wltk's Detailed Map Tacks

wltk's Detailed Map Tacks 1.1.3

wltk updated wltk's Detailed Map Tacks with a new update entry:

Add placement preview and generic improvement map tack

  1. Show an overlay with yield data on hovered plot and its adjacent plot in map tacks placement screen, with colored highlights indicating best/okay/invalid plots.
  2. Add a generic improvement map tack which will be updated to the corresponding plot compatible improvement. Updated chooser screen to exclude common improvements for compactness.

Read the rest of this update entry...
 
If possible can you allow us to skip founding our initial ciity on the 1st turn. As it is now I cannot not choose the next turn option, only set up the powers. It is a fun mod though, can be very OP but we do not have to choose everything.
 
wltk updated wltk's Detailed Map Tacks with a new update entry:

More thorough validation checks

  1. Add as many constructible placement validation checks as possible.
  2. Improve unique quarter tack with both buildings yields if applicable. Thanks to @slothoth.
  3. Highlight generic map tacks as well when placing matching buildings.
This version makes map tack validation more strict and may have incorrect calculations. Feel free to report any validation errors in the discussion thread.

Read the rest of this update entry...
 
The new "generic" icons are really nice!

Do you think it would be possible to make it so that any "generic" markers will light up if you have a building of that type selected to place? Maybe with the caveat that this works unless the specific building that you're selecting to place has it's specific pin placed?

Examples:
  1. I have 3 "generic gold" pins on the map for "Athenai." When I select the market, all 3 "generic gold" pinned tiles will glow.
  2. I have 2 "generic gold" pins on the map for "Athenai," but also 1 "market" pin. When I select the market, now only the "market" pinned tile glows.
  3. I have 2 "generic gold" pins on the map for "Athenai," but also 1 "market" pin. When I select the bank, now only the 2 "generic gold" pinned tile glow.

After typing this, I am not sure the pins know which settlement they're a part of, so this might not even be possible lol. Anyway, just seems like it would but a QoL upgrade.
Yeah it's not possible for map tack to know which settlement they belong, at least before the plot is occupied by the city. But in the latest update I will just highlight all the generic building tacks if one of the match buildings is selected. Let me know if that is too much.
 
Hi,
Thanks for this amazing mod! For me, it's the best mod so far.
With that in mind, I have a question/suggestion.
I use city button a lot to be able to easily see the possible borders, etc. Normally the highlighted tiles (those in 3 tile radius) were coloured blueish with blue border line. But with the last version it changed that those 3-radius tiles are not highlighted anymore and the yellow dotted borderline makes it very hard to identify/distinguish.
With yellow border colour and no tile highlights, I am having hard time to distinguish that area. Previously it seemed more useful.
I wonder if it would be possible to convert it to a more distinguishable colour (Blue/purple, etc.)
Thanks in advance for your support! And thanks again for this awesome mod
 
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Hi,
Thanks for this amazing mod! For me, it's the best mod so far.
With that in mind, I have a question/suggestion.
I use city button a lot to be able to easily see the possible borders, etc. Normally the highlighted tiles (those in 3 tile radius) were coloured blueish with blue border line. But with the last version it changed that those 3-radius tiles are not highlighted anymore and the yellow dotted borderline makes it very hard to identify/distinguish.
With yellow border colour and no tile highlights, I am having hard time to distinguish that area. Previously it seemed more useful.
I wonder if it would be possible to convert it to a more distinguishable colour (Blue/purple, etc.)
Thanks in advance for your support! And thanks again for this awesome mod
Those colors actually come from the leader you are playing with. I'm using the leader's primary and secondary colors. Which leader are you playing with that is having the issue?
 
Discussion tab went missing after you uploaded version 1.0.9_Beta. That reminds me similar situation when you first released this mod on the first day after you uploaded an update it was marked as delete.

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I do not know exactly how or why it is missing, but it seems that it has to be related how mod is updated/uploaded here. Maybe some forum staff can help you to restore the original discussion.
 

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Those colors actually come from the leader you are playing with. I'm using the leader's primary and secondary colors. Which leader are you playing with that is having the issue?
Thanks for the clarification. Since I started a new game after updating, I thought it was related. Good to know that.
I was playing Harriet and Maya before, which was fine. Today I started with Xerxes and Han, which was hard to distinguish. These are the only 2 I played so far.
I am attaching two screenshots from both to give a better understanding of the minor issue (I created new games with both mentioned and revealed maps to show better)
As you can see, with Xerxes and Han, it's really hard to see.
I don't know, maybe if possible, a menu button option for color choice, etc.would be really nice.
In any case, thanks a lot for all your efforts!
 

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Do you think that it would make sense to also include the settlement tack's max ring in this screen? This is what you see when entering a game in the exploration/modern age and are placing towns/cities? I think this screen works as having a settler selected, which shows the glowing tile you put the tack on but not the boarders. Makes me wonder if when you have settlers selected the tile should glow and also show the borders, in general.

Don't have a strong opinion either way, just noticed it and throwing some feedback out there.

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Bug report: When loading a save game in multiplayer, all players get the host's tacks and other players tacks are lost.
 
I was wondering if you could add an option to NOT automatically remove a pin when the building is actually built. I use the pins to plan and unfortunately they get removed between ages but during the rest of the age I like to keep track of where my buildings are for say placing specialists or wonders and many other tasks.
 
Hi,

Fantastic mod! Just to let you know I updated this mod today and now I am getting a "content configuration validation" error message on game launch. It was working fine before I updated this mod.

I clicked ok and the current save still loaded, and I can still place Map Tacks. It does send a bug report to Firaxis.

Daniel.
 
Download from: https://forums.civfanatics.com/resources/wltks-detailed-map-tacks.32126/

Since Civ7 doesn't have map tack support, this mod adds the capability of placing map tacks. And similar to Detailed Map Tacks mod in Civ6, this mod will try to calculate the potential yields of the map tack represented constructible.

The calculated yields are the best estimates and they can be wrong. Please use the discussion thread to report these issues instead of leaving negative reviews, much appreciated.

Current mod is in Beta state as I tried my best to test most common scenarios but there are more scenarios that I won't be able to test fully. So I figure I should release it earlier to get more feedbacks.

Here are some more features that I plan to work on next:
  1. Calculate bonus yields for the constructible, like Granary warehouse yields.
  2. More validation checks.
  3. Update map tack yields upon a) tradition changed, b) tech/civic/attribute tree unlocks, c) pantheon selected, etc. Instead of a bulk update upon next turn begin.
  4. Click to update the map tack with delete option instead delete directly.
Here are some known limitations as well:
  1. Map tacks cannot be preserved across ages. Current map tacks will only be available during the current age and will be all removed during age transition. I'll need Firaxis to provide a more stable API to store values across ages.
Here are some demo images:
View attachment 727052
View attachment 727053
View attachment 727054
Hey there wltk, really enjoying the map tack mod! I was hoping and waiting for someone to make this, as civ 6 detailed map tacks with adjacency was like playing a brand new game for me and added a lot of fun. I realize it is much more difficult to develop this mod in civ 7 as we now have overbuilding. I just wanted to make a simple request for future updates:

1. Tack for discoveries (to mark after search, they can be easy to miss otherwise) [I'm currently using wonder tack, which is fine, and seems like an easy addition]
2. Tack for "send physician" labeled: infected, treated, repair (cured but damaged) ("repair" seems like better tag than "cured" here-- perhaps also useful during wars) (it can be easy to miss the plague if you don't catch it on the same turn as infection and notification disappears. I've lost countless commanders and units because I didn't see it until the following turn) [2. is perhaps more stop-gap due to civ 7 shortcomings, but "needs repairs" is still useful otherwise]

Great work so far and thank you again for creating this!
 
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Hey there wltk, really enjoying the map tack mod! I was hoping and waiting for someone to make this, as civ 6 detailed map tacks with adjacency was like playing a brand new game for me and added a lot of fun. I realize it is much more difficult to develop this mod in civ 7 as we now have overbuilding. I just wanted to make a simple request for future updates:

1. Tack for discoveries (to mark after search, they can be easy to miss otherwise) [I'm currently using wonder tack, which is fine, and seems like an easy addition]
2. Tack for "send physician" labeled: infected, treated, repair (cured but damaged) ("repair" seems like better tag than "cured" here-- perhaps also useful during wars) (it can be easy to miss the plague if you don't catch it on the same turn as infection and notification disappears. I've lost countless commanders and units because I didn't see it until the following turn) [2. is perhaps more stop-gap due to civ 7 shortcomings, but "needs repairs" is still useful otherwise]

Great work so far and thank you again for creating this!
Maybe you can try my other mod - “Discovery Lens” for #1.
 
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