[RC13] Councilor Screen and Org Color-Coding

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Author: Meme Machine

Last revision: 8 Dec, 2025 at 22:05 UTC (2)

File size: 168.99 KB

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Description:

This mod color-codes org descriptions, making attribute increases yellow or orange if adding/removing the org would be detrimental, or green if doing so would have a positive result, and highlighting relevant missions granted by the org. The mod also makes the displayed councilor attributes value orange, if the attribute exceeds 25, including orgs.

Features

– adds color-coding to missions and attributes added by orgs
– adds color-coding for councilor attributes boosted by orgs in the individual panels, not just in the dedicated councilor window
– adds color-coding to councilor missions and option to list all possible human missions, including those the councilor cannot do
– adds reason why councilor can or cannot do a mission in mission tooltip
– adds color-coding for councilor attributes that exceed the maximum threshold due to orgs
– adds tooltips to councilor attributes in the individual panels, as long as the player has enough intel on the councilor (i.e, enough to see which orgs the councilor owns)
– adds (optional) relevant attribute icon to missions granted by orgs
– adds (optional) icons to tech and mining bonuses granted by orgs
– adds (optional) councilor trait alphabetical sorting

Attribute gains obey the following color-code:
– yellow, if when equipped they would increase the councilor’s stat beyond 25, the maximum, or if when removed the attribute would dip below 25
– green, if when equipped the attribute will raise, but stay below 25, or if when unequipped the attribute will decrease, but stay at or above 25
– orange, if when equipped they would increase the councilor’s stat beyond 25, even removing all other orgs

Missions in org descriptions obey the following color-code:
– white, if the councilor can do the mission without the aid of any org
– yellow, if the councilor won’t get new missions when the org is added, or if unequipping the org would not make the councilor unable to do that mission, because another equipped org provides the mission
– green, if adding the org will make the councilor able to undertake a new mission
– orange, if removing the org will make the councilor unable to undertake that mission
– red, if the councilor is prohibited from running that mission, due to traits like "ethical", "earthbound" or "cynical"

Missions in the traits list to the left obey the following color-code:
– white, if the councilor can do the mission without the aid of any org
– green, if the councilor can do the mission thanks to an org
– orange, if the councilor cannot do the mission, but would be able to adding a trait or an org
– red, if the councilor is prohibited from doing the mission at all (for example, due to traits like Marked, Ethical, etc)

The colored traits are not a feature of this mod, but of Color-Coded traits, check it out here.

The mod requires Unity Mod Manager[www.nexusmods.com] to run.

Built and tested on Terra Invicta 0.4.26. Verified on 0.4.43. Updated for RC13.

Compatibility

This mod applies Transpiler patches to the following methods:
– CouncilGridController.UpdateMissionsList(ListManagerBase, TICouncilorState)

This mod applies Postfix patches to the following methods:
– CouncilGridController.SetStatValue
– CouncilorMissionCanvasController.Initialize
– CouncilorMissionCanvasController.UpdateEnemyCouncilorPanel
– CouncilorView.GetAttributeString
– TICouncilorState.Addtrait
– TIOrgState.description
– MissionsListItemController.SetListItem(TIMissionTemplate, TICouncilorState, int)

Language

This mod works with all languages.

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Revisions:

Old revisions of this mod are available below. Click the link to download.