TCS Improved Mod Page

TCS UI Mods 5

I was about to get my savefile in order to deliver it to you, and I noticed the issue went away on that very capital city. So apparently there must be some specific circumstance triggering the issue.
I think I figured it out. Version 6 update posted.

When the flexbox had exactly 1 item which needed to wrap, it caused weird stretching on the item wrapped to the new line. I dunno why, but I added a max height constraint to the items and it seems to have fixed it. The below city tooltip used to have the same issue you showed, and looks ok now.

1739463025770.png
 
I think I figured it out. Version 6 update posted.

When the flexbox had exactly 1 item which needed to wrap, it caused weird stretching on the item wrapped to the new line. I dunno why, but I added a max height constraint to the items and it seems to have fixed it. The below city tooltip used to have the same issue you showed, and looks ok now.

View attachment 719520
Thanks mate, amazing job! Will let you know if I find anything else
 
Super small update 7 posted:
  • Provided a fallback tooltip icon for Discoverables (technically improvements) as they do not have one of their own.
  • Provided a temporary replacement tooltip icon for Villages and Encampments - the provided icon path in the game data does not load anything.
I was playing and got annoyed at the missing icons so went ahead and updated.
 
Let me throw you a few more suggestions for when you get back from your AFK-weekend:

When a hovered plot is unimproved:
  • show fresh water status (probably only if it has it)
  • show potential improvement
When a hovered plot has a building:
  • show quarters status (probably only if it is)
When hovering a city flag:
  • Show rural / urban population (for missionaries)
When hovering a unit-icon:
  • show the unit's hp/total
  • show the unit's current bonuses
  • if it's a commander show a list of the contained units

Have a great weekend and congratulations, this mod is beyond awesome.
 
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Hi,bro,
First of all, thank you so much for creating such an amazing mod! I was thrilled to download and start using it right away.

As a non-native English speaker, I've attempted to localize the interface into Chinese. However, I've encountered an issue where the text display for improved tiles appears with unintended indentation. Could you kindly advise how to resolve this formatting problem?

I'd be happy to provide screenshots or additional details if needed. Any guidance would be greatly appreciated!
To help investigate the problem, I've attached my modified files (see attachments/ZIP folder). The indentation discrepancy occurs specifically in [mention exact UI element/location, e.g. "the tooltip description of upgraded mines"] even though other text elements align properly.

Thanks again for your wonderful work and support.

Pasted Graphic 10.png
Pasted Graphic 11.png
 

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Hi,bro,
First of all, thank you so much for creating such an amazing mod! I was thrilled to download and start using it right away.

As a non-native English speaker, I've attempted to localize the interface into Chinese. However, I've encountered an issue where the text display for improved tiles appears with unintended indentation. Could you kindly advise how to resolve this formatting problem?

I'd be happy to provide screenshots or additional details if needed. Any guidance would be greatly appreciated!
To help investigate the problem, I've attached my modified files (see attachments/ZIP folder). The indentation discrepancy occurs specifically in [mention exact UI element/location, e.g. "the tooltip description of upgraded mines"] even though other text elements align properly.

Thanks again for your wonderful work and support.

View attachment 719957View attachment 719958

I fixed it with the help of DeepSeek and made a new Chinese text.
 

Attachments

There might be issue with connection showing. These two towns say that they are only connected to each other. But they are connected to the "world"
1739741322934.png
1739741400845.png
1739741564941.png
 
Version 9 released.

Additional improvements:
  • Added current/capacity trade routes string when hovering over another player's city center
  • Added original founder name when hovering over a conquered city center
    • NOTE: this information is not maintained through age transitions
  • Added food icon to indicate which cities or towns are receiving/sending food in the connections list
  • Added a flag to indicate if a settlement isn't in the trade network
    • NOTE: I haven't been able to test this as none of my save games have any settlements not in the trade network - anyone willing to test it?
  • Added whether plot is fresh water
  • Made a slight adjustment to prevent wrapping of Improvement names to hopefully provide better support for other localizations
1739747328374-png.720239
1739747355386-png.720240
1739747383505-png.720241
1739747411784-png.720242
1739747703994-png.720245
 
I fixed it with the help of DeepSeek and made a new Chinese text.
Hey - I'm glad you were able to get it working. I did make a change on my end that I hope might help as well - it looked like having the Improvement name be wrappable in the flexbox may have caused it. I've disabled wrapping in the Improvement name section and maybe that will help.
 
There might be issue with connection showing. These two towns say that they are only connected to each other. But they are connected to the "world"
Oddly, city connections and trade network connections are not the same thing.
 
Let me throw you a few more suggestions for when you get back from your AFK-weekend:

When a hovered plot is unimproved:
  • show fresh water status (probably only if it has it)
  • show potential improvement
When a hovered plot has a building:
  • show quarters status (probably only if it is)
When hovering a city flag:
  • Show rural / urban population (for missionaries)
When hovering a unit-icon:
  • show the unit's hp/total
  • show the unit's current bonuses
  • if it's a commander show a list of the contained units

Have a great weekend and congratulations, this mod is beyond awesome.
Just added fresh water status! Districts are already displayed as quarters if they are one.

Definitely want to add a few more improvements for units.

As to the potential improvement and rural/urban population, I will think about that. I am afraid that the tooltip is reaching maximum info density, so I want to ensure I don't just add everything under the sun.
 
This is definitely the one stop shop for tooltip improvements, and it's formatted very nicely. Connections especially have been solving trade issues in my empire constantly in games, wish they'd make connections on their own to everything around it but thanks to your mod I can fix it

I did want to throw in my support for the potential improvement on unimproved tiles, it makes it very nice to parse if an area is a decent pick for a specialized town, and would greatly appreciate its addition as well
 
Version 9 released.

Additional improvements:
  • Added a flag to indicate if a settlement isn't in the trade network
    • NOTE: I haven't been able to test this as none of my save games have any settlements not in the trade network - anyone willing to test it?

not sure if I understand that feature correct, but for me it seems it's not working - In one of my games there are 2 settlements that are not connected to trade network (Sparta, Knosos) but the tooltip looks exactly the same as for the settlement that is connected to trade network (Athenai)

1739780865377.png


edit: scratch that above, I got that feature wrong and it is indeed working and showing your own towns as not connected as you can see in the screenshot (not that I understand WHY it is not connected, since that is a screenshot right after age transition and the exact same town was still connected in Antiquity one turn earlier :confused:)

1739781380475.png
 
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Just added fresh water status!
That is great! Thanks!
Districts are already displayed as quarters if they are one.
EDIT: I didn't see the section-title, I was looking for a "quarters" tag instead of a "label". My bad.
Something is strange here though, in the attached screenshots, the hovered plot is shown as "quarters" even before completing the second building in it.
EDIT2: I made another reply below, further documenting this issue. I hope it can help! ;)
 

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Actually let me document this better, because I found a case that allowed me to investigate this further. In the following situation I have a Manigramam, a building that gets a bonus of +1 gold for adjacent quarters. Right next to it I have a tile with a Fishing Quay. At this starting situation the Manigramam's yields are just of 7 happiness and no gold, meaning it's not getting any gold bonus for adjecent quarters. Which is perfect for the following test:
  • Start the construction of a Gristmill in the second slot of the plot with the Fishing Quay.
  • The building of course is not yet completed of course, but the plot is already labeled as quarters.
  • But the Manigramam is still not getting its +1 gold bonus from adjacent quarters.
  • Unless I am mistaken, this tells me that the game's logic is not considering that plot a quarters yet, but the logic for your tooltip is.
  • To double-check this, I stop the construction of the Gristmill (which removed the quarters label), and purchased it right away with gold instead.
  • The plot is now back to being labeled as quarters (rightly so, this time) and the game's logic agrees because the Manigramam is not getting the adjacency bonus.
Additional note:
  • I also attached a screenshot where you can appreciate that while testing this thing I stumbled on a case of some texts in your tooltips overlapping with each other.
 

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Actually let me document this better, because I found a case that allowed me to investigate this further. In the following situation I have a Manigramam, a building that gets a bonus of +1 gold for adjacent quarters. Right next to it I have a tile with a Fishing Quay. At this starting situation the Manigramam's yields are just of 7 happiness and no gold, meaning it's not getting any gold bonus for adjecent quarters. Which is perfect for the following test:
  • Start the construction of a Gristmill in the second slot of the plot with the Fishing Quay.
  • The building of course is not yet completed of course, but the plot is already labeled as quarters.
  • But the Manigramam is still not getting its +1 gold bonus from adjacent quarters.
  • Unless I am mistaken, this tells me that the game's logic is not considering that plot a quarters yet, but the logic for your tooltip is.
  • To double-check this, I stop the construction of the Gristmill (which removed the quarters label), and purchased it right away with gold instead.
  • The plot is now back to being labeled as quarters (rightly so, this time) and the game's logic agrees because the Manigramam is not getting the adjacency bonus.
Additional note:
  • I also attached a screenshot where you can appreciate that while testing this thing I stumbled on a case of some texts in your tooltips overlapping with each other.
Thanks for the detailed report!

I did not take into account "In Progress" buildings when calculating whether the district is a Quarter or not - I'll add that in the next version. Very good catch! I'll also try to improve the building name handling further. Thanks again!
 
Would it be possible for you to consider the following?

1. Have the names of unique quarters appear in tooltips. This would be useful for both gameplay and flavor
2. Have the potential rural improvement of a tile be shown? (Sukritact's plot tooltip does this, it's really helpful for city planning to hover over a tile and see "OK, this is for camps"
 
Hey all,

For some reason the TCS Improved Plot Tooltip mod just won't show up for me in game in the Mod List, even though I extracted it just the same way as other mods that work for me (Sukritact's), and put it in the same location. Anyone else having this issue? Am I just having an issue getting the game to re-check the Mod directory, or is there possibly an issue with the file structure in the most recent release?
 
Nice mod! One question - what is Full plot mean in translation file? Trying to do a translation, but this one puzzled me out.

Small wish - pls add “improved with …” string to understand what I should research in the beginning, like in Sukritact UI mod - that would be awesome.
 
Hey all,

For some reason the TCS Improved Plot Tooltip mod just won't show up for me in game in the Mod List, even though I extracted it just the same way as other mods that work for me (Sukritact's), and put it in the same location. Anyone else having this issue? Am I just having an issue getting the game to re-check the Mod directory, or is there possibly an issue with the file structure in the most recent release?
If you have old version of Sukritacts it overrides this. Newest allows this to load.

Then again this mods zip has deeper folder structure than others. For me that is issue as I have one folder inside mods-folder where I collect these. I have to delete the ”modules” folder from this. Civ 7 does not mods from too deep folder structures it seems.
 
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