There is one level of information, which would always be nice to have present as a general information: Total Production, total commerce, total science, total culture and total unhappiness. I would suggest that these totals are displayed below the civics in a single row, for reference. This should give a nice overview of how my civ would look, if all civics were at their lowest level (but should include current happiness bonuses from resources and buildings/wonders, i.e. I want to see current number of angry citizens that don't work in the form of a number of angry smilies).
As a general observation, I think there's not much information in the hovertext for each civic. I mean, I can see when hovering the mouse over a civic what it does, but I can't see the effect on
my civ in this particular game. So if it's possible, I would suggest to change this hovertext, so it actually DOES show what the effect is on my CIV. Not all civics have any meaningful extra information to show, however, e.g. Police State, Slavery, Serfdom, Organized Religion and Theocracy only influence future builds and don't have any immediate effect.
The hover text should at least include the specific effect of the civic. So, for instance, if I select Hereditary Rule, the text should read "+1 happy face per military unit in city" and then display the number of happy faces this would generate. It could be just the happy smiley and a number in a parenthesis. Then, I could match that figure to my net unhappiness, and see if this setting still gives me unhappiness. Granted, if the numbers are even, that doesn't guarantee me no happiness, as some cities could be unhappy. But at least I'll know that as a whole, my military currently in cities is large enough to generate enough smilies to eliminate unhappiness, but I might need to shuffle some troops or simply build some more.
I've listed all the civics, which I think require extra information, including an example of what could be shown in bold. Remember, the idea is that you see the EFFECT:
Government:
Hereditary Rule: +1 happy face per military unit in city
(+X
)
Representation: +3 beakers per specialist
(+X
), +3 happy faces in Civ's 5 largest cities
(+X
)
Universal Suffrage: +1 production from towns
(+X
)
Legal:
Vassalage: ...lower unit support costs
(+X
per turn)
Bureaucracy: +50% commerce & production in capital
(+X
, +X
)
Nationhood: ...+2 happy faces per barracks
(+X
), +25% espionage
(+X
)
Free Speech: +2 commerce from towns
(+X
), +100% culture in all cities
(+X
)
Labor:
Caste System: ...+1 hammer from workshop
(+X
)
Emancipation: +100% growth for cottages, hamlets & villages
(X non-towns)
Mercantilism: ...no foreign trade routes
(-X
), +1 free specialist per city
(X cities)
Free Market: +1 trade routes per city
(+X
), -25% main. from corps.
(+X
)
State Property: No distance maintenance
(+X
), +1 food from workshops & watermills
(+X
)
Environmentalism: ... +1 happy face from jungles and forests
(+X
), +25% maint. for corps.
(-X
)
Religion:
Pacifism: ...+1 commerce support cost per military unit
(-X
per turn)
Free Religion: +1 happy face per religion in each city
(+X
), +10% research in all cities
(+X
)
Now, I realize that some civics affect others. For example, Mercantilism gives one free specialist per city, and this specialist will give an increase in some area. But since I don't get to make that decision until I actually choose this civic and go through Anarchy, I don't think it's really relevant in this screen to show any potential benefits from these specialists. I think the important thing is to show the effects on the situation HERE AND NOW.
Comments are welcome!
