Well, under that logic, why does the UI tell us anything about the game at all? Apparently the UI is completely flawless....
Oh, but I'll say it one more time. Just because *you* don't thing it's useful doesn't mean it shouldn't be included if *others* think it's useful. Any information that is presented in a horribly clunky way can be improved, and almost every improvement suggested you have criticized as not being needed, yet someone else wants the information.
Sorry, this will be my last post here since I'm getting *very* frustrated with this thread....
If you are under the impression I think the UI is flawless, then you have not been reading this thread. I have conceded a number of points already, and I might just concede more if you come with arguments. Like has happened already. Also,
most of the points that people brought up that I have argued against (I would even dare say,
almost every point) I have argued against because, in some way or another, it is already in the game. And for most of the ones that are not, my arguing has
not been that they're not useful. More often, I have argued against it, like with the one in the post you are replying to, that it is not feasable to add it in a non-clunky way.
To expand on the point of "showing which bonuses other districts get from building this district", consider the screen you see right now when you build a district. It shows all tiles inside your borders as well as tiles outside your borders that have more than 0 adjacency bonuses, and on each of those tiles it shows you how much bonus yield from adjacency you will get from placing your district on that tile. I think that everyone agrees that this is an intuitive, straightforward way to deliver information. If not, please say so, and please say what would be a better way (because, as I argued in another thread as well, "this sucks" is not helpful to a discussion, wihle "this is bad but this other way would be better"
is helpful to a discussion).
Now, with that screen in mind, how exactly are you going to show the bonuses from placing that district? There's maybe ten possible tiles to place that district, and
each of those tiles is going to mean something different for adjacency bonuses for current districts. How, exactly, are you going to show for every tile in that screen what every district does or does not get, considering that we just established that the way this screen is build up is a logical and intuitive way? (again, if you disagree, please say so)
And there is also a
very easy rule of thumb for this: More adjacent districts = better. Special adjacencies are something that only happens to very few civs (Greece, Germany, Brazil) and in the cases of Greece and Brazil it's for city center and rainforest respectively, which means that the district always comes later than what gives the special adjacency bonus, which means that all you have to remember is Germany = put Hansa's and Commercial Hubs together.
Maybe that's too hard to remember, that's fine, but please think of a way to show it to people before criticizing that, right now, it is not shown.
1) city bombard. covered a lot
2) units: a usable list of them, who's avail, who's asleep. Who can upgrade? etc. Sort by name, type etc.
2a) units, trade: a LIST of them, sorted by whatever. I prefer sorted by origin city. Showing how long to go, etc.
3) Cities: who has what districts? I really like this with CQUI putting an icon on the city itself.
4) map UI: more lenses, I like the scout one AND the barbarian one. Makes it much faster to find where the barbs are, but really miss the notification from V that would take you there.
5) production queues. omitting those was just wrong.
6) diplomacy. CQUI helps, but the whole thing needs work.
Base UI is usable, but far, far from optimal.
Only gonna reply to points that I haven't yet addressed as otherwise this thread just takes up
too much time.
2. The units list is accessed by clicking on a unit and clicking on it's name. This shows all military and civilian units as well as their current status if they have any (sleep, fortify, alert, etc). Granted, it does not show upgrades, which would indeed be a nice extra to have.
2a. I'm not entirely certain (I barely use it myself) but traders might also appear in above list, though they won't show origin city and time. You can find origin city by clicking on them on the map though.
4. Considering I don't use CQUI myself (obviously), what exactly do these lenses do?
6. What parts of diplomacy exactly have bad UI? (excluding those Victoria already mentioned)