General UI gripe list

A more minor issue, how about not spreading dialog control buttons to all edges of the screen... buttons appear in the bottom right, top right, center, top left... on a dual monitor setup, I can't count how many times I went to hit "x" to close a window and clicked out of the game.
 
Button I can click on to show me where a barbarian camp is when it spawns, every time I get the sound cue I have to search the whole known map
Alert order for units, once again ...have to use skip turn orders because otherwise I have no idea if an enemy is close to a fortified unit
 
I just thought of another gripe from my game last night: the Pantheon choosing panel blocks the majority of the screen. In Civ 5, the panel was off to the side so I could still see, for instance, how many plantations or quarries I had in and around my territory. But with the panel blocking most of the screen in Civ 6, i have to keep closing it to check my territory and then opening it back up again to read the next Pantheon. Eventually, I'll have all the Pantheons memorized. But for now, it remains a nuisance.
 
  • No 'back' button in the Civilopedia (this is one of the most baffling ones, imo) :dubious:
  • Moved and 'sleeping' units look the same (both are greyed out) :twitch:
  • When viewing tile assignments in Strategic View, the 'assigned plot' icons (marble heads) visually block the food yield of their assigned tiles :nono:
  • If you disable unit cycling (by editing the file for it), the game will then skip over some units and let you end turn without moving them (did I hear something about a frying pan and a fire, hmm?) :help:
  • Sometimes, two units cannot trade places even when their movement points would allow it (it seems to be related to starting on hill tiles somehow) :huh:
  • You have to wait 10 turns (or something like that) to make peace in multiplayer, between human players :crazyeye:
  • No way to auto-reassign trade routes (nor see the last route you picked...) [pissed]
  • Etc etc... This game has a bunch of flaws that occasionally serve as an UI, by pure chance, it would appear. :coffee:
 
Sometimes the skip turn button will just disappear, so you have to move the unit and then move it back.
 
No notification when a new barb camp spawns, which means you have to play with sound to be alerted, and also you have no way of knowing where the camp spawned (needs a notification that can be clicked to centre on the new camp).
 
I know it's probably silly to some, but brown for unseen map, brown for fog of war, brown tiles, brown in menus... Too much brown. I don't see a pretty game, I see an ugly game with brown everywhere. Also some mouseovers look like unstyled windows 3.1 menus. Of course changing the keyboard shortcuts had to be one of the dumbest decisions of all. On a high DPI monitor I actually have to put my face so close to the screen it sometimes touches.
 
Biggest issue: in my first few games, was unaware that placing districts or wonders on tiles with bonuses from natural wonders WIPE OUT the bonuses on that tile. I stupidly placed districts all around Mount Kilimanjaro thinking the bonuses would still apply. As far as I can tell, placing a district or wonder on a tile removes the benefits of that tile. If that's not the case, that needs to be indicated as well!

On the diplomacy screen, "Goodbye" and the tiny red X to dismiss the screen are in opposite corners. Very annoying to drag mouse all the way across the screen each time.

Similarly, the click target of the red X is super small on the tech/civic complete screen. When there is no CTA ("Change civics", etc.) it is a little annoying to dismiss.

I also find the trade screen difficult to decipher. I rejected a peace deal over and over again which I thought involved me giving back a city I conquered. Eventually I figured out that "Cede [in tiny font] Seoul" meant THEY would cede it to ME. (Even though I owned it?) When I realized my mistake the AI rejected the exact same deal the next turn.

I'm not sure what it is, but I find the tile hover popup to be super distracting, especially because there is basically nowhere on screen to rest your mouse without something popping up. The identical screen in Civ 5 for some reason never bothered me but this one does.

One more, more of a bug: when units complete actions in Jungle, sometimes a prompt to give them a new command on the next turn never shows up. Then I'll stumble on an idle unit (not fortified, sleeping, or anything) waiting for orders I had forgotten about. Only clicking them returns them to the move unit queue.
 
The city "screen". Why do I gotta click a second time on a tiny little button to see anything about the city I selected. Buying tiles, production, buying production, city details, district information. All of this could be on screen with one click but it's all separated. Some isn't even available. I struggle a lot just trying to figure out where a district is.
Furthermore, manually selecting worked tiles has been made harder then ever. Oh, I don't want you working that academy. Let me move the worker to this mine. No no no, not my farmer...crap.
Before I know it I have every tile locked just to make one change.
 
There is no way to see the distribution of military units, workers etc. across the world. In civ4, I think, the Military Advisor was a world map with each individual unit pinpointed as a dot on the map. The unit could be selected so that a click on the unit on the map would take me to that unit.

I spend hours upon tedious hour trying to find units now.

There is no easy place to find the excess food for each city now. Only way that i know of is to shuffle through each city on the city detail screen. i spend hours doing this too. The net food per city was easy to find on the city detail screen, I think it was civ5 and civ4.

Why they didn't include this is a stunner . . . at least for me.

Although the base game is no more better or worse than previous imho, there are some distinct steps back as I listed above.

Anyone who doubts my experience with the civ franchise and dedication to it can look on my steam page . . . tdurden1937. Thousands of hours.


Other pet peeves . . . color is horrible. Green. I get mildly nauseous looking at it. No kidding. Game crashes when annexing a city after conquering it sometimes.

A big on is the progressive slowing down of the ability to click and toggle buttons while in the city detail screen. The buttons can be selected quickly when just loading the map. Progressively, the selecting of the buttons for culture, science etc. and manually selecting where the population will work, gets slower and slower until after around 10 minutes of play it take almost one second to select a button. WTH! The window also throws up a program not responding message. Are u kidding.

There is more believe me. just want to get back to my current game of kicking Bismark's ass.

S Another one is that the game indicates which tile will next be annexed to the city. The game also changes that tile for some reason beyond me. Hard to set up a worker when the target annexation tile is changed on you.
 
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I think most things in this thread are fixed by now in the CQUI mod -- it's a one click download from steam. There is a reports menu that shows all of the units (and shows at a glance those eligible for a promotion, making mass promotions much less painful). Trust me, you will love it!

You will need to start your game with it I believe, so you will have to finish you current game first. ;)
 
game main menu does this stupid fade-in animation that makes me wait a few seconds instead of just showing me the buttons
city bombard button is too small making it hard to click and has to be clicked twice to make it work
assigned citizen icon is too big and covers the yield icons
game does not remember my previous game's setup, just like civ 5 on release... and beyond earth on release... why do they keep doing this???
 
A little one in the grand scheme but very annoying in a diplomacy heavy game:

No Alert that your diplomatic deals have expired other than friendships/alliances, or any informative screen/area you can quickly view current ones other that the top bar GPT drop down which is super light on info and therefore mostly useless.
 
Bit of a thread necro, but yea, CQUI fixes pretty much everything. They should just take that mod and put everything in the base game. One thing that still annoys the hell out of me though is no notification of where a new barbarian camp is spawned. There's just the sound and then you have to hunt around to try and find it or risk having one of your cities gets overrun because you overlooked a camp in a corner somewhere.
 
Former destination when renewing a trade route, sort by whatever, how many trade routes I already have going to a given destination. This one is a must when I pay attention to my access level or my tourism. Some civs basically gives me bad yields for trade routes but I need one and only one going to one of their cities for Diplo/tourism. Now since I have a short time to play, I tend to send too many trade routes to such a backward civ just because I want to make sure I'm getting access bonus, Diplo bonus and tourism bonus.
Also, I struggled to find the unit list but I did now. It is still a bit stupid or at least it could be a part of the tutorial.
Building cost in hammer is not that trivial to access.
Signaling cities can fire! This one is a huge must. Getting annoyed about the fact that I'm cutting many trees receives a full cinematic with a three-sept closing UX, yet something as important as firing with a city receives zero attention...

I know I have a lot more but I haven't played this week so I'll come back to this thread later on. As a rule of thumb ,if a mechanism requires me to pay attention to a metric, it should be easy to get the information
 
Bit of a thread necro, but yea, CQUI fixes pretty much everything. They should just take that mod and put everything in the base game. One thing that still annoys the hell out of me though is no notification of where a new barbarian camp is spawned. There's just the sound and then you have to hunt around to try and find it or risk having one of your cities gets overrun because you overlooked a camp in a corner somewhere.

Yes, that has to be one of the most annoying things ever. I mean, the CQUI has a barbarians lens, but you still have to go through the effort of finding the camp (and I put a pin on it, just so next time I hear the noise I'm somehow not finding an "old" camp and missing the one next door). I don't know who in the world thought that was a "feature" to be implemented....
 
Former destination when renewing a trade route, sort by whatever, how many trade routes I already have going to a given destination. This one is a must when I pay attention to my access level or my tourism. Some civs basically gives me bad yields for trade routes but I need one and only one going to one of their cities for Diplo/tourism. Now since I have a short time to play, I tend to send too many trade routes to such a backward civ just because I want to make sure I'm getting access bonus, Diplo bonus and tourism

The trade screen accessed with the button in the upper right provides some of that info but can often be wrong when it comes to whether or not you are getting a tourism bonus

A quicker way to get this info is from the detailed culture victory screen. If you mouse over the suitcase icon to the right of each civ it will tell what you need to know about tourism vis a vis trade routes, open borders, and same or different governments.

which is not to say that the UI doesn't need some major refinement.
 
Bit of a thread necro, but yea, CQUI fixes pretty much everything. They should just take that mod and put everything in the base game. One thing that still annoys the hell out of me though is no notification of where a new barbarian camp is spawned. There's just the sound and then you have to hunt around to try and find it or risk having one of your cities gets overrun because you overlooked a camp in a corner somewhere.

From experience using it, CQUI makes the game significantly better, but it is far short of "fixing pretty much everything".

Even with it, the UI is less efficient wrt giving orders to units and cities than civ 4, and 4x tbs games from 20+ years ago. It is a lot better with it and it's silly to roll w/o it, but even with that we're not there yet.
 
Does anyone else use the NQ Enhanced UI (https://steamcommunity.com/sharedfiles/filedetails/?id=871796826)? I tried it recently and really like it - it incorporates the things I most liked from CQUI along with some things I missed from Civ V, like global diplomacy and demographics screens. It also makes the "talk to another leader" panel appear on the left side so you don't have to go into the fullscreen view every time (MUCH quicker and great for me since I can't run leader animations anyway). It's a little bit buggy, but not in any way that really matters (just a few weird graphical glitches). But I haven't seen it mentioned here at all.

EDIT it also fixes the city bombardment icon, which is an utter delight. And probably a ton of other things I can't remember. Here's the changelog: https://docs.google.com/document/d/1o_AmQb4bexIVuZdWyUen8ZSl1mGTCciGM4i5doXFPEU/edit
 
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