For the record, I think the interface/user input in both Civ4 and Civ5 work fine.
O RLY Sulla?
Civ IV:
- Hold alt and click to select all units. Now hold shift and click on a unit. That's supposed to un-select a unit. Good luck seeing that happen consistently.
- Control-click is supposed to select all units of that type. So why does control-clicking on a land unit select ALL NAVAL units?
- The game will occasionally glitch-out and "think" you're pressing alt when you're not. This can cause you to
declare war without prompt. I bet that would be a lot of fun in XOTM or a so-far-good HoF game wouldn't it!
- Units will re-route rather than prompting you
- Units can move at the start of a turn even when you give them orders to the contrary before they move
- Units in a stack can auto-split and attack out of the stack, but only under certain conditions...but why is this happening at all? It's not what you ordered!
- Workers with "route to" orders will move next to a barbarian or enemy already in vision AND start an improvement.
- It is more than possible for me, a human being, to select units "so fast" that the game can fall 10 units behind my shift click. WTF! I'm making a simple command on a machine over double the recommended specs...why can't it keep up with basic selection?!
- Even if you have no more orders to give, the game will refuse to let you end turn for 5+ seconds.
I guess those things are fine by you?
I know you hate civ V anyway, but here we go:
Civ V:
- Ranged attack: Siege unit is already set up. Game displays "ranged attack". You right click, and the siege unit instead moves towards the target, adjacent to enemy mounted. OK cool. Quite the "not ranged" "not attack" there.
- Governor will occasionally swap tiles AFTER you end turn. I have video evidence of this starving me down a pop. You're cool with this Sulla? Really?
- I have hit end turn literally 20 times before it let me actually end it. Is there a reason I can't end my turn when I choose? What is the game calculating when I have no orders to give?
- Similar to civ IV, I can give an order to a unit, then wait. I can do this 15 times per turn, losing about 3-5 seconds every time. That starts to add up.
- It actually takes MORE clicks to do most things in civ V than it took in civ IV. To queue something up you have to go into a city, click again, click to queue things up, click out, escape etc. In civ IV you could select the city, hold a button and click on something....!
- Civ V has considerably fewer hotkeys than civ IV did, and no customization last I played.
I must admit, I didn't play even a reasonable fraction of civ V compared to IV, because the engine is so freaking bad that above recommended specs I have to spend somewhere between 1/3 to 1/2 of my playing time waiting to be able to play, which isn't acceptable. Still, in the short time I HAVE played it, I've seen more of the same. I'm sure I'd have found more UI nonsense had I actually been willing to stomach that shoddy product further. I have only scratched the surface of the engine, but again you didn't mention the engine as fine in either game so I don't feel the need, since it obviously isn't.
I don't get how you can actively support some rather HORRIBLE interface conventions, as well as civ V literally misrepresenting what will happen in some cases. The UI in these games is very bad. I compared it to an old, old game on purpose and both civ IV and V LOSE. Why do they lose? Because in BOTH games, buttons the game purports as doing something do not consistently work. When the controls don't work consistently and the UI requires a large number of inputs compared to what is necessary (the latter more civ V territory), you don't have a good interface. You don't even have a passing interface.
I'd love to hear how my examples are things that you consider to "work fine"
.