Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Better Report Screen (UI)
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2.857 MB
24 Feb, 2018 @ 3:31pm
22 May, 2023 @ 3:30pm
39 Change Notes ( view )

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Better Report Screen (UI)

In 1 collection by infixo
Infixo's UI Mods
16 items
Description
New v7.0 as of 23.05 - Major technial redesign and several new features, improvements and fixes. Detailed information on the Change Notes tab.

More information in the Report Screen. New tabs: units, deals, policies, minors.

Compatibility
Works with the base game, Rise & Fall, Gathering Storm, all official Scenarios, CQUI-Lite, CQUI, Concise UI. Supports all languages.
Compatible with:
- CIVITAS City-States Expanded,
- Rule with Faith,
- Combat and Stacking Overhaul[forums.civfanatics.com],
CivFanatics[forums.civfanatics.com]GitHub[github.com]

Description
Adds Policy and City-States impact, Units, Deals and many QoL improvements to the Report Screen. The Report Screen can be toggled on/off using F8.
Policies
- This is a new tab, that lists all policies with their impact on yields when activated.
- Policies are grouped by type and there are filters.
- Also includes Pantheons and Follower Beliefs.
- Supports any new types of Gov Slots (e.g. from Rule with Faith).
City-States
- This a a new tab, that lists all city-state bonuses with their impact on yields when activated.
- Shows separately 3 levels of influence and suzerain bonus.
Yields
- "Go to City" function (click on the city name).
- Displays net food with a detailed tooltip.
- Shows city focus markes and city population.
- Adds new lines with detailed yields information.
- Condensed Building and Units expenses.
City Status
- This tab has many improvements (e.g. religion/pantheon icon, Loyalty shown as "change per turn", garrison unit, walls markers, shows governors' promotions).
- Lists built Districts, uses colors to visualize status, many tooltips.
- Status icons for various effects plus info about built Wonders.
- "Go to City" function (click on City name).
Units
- Click on a unit name to go to this unit.
- Extended promotion info showing "hidden" abilities from modifiers.
- Units with moves left (end-turn-blocking) are clearly marked.
- Promotions markers and a tooltip with all promotion names, also for spies and religious units, colored heath value.
- "View unit", "Upgrade unit" functions in Units tab.
- Shows closest city and district icon if a unit occupies one.
Resources
- Sorted by name, Filters, visual improvements.
Cities (GS) New tab with city information specific for Gathering Storm.
- Power consumption and production.
- CO2 footprint for a city.
- Nuclear Reactor info.
- Dam and Flood Barrier info inc. number of endangered tiles.
- Number of tiles with railroads.

Important information
1. Sorting in Policies tab will not be implemented.
2. Please be aware that information displayed in Yields tab may be different from information shown in other places in the game. This is just how original Firaxis code works, the mod doesn't change that. I have added some missing information from common modifiers, but there are simply too many of them to implement all. However, I would appreciate posts about such discrepancies and ideas on how to improve the reports even more.
3. Stacking policies. Policies are calculated based on actual, current yields. Because some modifiers may affect the same objects, it might happen that some yields could be calculated twice. I have NOT yet came across such case, but there are hundreds of modifiers, and many are created in custom mods. Obviously not all of them are supported by the mod. As for now all required for vanilla and R&F policies are supported, plus several others related.
3a. Yields for policies that are actually activated may suffer from this effect.
4. Unknown effects. The exclamation sign appears when there is an effect not implemented in the mod. This usually is a non-yield affecting one, like speed wonders, get extra xp, etc. You can ignore it basically, it helps me tracking which effects needs to be implemented. It should appear ONLY for policies NOT affecting per-turn-yields. If you find a policy that is NOT processing correctly a modifier that DOES affect yields - let me know and I will implement support for this modifier. Also, you don't need to check them again and again because they are the same all the time, each game, in every turn. They are related to the game internal configuration, not your current situation in the game.
5. The tooltip for a policy impact yields shows some technical information. It is intended for debugging and testing purposes, not aesthetics (be aware that it will not be localized). However, if you are interested how the game engine works, you might find some useful info there :)
6. Extended promotions info in Units. Information here comes directly from game's engine and is based on actual attached modifiers. It is a bit technical, I try to present it in an understandable form using icons and existing texts. Please do not report effects listed multiple times (especially from Great People) - this how they are internally handled, Great Generals listed as Great Admirals - because they share the same modifiers and unified combat strengh for all types of "strength" (ranged, defense, etc.) - the game uses one type of modifier for all such effects. But... please report any effects that will appear in grey - these are the ones that need still to be implemented.
7. Follower Beliefs. Calculations for these beliefs assume that all cities are following a religion that actually has the specific belief. In real game, if not all cities are following this religion, the final effect will be ofc smaller. This is more of a "what-would-be" scenario.
7a. There is no Founder nor Enhancer beliefs. Only Pantheons and Followers.
8. The impact from city-state influence is shown as "what-would-be" with a single one, plus in brackets the actual impact as in current game situation (basically the former multiplied by the number of influenced CSs).

Credits
- Original Units and Deals tabs are from Unit Report Screen mod, created by G.Miller.
- Checkboxes in Resources are from CQUI.
- nightfearer - Japanese localization.
- Tyolan - French localization, widening the window by 120px.
- copysoul - Chinese localization.
- RohBang - Korean localization.
- Gorlod - Spanish localization.
- Zergus - Russian localization.
- Rac - Brazilian Portuguese localization.
- Sun Ce of Wu - Italian localization.
- Aristos - better Unit Upgrade icon functionality.
Popular Discussions View All (8)
112
22 Jan @ 8:06am
PINNED: Please report issues here.
infixo
11
1
15 Sep @ 2:25am
Unit screen malfunction
Boodeux
3
6 Nov, 2023 @ 8:37am
Suggestion: different languages
Zauberfaedenpony
796 Comments
LACP 16 Nov @ 12:42am 
和无尽帝国很像啊
RED DRAGONS GF UwU ❤ 13 Oct @ 8:30am 
Very helpful.
Amroth 15 Sep @ 4:29am 
I just identified a minor bug. When you capture an enemy city and raze it, resources tab breaks until you end turn. It works again the next turn.

It's not a big deal, but still a bug. I thought it was a mod conflict and spent an hour trying to find the solution xD
Bruce 1 Sep @ 1:27pm 
My utterance just now, literally: "Jesus, what a difference."
Cuntism 25 Aug @ 4:14pm 
Ah OK fair enough, and thanks! It's mods like yours that help me learn coding. Gotta learn in an environment you enjoy being in ha
infixo  [author] 25 Aug @ 3:23pm 
@cuntism I am glad you managed to fix it :) By "support civits" I mean that the mod calculates properly the gains from new city-states added by civitas. Otherwise the Minors tab would crash or display only partial info.
Cuntism 25 Aug @ 11:42am 
Also (and sorry for the spam, I'm even annoying myself at this point) CIVITAS has support for 10 envoy bonuses. Or something adds it I'm not sure I run like 300 mods now. Is that something you could put into this ? Or is it simply not worth the work for something so niche ? I think it's a JNR addition as I use his entire mod collection and there's so many changes in there (it was his files that helped me track down what to change for instance)
Cuntism 25 Aug @ 11:34am 
UPDATE LocalizedText SET Tag = REPLACE(Tag, 'LOC_CSE_', 'LOC_MINOR_CIV_CSE_') WHERE Text LIKE '%in every%' OR Text LIKE '%diplomatic_favor%';

fixes it. I don't know what causes it. Also please don't ask how many reloads it took and how many "warning"'s I seen in that database.log. Because it's just embarrassing. (12. It was 12. God damn I suck at this)
Cuntism 25 Aug @ 10:12am 
Ah I think maybe why (and this is me practicing my coding so be gentle lol)

Do you get the string from the original strings being LOC_MINOR_CIV_RELIGIOUS_TRAIT_LARGE_INFLUENCE_BONUS

So you have CSE_MARITIME for example for martime, but maybe CIVITAS changed things up, and now their strings have removed the MINOR_CIV bit ?

I ran into this in another mod with someone else in a very similar manner, they expected strings like the top but in CIVITAS they were different. And it was an old mod so yeah maybe CIVITAS has changed up how strings are ?

Again, not a coder, still trying to figure all this out so practicing on mods is my goto!
Cuntism 25 Aug @ 10:05am 
Aye but you mention CIVITAS support up top and these are CIVITAS civs.

It's no biggie to fix just wanna find out where the problem is, I'll rename the strings for now