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Sukritact's Simple UI Adjustments v.0.143

Can you explain the 6 "Warehouse bonuses to other tiles"? I didn't think Temples where warehouses...
You know, I’m genuinely not sure where that bonus is coming from. I suspect it’s interacting with the religion mechanic is some way that’s not well explained?

This definitely is accurate though (or at least, uses the same logic as other bits of the UI), the yields all add up to 14 and you can see the 14 Happiness in the boxes over the plot, which I have NOT touched (those are a separate UI component).


EDIT: figured it out. I was playing the Abbasids. The Malwa civic grants +2 Happiness on resource tiles in cities with a Temple. It’s applied as a Warehouse bonus from the Temple.
 
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Thank you Sukritact for doing the job that Firaxis gets paid for by all of us. (...what a weird sentence when I look at it...)
 
If the Brickyard is Ageless, how can it be replaced (must be Obsolete, right?) by the Brickyard?
 
Can you post a screenshot? Given it’s a stonecutter, are you sure you’re not seeing warehouse yields as opposed to adjacency bonuses?

Warehouse bonuses are applied to other tiles, not to the tile the Warehouse building is on.
This is so key.

1. Placing a Rural improvement (Farm, Pasture, Plantation, Fishing Boat, Woodcutter, Clay Pit, and Mine) does not increase the tile's yields.
2. Doing so captures those yields and expands the borders in every direction, up to three tiles from the Settlement's center.
3. Warehouse Buildings add yields to tiles--not improvements.
4. Warehouse Building yield bonuses apply to all tiles whose Improvement can work.
5. Most Unique Improvements state that "Warehouse Building bonuses apply." If not, they don't.

Please correct where I'm wrong.

Cheers,
EF
 
This is so key.

1. Placing a Rural improvement (Farm, Pasture, Plantation, Fishing Boat, Woodcutter, Clay Pit, and Mine) does not increase the tile's yields.
2. Doing so captures those yields and expands the borders in every direction, up to three tiles from the Settlement's center.
3. Warehouse Buildings add yields to tiles--not improvements.
4. Warehouse Building yield bonuses apply to all tiles whose Improvement can work.
5. Most Unique Improvements state that "Warehouse Building bonuses apply." If not, they don't.

Please correct where I'm wrong.

Cheers,
EF
This is all correct as far as I understand it. There is a mod out there that removes agelessness from Warehouse buildings, I’m assuming that’s how they’re overbuilding a Brickyard.
 
I have not played that civ yet, makes sense now. Does the building list show warehouse bonuses like this one in the totals? Could it have a breakout stat for that? I always find myself counting existing rural plots for that.
 
hey, thanks for the great update on 0.14, here is the german translation

Spoiler :
1740493659453.png
 

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About the breakdown when building: I think this does not take the recovery of maintenance (typically some gold and/or happiness) from the overbuilt building into account. If this is indeed the case, adding that to the breakdown would be even more awesomerererer than it already is!!!
 
Great update @sukritact! really nice feature.

Wanted to report an issue with the calculations when replacing 2 obsolete buildings with a full tile building (like the rail yard) - it only calculates the yield differential for the first obsolete building, not for both of them.
 
Can you post a screenshot? Given it’s a stonecutter, are you sure you’re not seeing warehouse yields as opposed to adjacency bonuses?

Warehouse bonuses are applied to other tiles, not to the tile the Warehouse building is on.
yeah i am probably wrong. I dont understand it properly. Sorry.
 
Hello Sukritact! Thank you for your tireless efforts to improve our Civilization experience! I made an account to message you here about your wonderful mod, and I see that Lapidia and others have beaten me to pointing out that changes in building maintenance costs and at least some other policy effects are not yet reflected in your yields calculator currently.

All Antiquity buildings have 2 Gold and 2 Happiness maintenance cost
All Exploration buildings have 3 Gold and 3 Happiness maintenance cost
All Modern buildings have 4 Gold and 4 Happiness maintenance cost
EXCEPT:
Warehouse buildings have no maintenance cost.
Gold buildings have no Gold maintenance cost.
Happiness buildings have no Happiness maintenance cost.

As an example in my (City of Saba 29 pop, Celebration active 20% food gain Feudal Monarchy +10% food during celebration Ashoka World Renouncer Passive)
Antiquity Age Blacksmith produces +3 production base + adjacency bonuses. Has a maintenance cost of -2g and -2 happiness (but the maintenance costs do not appear next to the base+adjacency yield preview values when you are deciding where to place a building, whereas specialist maintenance cost IS displayed...)
Later in the Exploration Age, that Blacksmith is now is "obsolete", now produces only +2 production, adjacency bonuses lost, yet still has same maintenance costs of -2g and -2 happiness. Visible in the city details view, not in the tile view.
I plan to overbuild it with a Bazaar, an Exploration Age building with +3g +2h base + 1g per adjacency bonus, maintenance cost of -0g and -3 happiness (no gold maintenance because it's a gold building).
Maintenance changes from -2g -2h to -0g -3h = expect net +2g -1h for overbuilding.

Notes mostly to self but: I purchase the building to test and my city values go from
53.7food, 51.0prod, -16.8gold, 14.0 sci, 11.0 cul, 17.3h, 4.0 infl Turn 9 Exploration
54.1food, 49.0prod, -01.2gold, 14.0 sci, 11.0 cul, 18.5h, 4.0 infl Turn 10 Exploration
00.4food,-02.0prod, +15.6gold, 00.0sci, 00.0 cul,+01.2h,0.0 infl NET CHANGE ON PURCHASE (With +20% gold and +20% happiness for maintenance costs from Scientific Attribute tier 3 point. Timbuktu Songhai Tradition Policy +2 gold on mines if one gold building in city w/ 6 mines = 12g from mines + 2g removed maintenance cost of Blacksmith +3g Bazaar base + 1g adjacency for Bazaar = 18g. -2.4g come from I can't figure it out (one mine didn't show 2g on it and 3 production instead of 4 like all the others). +0.4food? I can't figure it out. +1.2h came from? I can't figure it out)
54.1food, 52.0prod, -01.2gold, 14.0sci, 11.0 cul, 22.5h, 4.0 infl Turn 11 Exploration (+3 happiness +3 prod from assigned Ivory plus Diplomatic tier 2 Attribute +1h for each assigned resource.

Anyway Timbuktu effect didn't preview, nor did maintenance cost.

Thanks for your efforts already and your time in reading. Enjoy the game!
-Francis
 
I'm wondering about that one as well.
i figured this out last night. the game info lists population, urban population, rural population, and pending population. that last one comes up when you have a City Growth action pending. there is no explicit count of specialists, but you can find it by subtraction.

specialists = population - urbanPopulation - ruralPopulation

note that you should **not** subtract the pending population from that number. the game includes the pending population in the total and rural counts, until you pick a tile. for example:

1 total, 1 urban (Palace), 0 rural, 0 pending – start of the game
2 total, 1 urban, 1 rural, 1 pending – while the first City Growth is pending
2 total, 1 urban, 1 rural, 0 pending – after choosing your first rural tile.

here's an example of growing from 11 to 12 pop and assigning a specialist:

11 total, 7 urban, 4 rural, 0 pending – before the new pop
12 total, 7 urban, 5 rural, 1 pending – while the City Growth is pending
12 total, 7 urban, 4 rural – after assigning the specialist. 12 - 7 - 4 = 1 specialist
 
Can someone explain to me how to read the matrix for the building tooltip? I don't quite get it though I'm sure it's dead simple.

The matrix shows the total yield change (in general, not just of the plot) you get from placing a building or improvement on any particular tile. The columns are specific yields. The rows are sources of yield changes. So the rows include stuff like
  • The Building’s base yield
  • The Adjacency you’d get from placing the building on this tile.
  • Existing specialists on this tile multiplying that adjacency bonus
  • Warehouse bonuses this building would be providing to other tiles.
  • Adjacency bonuses other buildings would receive from this building.
  • Losses in yields from overbuilding/converting a rural tile to an urban tile.
The final row is the total change. Which should match the number you see on the map: EXCEPT it takes into account losses.
 
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Heh, I can't take away from my mind Carl saying in a livestream before release "What you see is what you get". Eh... No? jajajaja

I got his point compared to the previous system, but yeah, if you don't include the losses is a bit off. Sometimes I feel they didn't want to show negative numbers to scare players.
 
Makes QoL and aesthetic adjustments to the game's UI.

Current changes include:
  • Unit Icons are now arrayed horizontally to make units easier to select on the map
  • Population icon in the City Banner now notes growth statistics, as well as a breakdown of Rural vs Urban population
  • Plot Yield icons are smaller on tiles that are not improved/worked
  • Tooltips are enhanced.
    • The default improvement is now shown on unimproved tiles.
    • All Constructibles now display their icon.
    • Wonders receive a large fancy icon with description.
    • Buildings now note if they are damaged, in-progress, obsolete or ageless.
    • Added Total Yields to the Plot Tooltip

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Download here:
https://forums.civfanatics.com/resources/sukritacts-simple-ui-adjustments.31860/
Hey Sukritact,
I was just playing with the Khmer and noticed that the "Yield losses due to overbuilding/developing a Rural tile" shows that it is taking away the +3 food.
However with the Khmer, one of their empire bonuses is "Districts on River do not remove the natural yield of the tile"
Is it possible to adapt this display for the Khmer in some way so that it displays more accurately?
 

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Hey Sukritact,
I was just playing with the Khmer and noticed that the "Yield losses due to overbuilding/developing a Rural tile" shows that it is taking away the +3 food.
However with the Khmer, one of their empire bonuses is "Districts on River do not remove the natural yield of the tile"
Is it possible to adapt this display for the Khmer in some way so that it displays more accurately?
Unfortunately no. The way the game handles the Khmer bonus is by buffing the building's base yield to compensate. Arguably, my display is actually more accurate, because you are NOT gaining any additional food for building that Saw Pit.
 
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