Sid Meier's Civilization VI

Sid Meier's Civilization VI

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More Lenses
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Type: Mod
Mod: UI
File Size
Posted
Updated
1.027 MB
Feb 25, 2017 @ 1:07am
Apr 12, 2023 @ 10:00am
22 Change Notes ( view )

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More Lenses

Description
Introduction
The goal of this mod is to add more lenses to the game, that help with empire management and in general quality of life improvements.

ATTENTION CQUI AND HBUI USERS: If you have CQUI or HBUI, you don't need to download this. This mod is already included in them.

Lenses Added

Alternate Settler: With the settler lens already applied, hold CTRL. This will apply the alternate lens that highlights the radius of potential city under the cursor plot, along with overlapped plots, hills, and resources in the city range.

Builder: This lens highlights unimproved resources, hills and removable features. This lens auto applies when a builder is selected (can be disabled in the settings panel).

City Overlap: Highlights how many cities are being overlapped from a given plot. The range for overlap can be changed from the UI. Useful to select where to place Colosseum, factory, etc.

Resource: Highlights resources on the map based on their category (Bonus vs Strategic vs Luxury) and if they are connected or not. Also shows how many you own vs. global discovered amount (helpful in Monopolies mode).

Scout: Highlights goody huts on the map. Automatically applies when a scout / ranger is selected (can be disabled in the settings panel. Can also be automatically applied for all military units through the settings panel)

Naturalist: Shows possible locations where a national park can be built.

Archaeologist: Highlights artifacts and shipwrecks.

Barbarian: Highlights barbarian encampments on the map.

Wonder: Highlights natural and player made wonders.

Other UI Mods by me:
Better Trade Screen
Better Espionage Screen

Other Info
Track development here: github[github.com]
Forum Link: civfantics[forums.civfanatics.com]
Popular Discussions View All (14)
5
Jan 14, 2023 @ 10:32am
Hotkeys?
so sad
4
Dec 16, 2021 @ 10:27pm
[NEW LENS REQUEST] District adjacency bonus lens
mikeysouthwell
1
Sep 26, 2022 @ 12:00pm
[NEW LENSE REQUEST] Pillaged / Destroyed Tiles
Tristan
542 Comments
Cid Jun 12 @ 10:59am 
It would be nice to have the scouting lens automatically enabled for military units instead of having to go into the menu to enable it each time.
snoremega Jun 5 @ 7:08pm 
Color Meanings and Game Mechanics Part 4/4
Green (m_BuilderLens_P5): Priority 5
Meaning: Plots with features that can be extracted for yields.
Game Mechanic: These are plots with features like forests or rainforests that can be harvested for production or food.
Yellow (m_BuilderLens_P6): Priority 6
Meaning: (This priority isn't used in the provided code).
White'ish (m_BuilderLens_P7): Priority 7 (Low)
Meaning: Generic plots suitable for any improvement.
Game Mechanic: These are the "catch-all" plots. They don't have specific features or bonuses but can still be used for any improvement the player desires.
Grey (m_BuilderLens_PN): Nothing/Neutral
Meaning: Plots that don't fit any of the other categories or are currently irrelevant for improvement.


Here is a link to a pastebin with the full explanation [pastebin.com]
snoremega Jun 5 @ 7:04pm 
Color Meanings and Game Mechanics Part 3/4
Blue (m_BuilderLens_P3): Priority 3 (Medium)
Meaning: Plots with recommended improvements based on terrain, adjacency bonuses, or wonder effects.
Game Mechanic: The code identifies plots that aren't top priority for resources but offer other benefits. Examples include:
Non-hill woods next to rivers (for Lumber Mills)
Floodplains or volcanic soil (for Farms)
Tiles buffed by wonders
Currently worked tiles without improvements
Teal (m_BuilderLens_P4): Priority 4 (Medium-Low)
Meaning: Hills suitable for any type of improvement.
Game Mechanic: Hills generally provide +1 Production, making them good candidates for various improvements. The mod highlights them to remind the player of their potential.
snoremega Jun 5 @ 7:03pm 
Color Meanings and Game Mechanics Part 2/4

Whitened Purple (m_BuilderLens_P1N): Priority 1 (Lower)

Meaning: Plots with high-priority resources outside the city's working range.

Game Mechanic: These resources are still important but less immediately accessible. The mod may suggest them for strategic reasons (vital resources, adjacency bonuses).

Violet (m_BuilderLens_P2): Priority 2 (Medium-High)
Meaning: Plots suitable for specific improvements like Geothermal Plants, Seaside Resorts, or Ski Resorts.
Game Mechanic: These plots have features or terrain that make them ideal for these specific improvements. The mod highlights them to guide the player towards specialized development.
snoremega Jun 5 @ 7:03pm 
@Redbullandvodka @JJACO

Hey guys, I've reviewed the code. Here are the meanings and corresponding game mechanic for each color along with the variable in the code that defines them:

Color Meanings and Game Mechanics Part 1/4

Red (m_BuilderLens_PD): Dangerous

Meaning: This color indicates a plot where building an improvement is actively detrimental or not allowed.

Game Mechanic: The code highlights plots that already have districts or are impassable (mountains, wonders). It might also highlight plots with existing improvements that are pillaged, signaling they need repair before being useful.

Purple (m_BuilderLens_P1): Priority 1 (High)

Meaning: Plots with high-priority resources that are within the city's working range.

Game Mechanic: These plots contain resources that the player has discovered and can immediately improve, providing valuable yields.
Cuntism May 22 @ 10:29pm 
Hey can anyone help me set a hotkey for this ? I'm really bad at modding and can't figure out what it is I actually need to do to set a certain lens (resources) to a hotkey. I thought I could figure it out by getting "Extra Hotkeys" mod but I can't tell what I need to add to that to make the resource lens enable on a key press. Any help would be much appreciated!
Redbullandvodka Apr 8 @ 4:44pm 
Follow up, the code that assigns the priorities is here, starting @ line 33
https://github.com/astog/MoreLenses/blob/master/Lenses/Builder/BuilderLens_Config_Default.lua
Redbullandvodka Apr 8 @ 4:41pm 
@JJACO - I had the same question, found some info in the source that can be seen on github: https://github.com/astog/MoreLenses/blob/master/MoreLenses_Colors.sql

The colors indicate the priority the mod assigns each tile.

The tile gets assigned a priority 1 thru 7, each rank is a different color.

Priorities:
-- Priority - Dangerous (Red color)

-- Priority - 1 (Purple)
-- Priority - 1 (Purple but whitened to show lower priority)
-- Priority - 2 (Violet)
-- Priority - 3 (Blue)
-- Priority - 4 (Teal)
-- Priority - 5 (Green)
-- Priority - 6 (Yellow)
-- Priority - 7 (White'ish)

-- Priority - Nothing (Grey color)


Summary:
While this brief look at the code didn't answer *why* each priority is assigned, it at least showed there is a priority system and which color is corresponds to which priority.
JJACO Mar 23 @ 3:44pm 
ok im blind, but does it say what each color means? obv the pink color means its important and red means enemy nearby. But what about Green, dark blue and light blue?
Gray Pockets Mar 22 @ 9:30am 
Yes, the mod description mentions that.