The values on the Jersey System page should be correct (I remember I've checked them with the game files). But I suggest removing hex codes from civ pages anyway, I think that the descriptive name of a color is enough.
By the way, our assumption that civ is bound to a color scheme is wrong. It's the Leader who has a color scheme. Civs have only a white symbol on a transparent background.
Color values are in the PlayerStandardColors.xml file, but there are 3 others definitions in the Accessibility folder: PlayerDeuteranopiaColors.xml, PlayerProtanopiaColors.xml and PlayerTritanopiaColors.xml. So actually COLOR_STANDARD_RED_DK can have different definitions based on the player's visual impairment.
Wow, this is super interesting. I just opened the PlayerColors xml file and confirmed that even for civs with 1 leader, the colors are bound to the leader, not the civ. I am not sure if this means we should perform a migration from the civ pages to the leader pages regarding colors though, since most casual players still think the colors are associated with the civ.
However, this definitely confirms differences/similarities in colors between certain leaders, like Canada is different from Japan, but Ethiopia and Arabia are definitely identical.
By the way, where can I find the file where DLC and expansion leaders are listed? I want to confirm if two shades of colors are the same, so we can use the same words to describe them on our pages.
True, that is why I don't create new pages just yet. We can believe this since this is the official info page (one of the devs even commented on this thread on civforum lol). We only thing we can be sure about the spelling is the leader name, and that the unique Warrior we saw is his UU, not the civ's UU.
In the talk page of the Gaulish, someone even correctly predicted Ambiorix just because of the Capital's historical name. Wow.
When the Byz and Gaul pack is released, I will carry on with this. Do you agree with these 2 points?
1. Get rid of the hex codes altogether in the intro?
2. Do you want to use the color names listed in the jersey system? I want to use simple names like "light red" or "light yellow" and such things, color names like School Bus Yellow and Supernova are kinda weird.
Im planning to revise civ and city-states icons. Some civ icons are not using exact correct colors + they have sharp edges.
City states icons - I want to keep only coloured versions, we dont use the white versions anywhere. And I was thinking about adding black background to the city state icons - just like in the game.
Yes, I agree that the word "moment" should be removed - I can't think of a single instance where the terms "Eureka moment" or "Inspiration moment" are used in-game instead of "Eureka" or "Inspiration."
Thanks for the link to your debug page - it's a useful reference! I'm not entirely convinced that we need textual templates for every icon - some, like the Trade Route, Movement, and yield icons, almost always precede the terms they represent in the game, whereas those like the district, government, and unit icons never do. I've also noticed that the terms represented by the latter kinds of icons aren't capitalized when they appear in the game, which leads me to wonder if the templates should automatically render these terms with the first letters capitalized.
I know these are mostly cosmetic concerns and we're not obligated to use the textual templates, but these are the kinds of things I think about. Thanks for all your efforts to improve the look and navigation of pages!
I've removed the 'moment' words. I also fixed some superflous words (cases that you have edited and I missed them before).
As for icons, I created the templates for District, Government, Unit etc, because they appear at least once in the game files. (I did a full scan of the files and extracted every icon name used in the descriptions). But as you have mentioned, for example Unit6 icon isnt used often, and probably firaxis decided not to use it, but forgot to remove it everywhere.
But I will not automatically insert the Unit6 template, because it would be too much. The template is there and can be used if someone wants to and finds it appropriate.
I did capitalize the word for example in Promotion6 icon template, and I've inserted the template on promotions pages (and some other pages too), even though game descriptions don't use the template. I hope that it's ok.
That works for me. If I had to choose between having a template we rarely use and needing a template we don't have, I'd choose the former every time. Again, I know these are minor details, but they're probably worth mentioning in the Manual of Style all the same.
I don't know if you remember a few days ago you undid an edit from an IP address on the civic cost of Ideology back to how it was in vanilla. So the guy who made that edit has been told on multiple occasions we prefer the vanilla cost of techs and civics in the infobox because not everyone has the expansion, but he still continues to change these values. I tracked down all the contributions he had made and tried to revert them but then I realized how messy these were. The values were at a lot of random time points in the past, some vanilla, some rise and fall, some GS, some just after a patch because readers made one edit to one page without changing other tech/civic pages.
At this point I would just suggest to leave the tech/civic costs as they currently are right now before we get the tabbed boxes done. I feel like most people check the wiki for the behind the scene mechanics, not for these numbers that you can see clearly in game, no one really memorizes these values unless they really check, so most won't even notice they are off versus the version they are playing. Other mistakes on civic/tech pages like era, we already handled them, and they are the ones most people will notice if there is a mistake. If you happen to see one gets changed, you can change it back, but most of the times, such minor edits can get slipped by very easily.
Doesn't that action mean that if you fail to build a Wonder, you can a little bit of your Production back? Doesn't that work in every civ game when you build any Wonder? Maybe I misunderstand horribly what that action is, but when you say it cannot be used after classical, does it mean it can only be used in ancient?
Yes, you gain a fraction of production back after failing to build a Wonder in any era, that is a mainstay since civ 5. I'm not sure why the game files would say that. I heard that the game files on vampires say it only copies the strength of melee units, but it is also wrong, the vampire copies anything except for airplanes and GDR. I guess the files are sometimes wrong.
Thanks for adding the sight parameter to the Civ6 unit infoboxes. It's much more convenient to have all the information in one place. :)
However, there's an issue with the icon for sight: it's currently being used in Template:VisibilityIcon6 to represent Diplomatic Visibility (i.e. Access Level with another civilization). I think this was an honest mistake that Eloquity made when creating the template, but I think it should be renamed accordingly, linked to Sight (Civ6), and used only in the context of unit sight going forward. Do you want me to take care of this now?
In that case, I would support either using the same icon for Diplomatic Visibility and Sight (because the white eye on the black background has the same design and color scheme as the icons used for Movement and Strength of all sorts) or using File:Visibility Limited (Civ6).png or something similar as the icon for Diplomatic Visibility (which is currently used on Genghis Khan's loadscreen and leader info screen, and possibly elsewhere as well).
I like the idea with using Visibility Limited (Civ6).png for Diplomatic Visibility. In fact on the Genghis loadscreen it is [ICON_VisLimited], full text:
"Starting a [ICON_TradeRoute] Trade Route immediately creates a [ICON_TradingPost] Trading Post in the destination city. Receive an extra level of [ICON_VisLimited] Diplomatic Visibility for possessing a [ICON_TradingPost] Trading Post in any city of a civilization. All Mongolian units double the usual [ICON_Strength] Combat Bonus for having a higher level of [ICON_VisLimited] Diplomatic Visibility than their opponent."
By the way, I feel like all the tech/civic stuff should be in actual data, not just hand-made tables. That way tables could be generated where needed without repeated information. I was thinking of getting this started, if it is not already a thing. Any tips on that?
To avoid duplicated data you have to create one place where data is stored and then use templates to print the data as a table or infobox. This isn't an easy task, but it certainly can be done. Some of the work was already done by Becer, but he didn't update the data for a long time, also, he didn't create expansions databases and scenarios databases. Generally every ruleset should have its own database.
I talked with Becer, and he gave me his source code of his projects. Additionally I earned some experience with bots and DotNetWikiBot library. So I think I would be capable of doing the database part. It still requires a lot of work though. I don't think this is worth it because there aren't any big patches coming and generally pages and infoboxes are already filled with the data. It would require basically every page to be updated to use database as a data source.
But yes, it would ve ideal to have a database that can ve updated with one click where a patch is releases and every template would automatically render updated data.
While the idea of a database is very supportable in theory indeed, I have come to the conclusion that the current method of using Lua is prohibitive in its nature. By this I mean that it restricts out about 99.9% of our potential editors, as people aren't comfortable editing those data files, and, indeed, actually shouldn't do so by hand. Furthermore, templates need to be created in Lua too, and equally few people are actually willing or able to change them.
I know because we tried all this with Beyond Earth. Just take a look at all the code used to generate the infoboxes here: Module:Data/CivBE. Heck, it just took me some time to actually even find that page in the first place again!
Sure, it's very cool, but I'm sure with Civ6 we've been better off without that system.
I just want to add that Civ6 contains so many DLCs, scenarios, game modes (and more are yet to come) that it makes the task really hard. Additionally some content were removed/replaced when expansions or DLCs were released. You would have to keep all game versions of civ6 from steam and scan them all to create the database. This makes it significantly harder.
But I have looked over the code in Civ BE and I wouldn't say that there is much code in there, and as I see, it works very good.
Hey guys, thanks for the feedback. Sorry I haven't replied, I missed these somehow.
I can see what you mean. I am a programmer by trade and so code/data doesn't intimidate me, and in fact it's how I organize myself, but I can see that for the average person it's a bit much to handle. So you're probably right that doing things the simple way is probably best, even if it is far less efficient.