Sid Meier's Civilization VI

Sid Meier's Civilization VI

C15's Top Panel Extension
37 Comments
HktkNban 10 Aug, 2022 @ 3:54am 
As this mod no longer seems to be updated, I have created a replacement mod that is compatible with GS. Please use it if you like.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2847136410
Durkmenistan 19 Jul, 2022 @ 1:13pm 
Hello! The amenities indicator is amazing, and while I do miss the diplomatic points indicator, this is significantly more valuable. However, I've been finding that the housing number doesn't really help, because it's just an average- if all my cities are dramatic overhoused or underhoused, it will show as 0, while I'll still be getting a ton of notifications. In short:

Could you please change the housing number to instead show the number of cities where housing is deficient, and list them on hover? This would be far more valuable for addressing housing in practice.

Thank you!
Cpt. Tinman 26 Mar, 2020 @ 11:57am 
In addition to diplomatic favor not being displayed when this mod is active, it also prevents strategic resources from showing usage. It displays the total amount accumulated, but does not show the arrow that indicates whether stock is increasing or decreasing. This mod is also preventing the mouse over from displaying accumulation and consumption in the mouse over. I was able to make sure this mod was the problem by removing one mod at a time and restarting.
Frivolity 14 Jan, 2020 @ 3:55pm 
Yup diplomatic favor isn't displayed with this mod active, would be great if you updated it to include it. 😊
Foolish 7 Aug, 2019 @ 3:34pm 
this mod messes with the diplomatic favor ui at the top I think. not 100% sure if its this mod
conorbebe 5 Jul, 2019 @ 9:43am 
Bless you!
Chrisy15  [author] 3 Jul, 2019 @ 5:33am 
it is now
conorbebe 16 Feb, 2019 @ 7:08pm 
Is this mod compatible with Gathering Storm?
Chrisy15  [author] 19 Aug, 2018 @ 11:10pm 
I mean, it does doesn't it? I mean yea you need to go to the tooltip but I don't see why you'd want large global numbers instead of numbers reflecting actual City data. If you wanna make the change yourself then it should be simple enough, since iirc everything's stored into a variable and if not it should be clear enough to see what each thing calculates.
Mr. Fahrenheit 19 Aug, 2018 @ 8:13pm 
I really love this mod, thanks for doing this! I feel like this should be a part of the base game. Would you mind making a version where it shows the current amount over the total required instead of averages? I would appreciate it!
grcoldren 23 Feb, 2018 @ 11:44am 
@Chrisy15
Thank you very much!
grcoldren 22 Feb, 2018 @ 12:00pm 
I would be more comfortable making those .modinfo edits myself than running some exe produced by people I don't know. Are they documented anywhere?
lockstep 10 Feb, 2018 @ 6:05pm 
Thank you! Installed the fix --works like a charm now!
Chrisy15  [author] 10 Feb, 2018 @ 5:20pm 
I've had Seelingcat verify for me, and TPE should work fine with RaF: the issue you're having instead might be caused by Firaxis breaking their own load order stuffs, which is something that Jifford and Leugi have made a fix for here: https://drive.google.com/file/d/19nsz5WrDGSzAbh7brebSSiRdU5tdsz4G/view?usp=sharing

(Yea it's an exe dw it's not a virus it's just easier than getting you to edit .modinfos and stuff :p)
Chrisy15  [author] 10 Feb, 2018 @ 4:01pm 
Now y'see a Start Game error is a different kettle of fish to the TopPanel breaking, so I'll have to go look elsewhere for an answer to that :/ I might have some ideas tho, so I'll see what I can do.
lockstep 10 Feb, 2018 @ 3:52pm 
No, it doesn't work with RnF -- as soon as I add your mod, no new game can be created.

Note: RnF did make at least one small change to the top panel -- the former button labeled "Reports" is now an icon. (I'm hoping that this is the only change, and that it is possible for you to update your mod or perhaps to create a RnF-compatible version.)
Chrisy15  [author] 10 Feb, 2018 @ 3:30pm 
Have you guys tested to see if it currently works or not? If it doesn't then I'm not really in a position to fix it, but as far as I can tell it should work fine with the DLC.
lockstep 10 Feb, 2018 @ 12:59pm 
Seconded - please update this mod for Rise and Fall! I'm really missing those average amenities numbers!
Magnum 9 Feb, 2018 @ 9:17am 
Will this be updated for RnF?
Nicroz_X (PoRKub) 23 Nov, 2017 @ 6:36am 
good:steamhappy:
Chrisy15  [author] 20 Oct, 2017 @ 1:19pm 
Updated for Fall Patch: Modders who edit TopPanel.lua, please read the Description (and even if you aren't a modder who does such, please invite any who do to do so to ensure compatibility).
Chrisy15  [author] 19 Oct, 2017 @ 2:37pm 
Bad news: Firaxis appear to have removed the functionality they previously added for dynamically modifying the TopPanel. As such, this mod does not currently work with the Fall Patch; to make it work I will seemingly have to go back to replacing the TopPanel, which will a. make it incompatible with other mods that modify TopPanel again and b. require me to redo it from scratch bc I don't have a copy of how I did it originally :p
lockstep 3 Aug, 2017 @ 6:07am 
Thanks again -- that was quick! Regarding your change note about colours, can you descibe the current behaviour? Perhaps I can come up with some suggestions.
lockstep 3 Aug, 2017 @ 12:18am 
Thanks for the update! The spacing is much better now, however you may want to display amenities before housing (like you did in the version before).
Chrisy15  [author] 31 Jul, 2017 @ 3:19am 
This mod should just override the Summer Patch's TopPanel changes, which were seemingly just internal stuff for allowing people to add stuff to the TopPanel dynamically; unfortunately they provided no documentation or examples on how to do this, so I've gotta work it out from scratch :p
lockstep 31 Jul, 2017 @ 3:10am 
As the top panel files have been updated in the summer patch, any chance for an update to this awesome mod? BTW, you may want to correct a small issue: the spacing to the right of your amenities and housing numbers is somewhat too large (compared to the spacing to the right of science, culture etc.).
SKELII 19 Jun, 2017 @ 9:23pm 
Great mod! Good luck with those Barbarians, too ;)
Amom 19 Jun, 2017 @ 12:43pm 
Me gusta. Muchas gracias. ;-)
Snowlet 19 Jun, 2017 @ 7:40am 
Just watch this get integrated onto cqui or nqeui
Chrisy15  [author] 18 Jun, 2017 @ 6:13am 
I'm 90% sure the logic behind the ordering is solely because the Housing meter was easier than the Amenity meter :p
I'll flip them round then, I guess; urgh, I'm gonna need to play a game to get new screenshots ;_;
lockstep 18 Jun, 2017 @ 5:32am 
Speaking of consistency, a second suggestion would be to display amenities first and housing second (like it's done in the city panel and the city detail view). ;-)

Anyhow, your mod is a clever tweak -- displaying the average net amenity is really superior to no information at all (vanilla) or displaying every single luxury resource (CQUI)!
Chrisy15  [author] 18 Jun, 2017 @ 5:17am 
I was stuck on which way round they should go, yea :p I agree that your suggestion makes more sense than the current; since that way the dependents and independents are on the same sides. I guess it's just a shame that Firaxis are too inconsistent to leave a precedent :p
lockstep 18 Jun, 2017 @ 4:50am 
Small suggestion: I'd swap (available) amenities and required amenities so that the latter is shown first (3/7 in your example screenshot). That way, it would be consistent with the housing indicator which shows population (i.e., required housing) first and (available) housing second (8/10 in your example screenshot).
NotJoeBiden 14 Jun, 2017 @ 5:01pm 
Great job Chrisy (url still a rooder tho :madsperm:)
White Shadow 14 Jun, 2017 @ 4:49pm 
A UI mod I might actually use. Thanks!
relic 14 Jun, 2017 @ 3:25pm 
Nice!