I just finished a rather massive game (34 civilizations on a 200x132 plots map), which gave me some ideas about how BUG could be further improved (imho). Naturally most of the following suggestions revolve around making the interface work better for games with *lots* of civilizations present, but some might be useful for smaller configurations as well. Also, given the popularity of DLLs which increase the number of players, there are probably more players like me who would love to see some of these come true. However, I have no idea about what's feasible with Civ4's UI modding, or what's too hard to do, so I just list my ideas as they came. Feel free to do with them whatever you like, including disregarding them if you think they're impossible to do or not desirable enough for the work involved.
I'd love to hear some feedback though.
So, here are my suggestions:
1. Scoreboard: Addition of "current score rank" number
The scoreboard already has an (extremely handy) feature to have vassals sorted directly under their masters on the scoreboard. This is a godsend specially when you have lots of civs on the map - at one time I had nine different masters and about 15 vassals in my game, and the sorted scoreboard was a great way of seeing at a glance who was associated with whom. However, with 15 vassals sorted into positions different from the "original" score list, it isn't possible anymore to perceive their ranking at a glance. So I suggest a column which just shows the current score-based rank of each civilization. This column wouldn't make much sense if you don't use the "sort vassals under their masters" feature (because the numbers would simply increment with each line), but if you do, it would make it much easier to see whether a vassal is score-wise in the middle, or in the lower half, etc.
This could be enhanced by a "rank delta" column (for displaying whether the civ gained or lost some positions during the last turn). Another possible enhancement would be color coding for masters and vassals.
2. Scoreboard: If there are more civs than space to print
Currently, with standard font size on a 1024x768 screen, about 30 civilizations can be displayed in the scoreboard (some more if you play with reduced UI, but then you lose the minimap). If you have more civs in your game than fit on the screen, then you won't see the leaders of the scoreboard. I can think of several potential solutions to this problem:
a) Let the user set (and reduce) the height of a line in the scoreboard. The default font is small enough to squeeze more lines into the same screen space, only the research icons (if you use them) would overlap a bit, but that's no big deal imho.
b) Let the user set a number N for the "top N" civilizations to be displayed in the scoreboard, civs with rank lower aren't displayed.
c) Make the scoreboard scrollable (would probably look ugly though)
3. Scoreboard: Cycling through several setups
With 34 civs, a full-fledged scoreboard takes up about a quarter of the screen on a 1024x768 display. That's a bit much. Of course I could remove some columns to make it smaller, but all of the columns have valuable information. How about allowing the player to specify two or three alternative column configurations, and have the "Show scoreboard" button cycle through those instead of just switching the scoreboard on and off?
4. Foreign Advisor Glance screen: Display all columns
Currently the Glance screen only displays about 18 columns - columns for all civilizations beyond the 18th are not accessible. Dresden already showed me how to display all civs (I had to comment a line out which set a minimum value for column width).
This solution works with about 34 civs, although the "worst enemy" icon is now often printed in the next column following it (sometimes being hidden behind the number there). Would it be possible to replace the "worst enemy" icon with a simple red horizontal bar, which is displayed directly under the number instead of to the right of it? This would convey the same information and use the screen space more efficiently.
For 50+ civs in a game, the numbers might start to overlap each other. For such a game, it would probably be helpful if the glance screen scrolled horizontally, but I have no idea whether that can be done.
5. Foreign Advisor Relations screen: Improved layout
The "Relations" screen is only barely usable when playing with many civs. The portraits in the half-circle overlap each other, obscuring the lines drawn between them. I think this screen would be immensely more useful if altered in three ways:
- Replace the large portraits by smaller versions once a certain number of civs is reached.
- Arrange them in a circle instead of a half-circle
- When you click on a portrait, then display this portrait in the middle of the circle and only the lines connected with it. When you click on the portrait in the middle, then remove it and display all lines between all portraits again. This would guarantee the screen to be usable even if the player uses so many civs that the portraits still overlap.
5. Foreign Advisor Info screen: Sortable display
It woud be great if the display of the "Info" screen could be sorted after relation quality, religion factor, and trade amount (preferably by just clicking on the respective headers). This would make it much easier to see who are your strongest trade partners (it's not that easy to spot in an unsorted list of 30+ civs).
6. Foreign Advisor Resources/Tech screens: Filters?
Both screens have a lot of information to click through when playing with many civs. I wonder whether it would be helpful to have filters of some sort - for example, only display the civs which want to trade coal, or only display civs which want to trade a given technology. I don't currently have a good idea about how such functionality could be implemented though ...
7. Military Advisor: Bigger map with selectable overlays
Would it be possible to have a bigger display of the whole map? It's amazing that Civ4 doesn't have a good way to see the whole map - the minimap is very small, and globe view can never display the whole map (and is extremely slow, and the city info plaques gets in the way of the map if you zoom out very far). And the map in the military advisor can only show unit positions.
It would be great to have an overview map of nearly the size of the screen, with the following togglable functions:
- Switch visibility highlighting on/off: Sometimes it's good to have the visibility information (so that you know which parts of the map might be outdated), but sometimes a cleaner display of just the ownership color would be better (the highlighted colors for visibility can become confusing, especially when civs with similar colors are neighboring each other).
- Switch terrain overlay on/off: Again, sometimes the colors of the terrain can be difficult to distinguish from colors which mark ownership.
- Switch ownership coloring on/off: If you just want to see the lay of the land.
- Flash resource positions: Preferably selectable for each resource. Finally it would be possible to see at a glance where in the world there is oil, or coal, etc. (Currently, globe view is apparently intended to do that, but does a very bad job at it. When you zoom out far enough to get a good overview of the map, and then toggle the resources display, the whole map *vanishes* behind tons of oversized resource markers)
- Flash city positions?
8. Victories screen: cycling through all spaceship projects
With several civs building spaceships at the same time, the victory screen does a bad job of tracking the information, although it *is* available to the player (every completed part of every player gets publically announced).
This display could be more useful if it were possible to cycle through all civs that have completed there Apollo program, or if there were some mouseover info which compared the progress of all these civs, instead of just displaying one of them.
9. Info screen: More diverse smooth factors
The "smooth factor" setting in the info screen is a nifty idea. However, there's little difference between a setting of, say, 7, and a setting of 8. On the other hand, people looking for a setting beyond 10 are currently out of look. Wouldn't it be better to have smooth factors of increasing stepping - e.g., 1, 2, 3, 5, 7, 10, 15, 20, 30, 50?
10. Espionage screen: display of levels
Your espionage with any other civ is on one of five levels: no knowledge, demographics, research, city visibility, city inspection. Would it be possible to encode this level as a simple number of 0-4 and display it next to a civ's portrait in the espionage screen? Currently I find it difficult to monitor, for example, with which of 30 civs I just lost city visibility.
Being able to sort the list after this level, or filtering it to display only civs at a given level, would be a great bonus.
11. Civ4lerts for espionage levels
Likewise, alerts could inform the player that (for example) he's in danger of losing an espionage level towards a civ.
12. Main interface: Move camera to previous position
With unit cycling activated, the game will often move the camera away from a spot where I want t to stay. Switching unit cycling off is not a good solution however, especially not in a game with several hundred units to move - I could never remember all of them. Would it be possible to add a keyboard shortcut for "move camera back to previous position"?
13. Main interface: Configurable Globe View threshold
With a map of this size, I frequently found myself unintentionally entering globe view while simply zooming out. This usually halts my computer for half a minute while it shuffles textures and other data around. I assume that globe view uses different textures than the main view in order to actually *improve* performance, however this paradoxically has the opposite effect when your video memory is already quite full and you didn't even want to enter globe view in the first place. It's interesting that I do *not* have too bad a performance drop while zooming out *before* entering globe view, so I think that my machine would be able to cope with the larger view area when zooming out, there's no need to switch into globe view mode (or at least it seems that performance-wise it would be more efficient if globe view kicked in a bit later). Would it be possible to let the user configure a "camera to ground" distance at which globe view mode kicks in?
14. Better Replays
The "History replay" is (imho
) among the most under-modded features in Civ4. In theory it's a great feature, but in practice it's marred by flaws in execution. For one, the text coloring is bad for readability especially in case of the red text. Also, the text colors are inconsistent in general. Events are colored blue, and they make up a large part of the replay - so when you read it, you might want to skip the blue text. However, information about vassalization (which is much more important to understand the global political situation) is also colored in blue, so if you do skip the blue text, you'd miss that.
Information is often incomplete. For example, it would be great to see which civ is founding which city (especially when you've got 30+ civs on the map and multiple cities get founded in a turn). Information about peace treaties doesn't include who "won" the war (for example, if one party is buying peace by paying money).
Some information is missing altogether, like *any* info about research / technologies, trades, resources, or about the units a civ was using.
The flashing dots vanish much too fast if you've got a lot of information to read through.
There is no way to step-wise rewind the history.
Okay ... I'm finished now. Thanks to everybody who actually read the whole thing, you earned my admiration.
I know that some ideas are probably too difficult to implement, or too unimportant, or perhaps not even desirable, but I have hope that there are some which may find their way into a future version of BUG. And now I'm curious about feedback.