My immediate UI wishlist

"building breakdown" in the city screen has such a silly sound to a non-native speaker. Are the buildings breaking down? How can I fix this? Also the texts often seem so bland to me, just technical, no flavor text, no narrative, just stating the +1 this, plus plus that. I want to play a historic simulation game, good texts are a must. To me that's an impoverishment of language, sadly. Where has the English language gone to?
 
Unless I've just missed it, there really should be a way to easily see where farms/plantations/etc or mines/quarrys/etc are. I'm not enjoying just sorta guessing how many rural tiles there are and it'd be nice to be able know at a glance.
Similarly, I'm desperate for a city building lens to highlight the various kinds of buildings incl. type (food, gold, science, etc), which are ageless/warehouse/unique buildings, and which are from the previous age and therefore need replacing. Tbh I also just think there's too many different buildings lol, a clearer overview of them would help a lot.

Yeah, I got through one age tonight, and I definitely agree that while the map is very pretty, man, it's so hard to use. At least in the city view, I just want some shading on my tiles:
-Show me in a few distinct colors what my rural tiles are. I would love to click into my city and see that I have like 4 plantations, and so my granary is actually like a +6 food building. Honestly, I barely built any, because I couldn't be bothered to count.
-I would love if they brought back the civ 6 little arrows when you hover to place other buildings. Sure, it's great to see the direct yields, but an extra reminder that the +6 I'm getting is because of XYZ, it might help me decide better why to place buildings in a certain way.
-The tech and civics trees also need bigger icons, and more info around them. I'm not that old, and I was just playing with the default UI scaling, and I couldn't tell that buildings and wonders had different borders. In tiny icons, circle vs rounded square is impossible. I would kill for some better details. Like, give me color coding, or a different back, on production vs science buildings, for example.
-Similarly, it would definitely be nice if they could classify the free stuff you get on the unlocks. You have to hover over everything individually to know if it's a codex, a settlement limit increase, etc..
-Let me click on a tech 2-3 deep in the tree and research to there. We've had that in every civ game to date. Baffles me how it's not available.

I'm sure once I have 500 hours into the game, I'll remember where everything is and goes. But honestly, I would love something to just help me out. Like, how about when you have the tech tree open, something I could check or hover over that would basically expand out all the Wonders, so I could scroll and see at a glance what was where? Another option to expand the buildings, so I could scan and check where the Academy is in the tree, to know where to go.

I watched a lot of the previews, honestly that's the only way I at all could make it through. I saw the streamers choose some of the options here or there, so I kind of had an idea where to look. But if you didn't watch them, the game would be practically impossible. I did open it back up after turning the font size up to medium from small, and that definitely helps. But still...
 
Is anyone else annoyed trying to figure out tech and civic prereqs? The civilopedia doesn't seem to help either. It is also a big mess.
That coupled with the practically imperceptible colour difference between researched/unresearched techs and inaudible sound cues make trying to select any tech from the tree a nightmare. Sorely missing the civ 6 tech tree right now.
 
Has anyone figured out in the town view how to discover which cities a town is connected to? There's a few mechanics that scale with "how many cities this town is connected to", but short of going into every city and pulling up the food breakdown and checking if there is a line item for "imported from town" and then making a guess of which town that would be I haven't figured out how to answer this.
 
That coupled with the practically imperceptible colour difference between researched/unresearched techs and inaudible sound cues make trying to select any tech from the tree a nightmare. Sorely missing the civ 6 tech tree right now.
For this I found myself actively looking which techs or civics has that x turns in the label. It means that is the lowest tree mode that is not yet researched.

I agree colors for researched/not learned/ active should be more distinct. Different shades of brown or gold wont help.
 
Best to just list the name under/on top
make the bars a fixed size, leave enough space on the left, then add the leader names right-aligned to the left of them, like this:
1738887896479.png
 
make the bars a fixed size, leave enough space on the left, then add the leader names right-aligned to the left of them, like this:
View attachment 718362
That only works with a certain length of name (assuming Napoleon, Revolutionary will be the longest ever)
having it go to 2 lines for the longest ones seems fine.
ie
Napoleon,
Revolutionary

Should help ensure the name is never too long to fit
 
My pet peeve is that it seemed extremely hard to figure out where yields were coming from. At one point I had a research agreement and a bunch of other things going on, and I click into the yield breakdown to see "Other yields" producing 16 science per turn. What the hell is that? Why can't it break it down by what those yields are, because I had no clue.
 
Not quite 'immediate' on the wishlist, but I'd very much appreciate being able to change the animation speed of my units.

Or perhaps it would be simpler if certain units (e.g. Cogs) just moved a bit faster...
 
I need more lenses, and hotkeys for them. I used to spam "4" regularly in Civ VI, just to plan my future cities, I want it back. The fact that I have to press a button, change it to Settler lens, and then change it back to None is annoying.

Also, give me pins, like cmon, how did we not get them on release, especially with the new city management system.
 
Currently on controller, LJOY moves the hex cursor and RJOY scrolls the map/world view. On RJOY PUSH it refocuses the view to the hex cursor. Please change that to RJOY PUSH selects the center hex in view. That would make faster navigation around the map. Have LJOY PUSH refocus. Thanks.
 
Army Commanders need some work. There's been times when it has an open slot, but I couldn't reinforce a unit or pack a unit. No indication why. And when you unpack, the center tile can't be selected even though it's valid. A preview of auto-unpacking would be nice too.
 
mentioned in another thread already but :

When constructing or buying a building have some indication in the city screen of what type of buildings are already there
Like Civ 6 where you could immediately identify a commercial district (yellow) or science district (blue)
 
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