Ok.. let's begin explaining these "Details" & how they're supposed to expose various elements while focusing on some calculated facts.
1)
Civics + Technology + Religion ; Basicly an hybrid set of results pulled directly from the Overall-Tabs input. We might want to
add the exact Researched (3 Pts/Each) Civics amount(s) though. Technos=2/ea. Worth noting is that "Converted Cities" give 2/ea. Thus, the missing (26+2=28) probably comes from the Holy-City.
2)
Empire ; Six different components are planned .. Cities (5) + Districts (2) + Buildings (1) + Wonders (1) + Populations (1). Forgot to integrate the Buildings & Wonders values (didn't know how to pull the exact amount aside from manually counting every city contents-duh) & FontIcon though. The sixth is Domination Input (from Overall too) for Military Strength while being appended to the bottom since such value is related to "Empire" context, IMO.
3)
Great People ; Normally, a stack of various types is tracked through the "Previously Recruited" panel and its huge scroller list. Two options -- A=Totals only *or* B=Scroll everything BC/AD. I wanted to expose this whole dataset on every tooltips uniquely but later wished for a complex but cool
Overview/Summary Panel that would simply slide out like the production Multi-Queue. That's where the big Green Arrow (??) comes in. Something to design far into the future as a cool bonus, i guess. That too should become a central deposit for many other details (Wonders "board", Military "Rundown", GP recruited via Parser/Selector, etc).
4)
Wonders ; Small or extensively bigger lists (Kristina has 21x15pts=315!) enumerated on each of their tooltips. Kupe has only two.. soooo his stack is easy to squeeze onto available HUD space. We might have to go wide with two/three columns "blocks" in stuff like that Sweden racing champion (me!).
Conquered Wonders should be enhanced as Red strings?
5)
Eras ; Another wicked HUD/UI concern with either a drop/down stack of 9 Eras from "Ancient/Future" or (as shown on the mockup) with a swift L/R symbolic alpha reference formula (ACMRDOTNF). Ideally we'd also want to include the "Points" trigger steps for each Ages as they are reached for everyone. Having all results/facts at once gives a nice impression on growth patterns anyway, AFAIC.
** Civs
Empire strings need a re-written suffix (except for Dido coincidence strangely) as we'd require proper identifications of the score/categories which are currently in Focus. Temporarily in
red for sampling clarity.
6)
Categories Row ; Primary core LUA logic tasks will certainly be there while we try giving rational access to whichever components. Each type symbols (Civics to Eras) need a simple click to gain "Focus" for HUD processing of Civ/Tooltips and other functionalities. The duo of "Tan" instances (??) are reserved assets to later host two key supplemental features; Left=Overview/Summary & Right=Optional/Controls.
I've revised this area to better balance the values alignment and, fine-tuned the Grid/Buttons stack to prepare for LUA interactive steps (Clicks & Hovers, etc). As show here, Alexander has the most accurate statistic conditions (His GP & Wonders numbers are both less than 100's while the others
match with Barbarossa's) to align precisely, etc...
7)
Scoring Principles ; Same as Vanilla systems. Find the Leaders & develop a stack of "Boxes" where each stats are given values based on pre-determined formulas. No more ugly "DropDown" lists though.. Yeah!
8)
Narrow or Wide ; The LUA component is devised in such a way that dispatching the old stack required strict sequencing in a limited loop of seven types. Sooooo -- when the engine pulls data, it hooks on IF/Then conditions that create a pseudo-linear string. That's why my composite Row must react within a L/R stacking of numeric details alone. Higher numbers simply fit better visually and should adapt as time goes on. Initial Zeros (One City + One Pop + Capital Palace as first building .. to begin with = 7 Empire Points & nothing else)... are thus spread thinner and feel mis-aligned to the top reference row of clickable Icons.
9)
Gold/Silver/Bronze ranking ; The
other major LUA principle. We just give a "WC-Trophy" to indicate the leading trio &
ideally (as in -- something to consider as a bonus feature), can also detect various focused stats to colorize anything accordingly as hints of "competing conditions" such as Kupe's religion top score that beats Kristina's. These colored strings only appear when we have already given focus to whichever category. Fancy gimmick.. yet, the whole idea is that gameplay events are indirectly tracked by a system of Best/Worst variations in score types.
PS; Dido's Empire & Suleiman's Religion (with tiny green arrows) served as Focus HUD/samples for this mockup.
That explains everything.. hopefully to your satisfactions, people ((
@Aristos +
@Infixo )). IF you have
any suggestions & coding remarks & whatever else... feel free to share!
In the meantime, i will build the basic (very limited!) Mod & issue a formal development private hook to a Steam ID for it. Finally, here's the reference (Kristina) Save-File.. we should rely upon for internal discussion & verifying steps while the
on-going LUA/XML code work is being tested.
Let's go!