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Civilization 6 - Quick UI. Reduce clicks and manage your empire faster.

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Civilization 6 - Chao's Quick UI

Features:

CQUI Features:

  • Civ V Style Cityview

  • Great Person panel renovated (no more scrolling!)

  • Improved amenities city details screen (Clean Icons! No Tutorial UI!)

  • "My Government" tab removed from Government panel

  • Production panel elements compressed and reordered

  • Map Pinning system enhanced: new pins, long pinlists are now scrollable, right click in pinlist to quickly delete pins, enter key now bound to finalizing a pin in pin creation menu.

  • Tech/Civic Tree and Civilopedia now autofocus the searchbar
  • Civilopedia remembers the last visited page
  • Civic/Tech popups can be disabled. Optionally, the voiceover can still be kept even without the popup.
  • Civic/Tech notifications spawned at 50%/100% research progress
  • Minimap can be toggled between 2x-Mode and original by rightclicking
  • Dedicated mod settings menu with persistent settings

  • Citizen management icons are overhauled to make seeing yield info easier

  • Growth/Production progress is enumerated in the city panel

  • Improved resource icons are dimmed to emphasize unutilized resources

  • Civ V keybinds implemented. Two modes: Classic, a faithful recreation of the Civ V binding scheme. Enhanced, Civ V binding scheme with WASD assigned to camera control, Q/E assigned to city/unit cycling, and Shift assigned to shifting focus between city and unit selection modes.

  • Unit actions like sell/delete are no longer hidden behind an expando

  • Unit XP bars are twice as tall

  • Tile tooltips spawn nearly instantly

QUI Features:

  • Growth/Amenities/Bordergrowth info baked into city banners

  • "Smart Banner" Toggleable option to display a green icon indicating non-locked citizens and district icons indicating built districts.

  • Luxury resources are displayed in the top bar alongside strategic resources

Better Trade Screen Features:

  • Overhauled trade menus

  • New yield/destination filtering options

  • Remembers the last used tab
  • Available Routes shows all possible routes, even if the trade unit is not present in the origin city
  • Clicking on a route where a free trade unit is not present in the origin city takes you to a free trade unit and opens the change city tab
  • City States with Trade Quest have an icon showing they have that quest
  • Tourism and Visibility bonus is now on each trade route

Divine Yuri's Custom City Panel Features:

  • New city panel tooltips:
    • Food tooltip
    • Religions tooltip
    • Districts tooltip
    • Amenities tooltip
    • Housing tooltip

Next City Plot Features:

  • Shows target and timing of next cultural border growth

Video (Outdated)

Version v0.5 (Credit ZeusMoltar9)

How to use

C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\DLC

OSX:

Library/Application Support/Steam/steamapps/common/Civilization VI

... and then right click, "Show Package Contents", then navigate to...

Contents/Assets/DLC
  • Extract the "cqui" folder to the DLC folder

  • In-Game: Enable the mod in the "Additional Content" menu

  • Start a new game (existing games cannot have new mods added to them!)

  • Visit https://github.com/chaorace/cqui occasionally or follow https://twitter.com/realchaorace to be the first to know about new releases and feature additions!

  • NOTE: Until this mod is in a less experimental state, the mod will not remember its "enabled" status after restarting the game. This means that every time you plan to start a new game using CQUI, you'll need to explicitly enable it in the "Additional Content" menu first. Once you've created the game using the mod, it will always load when you start the save, regardless of its current status in the "Additional Content Menu"

KNOWN ISSUES / SUPPORT:

Please see the issue tracker for an up to date list, you can also find help and report bugs at our Gitter

How to contribute

Those looking to contribute to CQUI should visit the CQUI repo. Those new to using Github should visit the contributor guide. ALL new contributors should visit the style guidelines. All good work is accepted, so long as it falls under the scope of the project and adheres to the styleguide. Contributors are always credited for their work! Those looking for a goal to get started on may want to visit the issue tracker for the current list of bugs and feature requests, it's growing every day!

THANKS:

  • @Vans163 for his original QUI mod ❤️
  • astog from the CivFanatics modding community for his Better Trade Routes mod
  • Ace from the CivFanatics modding community for his Next City Plot mod
  • Divine Yuri from the CivFanatics modding community for his Custom City Panel mod
  • @zgavin for UI bugfixes in #1 and #2
  • @olegbl for the Amenities overview overhaul in #4 and multiple UI bugfixes ( #9 and #12 )
    1. Additional kudos to /u/mateusarc from the Civilization subreddit for his original concept art
  • @jacks0nX for: *localization in #20 *map pin enhancements in PR #21 and #55 *UI/Civilopedia improvements in #24 and #32 *adding a GP filter to the policy card display in 063d3a668a06b49c9b2394e03cd5deb66b848210
  • @OfekA for providing the improved resource dimming feature in #54
  • @RatchetJ for providing the civic/tech notifications at 50%/100% completion in #66 and 1148edc7ada9a649c15611ef78dbdc690c8adf30
  • @kblease for: *fortify until healed hotkey bugfix in #73 *unit purchasing fix in #80
  • @Proustldee for bringing the BTS mod version up to current in #61
  • @perseghini for providing the fix for issue #33
  • /u/dli511 @ Reddit for their bug report relating to purchasing buildings
  • /u/Nitrium @ Reddit for their bug report relating to broken Gossip notifications
  • /u/Hitesh0630 @ Reddit for their bug report relating to production queue not refreshing on changing citizen assignment
  • The lovely folks over at Civfanatics for their guides, knowledge, tools, and resources
  • The even lovelier folks over at /r/civ for their input and testing

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