Pfeffersack
Deity
This. I actually haven't made that experiment, but I know how it would end. The vague and weak memories of the situation on the resource screen before @beezany created Resource Re-Sorts are enough.(...) I tried playing a game without them, but had forgotten just how wretchedly, spastically, bad beyond all previous recorded levels of badness the game's provided UI is, and I just couldn't stand it.
Don't get me wrong: I don't want to belittle and devalue the effors the devs make to work on the UI in each patch. And I'm extremly grateful for finally getting my edge-panning. However, most of those changes are fixes or minor adjustments. This value now dicplayed correct, a click saved here... Nice, useful and needed without a doubt. But if I compare it with how the armade of UI mods I use change the game, the official UI changes just pale. I understand that bugs are ironed out first, but my fear is that the devs shy away from taking the meaty UI mods as guiding line for bigger change. My prime example is the policy effects: We had a must-have mod for it in Civ6 and it quickly re-emerged for Civ7. However, what concerns me is that the info about policy effects never made it in the official Civ6 UI...and I ask myself "Why?". To little resources, other priorities? A lacking understanding how crucial this info is? Or (worst)...a deliberate design decision, because "guessing is part of the fun" or "we don't want to overwhelm players with information"? What also makes nervous is that on the UI front the approach "smaller changes paving the way for the bigger ones" might not work out that well...there is limited sense in finetuning something, if you completely redo it later. This makes me sceptical if we will see big official UI changes at all. Of course, I would love to be wrong here...

