UI - Improved City View (Vox Populi with EUI)

VP v2.7 update bring a happiness rework, which changed some of the UI codes related to it.
CityView.lua has a tiny change regarding this.

View attachment 640730

I fixed, tested it and it worked fine.
There are still issues with this mod mod especially when selecting tiles to work or specialists. I need to click on "buy tiles with gold" button for things to appear correctly.
 
There are still issues with this mod mod especially when selecting tiles to work or specialists. I need to click on "buy tiles with gold" button for things to appear correctly.
This is probably something that this mod hasn't been updated for a long time. I'm currently investigating it, but deciphering the LUA is complicated.
 
There are still issues with this mod mod especially when selecting tiles to work or specialists. I need to click on "buy tiles with gold" button for things to appear correctly.
Also, can you give the screenshot about this? I don't know how to reproduce the issue.
 
Also, can you give the screenshot about this? I don't know how to reproduce the issue.
I think i made i mistake. I download the old version w out your fix but reply my bug in your post (w the updated file version) im sorry all good now!
 
(Unofficial) v 14 update.

I saw some changes on VP EUI file around culture per turn and border growth thing that's not on this mod. So I added that to this update. Hopefully won't break anything since I haven't tested it thoroughly.

I haven't done anything regarding the issue above, though. Okay apparently that was solved.
 

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Updated to support VP 3.0
- Added a QoL feature to keep you in the city screen if you click a building when holding Ctrl.
- Another tiny change from VP 3.0
 

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Is version 15 confirmed to be compatible with Vox Populi 3.1.1 (January 1, 2023)?
When I load v15 with Vox Populi 3.1.1 (January 1, 2023), the City's build que is empty & tech tree does not allow selecting a tech to research.
 
Is version 15 confirmed to be compatible with Vox Populi 3.1.1 (January 1, 2023)?
When I load v15 with Vox Populi 3.1.1 (January 1, 2023), the City's build que is empty & tech tree does not allow selecting a tech to research.
It's still just fine on me. Can I see the screenshot of it?
 
It's still just fine on me. Can I see the screenshot of it?
I absolutely might be incorrect, so I'm glad to get a second set of eyes.

I have uploaded what I captured in the moment, but the Active Mods does not show every mod: a) and not also not shown:, . it What else should I screen capture for a full analysis?
  1. list of all mods used (active Mods)
    1. sometimes not all of the base VP mods are listed (possible bug?)
      1. (2) Vox Populi -- not shown in Active Mods screen capture
      2. (3a) VP EUI Compatibility-- not shown in Active Mods screen capture
      3. (4a) promotion icons -- not shown in Active Mods screen capture
      4. (4b) - ui promotion tree -- not shown in Active Mods screen captures
    2. Enhanced Naval Warfare for VP v2, -- not shown in screen captures
    3. Global-enable Magellan -- not shown in screen captures
    4. ui wonder planner for vp v10 -- not shown in screen captures
    5. ui overlay wonders v7 -- not shown in screen captures
    6. ui small resource icons v4
  2. world map - does it matter if strategic view or 3d view?
  3. City screen
  4. tech tree
  5. civilopedia (blank)
 

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I didn't think I would care for it much, I tend to like things the way they are, but gave it a try anyway. I kind of like it, or got used to it quite fast.

That said shouldn't "units" be called "civilian units" (caravans, settlers, workers, work boats, diplomatic units etc)? Or does units have to be there like some kind of residue?

As it goes now it appears to be: great people, "units", religious units, land military, sea military units, buildings, wonders, others

Can the order be tweaked? Is this the best or preferred list? If Great People are the top shouldn't religious units be right behind them since they are also bought with faith (not counting if you picked Zealotry)?

Perhaps categories that are empty often should be placed higher so you don't have to scroll as much such as Buildings and Wonders? Or should it be things that get picked or built a lot that should be higher up while things that you don't should be further down?

Could/would it be possible to put World Congress "projects" (treasure fleet, world fair ...) at the top? It would save a lot of clicks and drags when you set those.
 
Or does units have to be there like some kind of residue?
It's a part of existing text, also if some units aren't included, they will be inside that category (for example Siege Tower doesn't have any combat strength, so it is placed inside the category)

I put Great Person at the top because it's much easier to distinguish if they're located on the top. If you want to move Religious Units on top of Units, you can edit the CityView.xml (also the small one) and move the ReligiousUnitButton and ReligiousUnitButtonStack lines on top of UnitButton.
It's actually a good idea to put Religious Units below the GP Units because you'd know how much Faith you need to purchase the unit.

The layout is surprisingly easy to change compared to vanilla UI. If there are columns in the database that can distinguish the item, it can be easily put inside its own category.
 
It's a part of existing text, also if some units aren't included, they will be inside that category (for example Siege Tower doesn't have any combat strength, so it is placed inside the category)

I put Great Person at the top because it's much easier to distinguish if they're located on the top. If you want to move Religious Units on top of Units, you can edit the CityView.xml (also the small one) and move the ReligiousUnitButton and ReligiousUnitButtonStack lines on top of UnitButton.
It's actually a good idea to put Religious Units below the GP Units because you'd know how much Faith you need to purchase the unit.

The layout is surprisingly easy to change compared to vanilla UI. If there are columns in the database that can distinguish the item, it can be easily put inside its own category.
OK so it's the built in that has to be there as some kind of catch-all and can't really be gotten rid of. Perhaps put it at the bottom? Out of sight, out of mind.

But it can't be renamed? To something better then "units"? It's not that units is bad but it looks odd now compared to the others that have gotten somewhat more descriptive.

Or can you force the odd units into other groups such as the Babylonian Siege Tower etc? Or is it just sorted by combat strength?

I think putting the Great People and the Religious units near each other would as noted be a good idea as it's the same currency and it's nice to keep track of if you are saving or need to know how much to save to get the other one etc.

Anyhow. It's clearly growing on me now since I used it for most of the day and I have not become annoyed with it yet. So good addition I would say.
 
Could/would it be possible to put World Congress "projects" (treasure fleet, world fair ...) at the top? It would save a lot of clicks and drags when you set those.

I second this idea!
World Congress Projects are the most time-sensitive of the game, so when they are available putting them front-and-center eases adding them to the build ques and announces to a player,"hey - are you SURE you don't want to building this???"
 
ICV v16a
Added local options on the Lua file to separate Military Units by domain, GP & Religious units, and Projects & Wonders.
World Congress project should be separated into the Projects category, but I haven't tested it yet. Can someone test it for me?

I will update it again after the options got implemented in the Options Menu in the next update. I already tested that and it works perfectly.

Screenshot (327).png
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