TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,989
Overall a good summary here. I'm not a power user, so I'd say I'm probably slightly more than mildly irritated by the UI, but could certainly understand how it could infuriate people. I have to continuously mentally run the numbers in my head to figure out which cards to slot in (Ok, so I have 3 campuses with decent adjacency, so the double adjacency card is probably about +8 science. But I'm still building one settler, so how many hammers did that city get again? Oh, but I just unlocked the campus building bonus card, so which of those campuses were +3 or higher again? And then usually I just pick something and 3 turns later realize that I forgot to put the builder card back in, or that I didn't actually choose the card I wanted but had exited out of that menu and forgot to go back in...)
The problem is that it doesn't stop there.
- What's your amenity situation when trading for them? Can't see.
- For that matter, there's a number of decisions to be made in diplomacy contingent on information > 5 inputs away from having the trade screen up again.
- But not to stop there, simply figuring out what is acceptable in a peace deal requires trial and error spam sometimes.
- City has built all the buildings you're going to want for the next 20 turns, and you don't want units/wonders there. Queue units? Loop projects? Build wealth? ANYTHING to stop constant reprompting from this city 5x over the next 20 turns, multiplied by the 20 cities you have so that you're not getting hundreds of unnecessary prompts under a competent UI? LOL NO
- You're moving your units from one side of empire to the other. You right click each of them into their correct place, no double-orders onto same hex. You will then re-issue these orders several times as they collide into each other and the game can't handle it.
- Want to focus stuff in cities giving highest yield? Do it right from the ledger, after sorting by yield. Haha just kidding! That Civ 4 feature is too much to include in a game made over a decade later.
- For that matter, so are basic niceties like clicking on a city once and adding to queue with simple shift or control clicks.
- We now interrupt this IBT to spam you with a non-choice dialogue message. Just want to make sure you're paying attention while the AI plays its turn (complete with off-screen animations).
- Want to know how much WW you have and how much next action will give? Too bad, unless you look in the save file or ask a forum poster.
- You can't build X unit, because you lack the resource. You can't build Y unit, because:
Many of these are low hanging fruit fixes. In contrast with, say, making a solid AI that keeps up with good play using minimal bonuses...other games actually do manage competent or even good UIs. CQUI doesn't make the Civ 6 UI good, but despite limited tools at its disposal it's a marked improvement over the base game. Along with other games doing it much, much better this tells me that Firaxis is both aware of these issues and is fine with grossly underallocating resources towards end user experience and has done so for years. Along with Paradox's choice to do the same thing, I hold this choice by project management/design team in disdain.
Maybe the end game wouldn't be so slow paced if it didn't have > 2 hours of rote inputs baked into it. On maps larger than small, that's an underestimation of the time sink from this junk.
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