unit_MissileDestroyer.sql, 0.012711 [43213.359] , Update Database - RocketMissile/Unit_RocketMissile.sql, 0.015844 [43213.375] , Update Database - Supercarrier/Unit_Supercarrier.sql, 0.015529 [43213.375] , Update Database - ENW_Units.sql, 0.015222 [43213.406] , Update Database - AdvancedDestroyer/Unit_AdvDestroyer.sql, 0.017768 [43213.406] , Update Database - Shared/ENW_new_icons_set.sql, 0.000672 [43213.406] , Update Database - ENW_OPTIONS.sql, 0.000543 [43213.406] , Update Database - Shared/ENW_txt.xml, 0.002027 [43213.421] , Update Database - xml.xml, 0.010017 [43213.421] , Update Database - cityWorkDistance.sql, 0.000530 [43213.421] , Update Database - Ottoman_Bombard/4UC_Ottocanon.sql, 0.002863 [43213.437] , Update Database - Ottoman_Bombard/3uc_ottocanon.xml, 0.020736 [43213.437] , Update Database - ICONS/IconAtlas.xml, 0.000531 [43213.453] , Update Database - Poland2/3Barbican.xml, 0.013847 [43213.453] , Update Database - Poland2/3UC_POLAND.sql, 0.001349 [43213.468] , Update Database - Rome/RomeBath.xml, 0.018274 [43213.468] , Update Database - Rome/4UC_ROME.sql, 0.001626 [43213.468] , SetActiveDLCandMods - Perform OnModActivated Actions, 6.803206
Not the entire log, but the part with my files (those entirely in capital) and what follows. Oddly, this didnt happen last time I checked stopwatch, and I dont think I did anything to change It? The modinfo does reference ENW, but it seems to only serve the purpose of making the mod "miss the required dependencies"...unless u mean I have to write something in the references tag also, and signing it as dependant on ENW is not enough. In which case, what do I need to put there?
About "Don't forget to activate your mod after you load the required mod.", I dont know exactly what u mean, do I need to toggle it in the mod list after i toggled on all the required mods? If is that, I'm already doing it.
 
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