MadmanAtW
Knight
Probably been suggested before at some point, but how about a "You may again change civics" announcement when the N turn period has passed after your previous civic change?
Hm I think I have seen something like this on some random screenshot... Just hovering a city shows its buildings on the left information panel. However I can't remember exactly where or which mod displayed that. A HoF related mod maybe?It's probably a good bit of work, I would love to be able to hover the mouse over a AI city that I can see and be able to know what buildings they have (like we can using BULL for our own cities), that way I don't have to zoom in each time to see what they have.
I discovered the show hidden attitude mod recently, and I think it is really good and should be part of BUG.
I'll add this once DaveMcW makes the change I requested: hide the random- and rank-based modifiers which are not UG.
Yes, I would love to be able to mod the event log window, but alas that's not in the cards . . . it's in the EXE.![]()
I have a noticed an ambiguity (?). Sometimes...it states "+125%" current production but it (very sadly but I'm sure temporarily) never states in which condition we would get that extra production.
"Actual : +1+6 hammer when building ships"
1. Alert regarding changes in worst enemy status of known civs. (Gandhi has become the worse enemy of Saladin).
2. (better yet) A specific alert when #1 happens between two civs that you are trading with. (I would only be alerted to Gandhi becoming the worst enemy of Saladin if I was trading with them both).
Indeed. Even though your description is pretty clear, I just assumed this option let me know if I became someone's worst enemy and nothing else. Oops.That's already in there. Make sure you have it turned on: check the Alerts tab, Worst Enemy checkbox.
Nice, I think this would filter out a lot of somewhat useless information that could be popping up. Sometimes you just don't care if civs on the other side of the world are changing their worst enemies left and right.That's a good idea and entirely doable.
I was thinking the same when I wrote it. It should definitely be made clear what is optional and what isn't, without relying on the user knowing thatSo do you suffer +1when not building ships?
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I'm not saying I don't think your solution is the best, I was just expecting a note that I don't get the 6 hammers all the time.There are too many different conditions to code descriptions for them all, and most of the time I think it's clear. The Drydock clearly states that it boosts ship production only, the Heroic Epic says it boosts military unit production, etc. It seems overly redundant to show this:
The point of Actual Effects is to do the simple math for you so you can see at a glance how effective a building will be. It's still up to you to know the limitations of the building..
- Drydock, +1
- Actual: +1
- Actual: +6
when building ships
- +50% production on ships
Off the top of my head, here are the conditions:
Also, what happens when you get the +1
- military units
- ships
Drydock random event?