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Draft: Improvements to the tile info box - #1007
WildWeazel wants to merge 1 commit into
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…e and overlay terrains into one line to make room
| tile.hasHadForestCleared ? "Cleared" : null, | ||
| (tile.isFreshWater || tile.IsLand() && (tile.BordersRiver() || tile.NeighborsFreshWater())) ? "Freshwater" : null, | ||
| (tile.IsWater() && !tile.isFreshWater) ? "Saltwater" : null, | ||
| (tile.IsLand() && tile.NeighborsOcean()) ? "Coastal" : null |
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These special compound predicates could live in Tile as well: would make this code more readable as well.
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Agreed, I had even thought about how to have a tile generically describe itself. But that could get messy when you consider modding/translation of text and potentially wanting to use the descriptions in different contexts. Maybe Tile should just have more comprehensive properties, and then some UI-layer mapping of property values to text.
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Someone mentioned the tile penalty, which we already represent per tile in the city view. That will relate to the trade bonus and Golden Age bonus as well (Mobilization doesn't really apply in this context), all of which conditionally modify the tile yields. Civ3 takes these (but not mobilization) into account implicitly, showing the tile yields as if you were working them regardless of whose territory it is. In other words if you are in a Golden Age under Republic you will see any roaded tile next to a river as yielding 4 gold even if it's not actually providing that to its owner. So I was thinking, what if we do something similar to our city view and represent the yields as icons, with explicit economic modifiers IF it is your territory. Tile penalty could be a red icon, and the others green. Hovering over it would show a tooltip listing the numbers and modifiers in effect. Maybe that's too much, but I think some clarity is warranted. |



WIP
Adding more tile features to the text box: civ ownership, cleared forest, freshwater access on land, freshwater/saltwater on water
To make room I combined the base and overlay terrains into one line, but we may need to rethink the layout because it's cramped and more than 2 features will overlap with yields
I intend to scenify the node in the process