wltk's Detailed Map Tacks

wltk's Detailed Map Tacks 1.0_Final

wltk

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Feb 10, 2025
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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:
Screenshot 2025-03-26 202621.png

Screenshot 2025-03-26 203348.png

Screenshot 2025-03-26 202925.png
 
This is pure gold. Thank you.

Some feedback:

1. I think the Icons need to pop up more. They are somehow hidden in all the graphgical detail.
2. I would really appreciate keybindings to add maptack and hide/show map tacks.
3. It would be ace to have the building yields shown while hovering, instead of the drop icon.

And again. Awesome job. This is a game changer for me.
 
This is brilliant! I'm gonna use this a lot. So much better planning now. Feedback based on very limited testing:
  • It seems to work great. I've not noticed anything off. I love how the yields immediately update when you place a wonder tack next to a building tack.
  • I would like a few generic tacks. Sometimes I want to indicate where another civ or independent came from, so I know where to explore or stay away.
  • The buildings now seem to includes all unique buildings for non-DLC civs in the current age. I'd rather only see the two (or none) for my current Civ, preferable at the end of the buildings list. I saw you already dynamically put Carthagian unique buildings in when playing as Cathage, so some of the logic seems to be there already.
  • Maybe an option to sort the buildings and/or wonders alphabetically? The icons are pretty small and a lot look very similar at that size.
 
  • The buildings now seem to includes all unique buildings for non-DLC civs in the current age. I'd rather only see the two (or none) for my current Civ, preferable at the end of the buildings list. I saw you already dynamically put Carthagian unique buildings in when playing as Cathage, so some of the logic seems to be there already.
  • Maybe an option to sort the buildings and/or wonders alphabetically? The icons are pretty small and a lot look very similar at that size.
Agree on this two points, could be sorted on the yields type as well. Anyway this mod is just AWESOME.
 
Agree on this two points, could be sorted on the yields type as well. Anyway this mod is just AWESOME.
I second having the buildings grouped by yield type since it is hard to find the buildings I want with the current sorting.

I like the feature of being able to hide the map tacks most of the time but it would nice to have them visible when in the build menu.
 
I second having the buildings grouped by yield type since it is hard to find the buildings I want with the current sorting.

I like the feature of being able to hide the map tacks most of the time but it would nice to have them visible when in the build menu.
I actually tried showing the map tacks in building-placement screen, but the map tacks will cover the game’s own yield on the plot. Haven’t found a good way to show both yet.
You can try it out simply by un-commenting this line: https://github.com/hanweizhang/Civ7...cks/ui/lenses/layer/dmt-map-tack-layer.js#L11
 
Amazing work! Any chance of a hotkey to pull up the map tacks screen? Or is that something that can't be modded in yet?
 
You are the saviour I've been waiting for.

Works great so far. One minor suggestion: totally cool with clicking on tacks to remove them in "tack / edit mode" but when going back to regular game mode I personally would prefer clicking does not remove them
 
I actually tried showing the map tacks in building-placement screen, but the map tacks will cover the game’s own yield on the plot. Haven’t found a good way to show both yet.
You can try it out simply by un-commenting this line: https://github.com/hanweizhang/Civ7...cks/ui/lenses/layer/dmt-map-tack-layer.js#L11
That does work. I see what you mean by it covers up the yields and you probably don't want that to be the default behavior; however, for me it is fine since if I am building, I normally am ignoring the tile yields since I already planned out where the building is going and using the map tacks to keep track of the plan. I also have other mods that show yields breakdown when building or overbuilding.
 
You are the saviour I've been waiting for.

Works great so far. One minor suggestion: totally cool with clicking on tacks to remove them in "tack / edit mode" but when going back to regular game mode I personally would prefer clicking does not remove them
That’s a good idea before I implement editing. Will do in the next update. Thanks!
 
I am trying it now for the first time. This thing is nifty! Thanks!!! One question, well maybe 2. When I place the Palace or the City Hall, can the 3 ring hex accompany it? If it can, could you show the combined yields of whatever base resources are found within range of the max ring? Just a total because the individual buildings of course would still not be there. :) I was seeing that in planning especially after scouting the land out or when examing options as far as my Palace location. Once again thanks :)

Updated on 4/8/25 Have reverted back to 1.3 after installing each update except 1.7. I am experiencing immediate CTD crashes when I open the Mod in game with the other newer versions. Currently examining the situation. Mods all work with 1.3 so I do not believe it is a conflict or others would have mentioned it already. Have verified the game files thru Steam. My system specs although average also have a problem with Huge maps with YnAMP, especially TSL May try to turn down graphic settings. I am almost positive it is on my end. I have ran Enshrouded, Icarus, AoW4, 7DTD and about a 400 mod setup on Skrim SE on high settings with no hiccups. Will post if I find the culprit. Still a GREAT mod.

Running AMD Rysen 5 3600 6core Processor 3.60ghz
AMD 6700xt
16gb ram
Windows 11pro

Update 4/10/25 Updated all AMD drivers then went thru and deactivated groups of mods I have installed. after each group I reloaded my testsave. Eventually I had all the mods reactivated I use, 1.7 worked. Thought I would test it further by doing another test with a completely random game with current mod setup, it crashed again. Now today I updated a load file setup of an existing turn 1 save with my complete mod list with 1.07 and it works again. I am to the point that if it ain't broke have fun :) Puzzling.
 
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Thats a useful mod. Here are my findings that do not work as they should be(mondern age). I can not say for other ages, I did not test those ages.

Some buildings not considering tile placement restrictions, fishing quay, modern bridge and port do consider placement restriction:
Gristmill(Must be placed on a river, but can be placed anywhere)
Sawmill(Must be placed on a river, but can be placed anywhere)

All land buildings, wonders and improvements can be placed on costal and ocean tiles, except those that calculate restrictions and placements correctly.
 
wltk updated wltk's Detailed Map Tacks with a new update entry:

Chooser screen and delete option improvements

Improve chooser screen by
1. Sorting buildings by yield types.
2. Pinning unique buildings/improvements on top of their sections.
3. Remove unique buildings/improvements that don't belong to the current player.

Disable deletion of map tack on normal screens. Now they can only be deleted (via clicks) when the map tack chooser screen is open.

Read the rest of this update entry...
 
I actually tried showing the map tacks in building-placement screen, but the map tacks will cover the game’s own yield on the plot. Haven’t found a good way to show both yet.
You can try it out simply by un-commenting this line: https://github.com/hanweizhang/Civ7...cks/ui/lenses/layer/dmt-map-tack-layer.js#L11

Would there be a way in the building placement screen maybe to highlight a tile with the pin, even if the tack themselves would block yields? So like if I am placing a granary, have any tile with a granary tack show up in like a bright blue or something to highlight that you have a tack on the tile?
 
I might be stupid but can someone help me with how do I install the mod on my Mac after downloading it? I've only ever used the Workshop when playing Civ 6.
 
Thank you, great initiative. Just tested K'uh Nah on a vegetated tile. Map tacks says +3 science, but it should be +5. Or am I missing something?
 
I might be stupid but can someone help me with how do I install the mod on my Mac after downloading it? I've only ever used the Workshop when playing Civ 6.

Easiest way is to use this mod manager, or just press that blue "Install with CivMods" button on the mod main page and install the mod manager and mod from there.
 
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