My immediate UI wishlist

The re-appearing of notifications on the right side of the screen, which takes like half a second per notification, is very annoying, in particular because it goes top to bottom. I want to be able to click on the bottom notification immediately after exiting whatever screen I was in. It should either appear bottom to top, or just all at the same time.

Yes. Also, it doesn't seem to notify you of emergencies well enough - I outright lost a city to an independent people attack and had no idea.
 
Yes. Also, it doesn't seem to notify you of emergencies well enough - I outright lost a city to an independent people attack and had no idea.
Yes, you only get an event-type warning (on the "action wheel", not in the "notification tower") if you have the setting for tutorial level on "only warning" and not "off", and you have no unit in the threatened settlement. Even the unit on alert mode does not seem to wake it up?
 
I feel like it should be more obvious what kind of towns your towns are. Like a little icon for growing, or a little icon for hub, etc

I don't disagree, but I must also say that focusing on food seems to almost always be the best option.
 
- The location of buildings on a city is not visible enough. I spend my life looking tile by tile at the small icons of a city during construction.
- The detail tab of a city should be visible by default.
- We should be able to click on a banner of a city to see its information.
- More interface should have the "see the map" button. For example, in negotiation, the opponent offers me one of his cities following a war, and I cannot see which city it is without canceling the transaction. (By the way, why only cities offers or only "white peace", knowing the settlement limit and hapiness gestion).
- It should be easier to view the terrain features, I have been surprised more than once by terrain restrictions despite about twenty hours.
- All elements of the game should have access to civilopedia, and the elements in civilopedia should be clickable.
- We should know the conditions for additional unlocking of a civilization in civilopedia. We should see the civilizations of the future ages to prepare our game plan.

- I would like to view civilopedia outside of my games (game menu), in addition the unique civics of the civilizations should appear in their files.
- I always find myself spammed with blocking notifications by non-specialized towns that I do not want to specialize.
- Not really UI, I see no gameplay interest in wanting to block our access to the distribution of resources between our cities, as long as we do not have new resources.
- I personally have trouble understanding that future tech is repeatable, and future civic is not (moreover the reason is vague, min/max science can give you a lot of leader attributes, and win by score but culture not).
- Overall we have no idea of the maximum distance of a trade route, and it is a shame that in the proposed list, clicking on the trade option does not directly send the merchant to move there (by closing the corresponding interface).
- It's hard to see the possible range of an attack. The edges aren't contrasted enough.
- More than once, I found myself with a unit capable of attacking, but the interface reacted strangely, and the potential damage wasn't displayed when it should have, even in the event of an attack anticipated over a few turns.
- The victory screen is too abrupt, without any real end-of-game stat analysis.
- I can't visualize the ideology of other civilizations in the modern age

By the way, nothing to do with the UI, but I find that having to unlock 4 civics (and even more when the civics of the civilization are more interesting) is a bit too late in the game and it makes relationships with civilizations really confusing.
 
- I personally have trouble understanding that future tech is repeatable, and future civic is not (moreover the reason is vague, min/max science can give you a lot of leader attributes, and win by score but culture not).

What are you talking about? I repeated future civic in one of my games...
 
So this screen should be familiar to everyone by now. My first thought every time I see this is "WTH am I looking at?" Several improvements come to mind:
  1. Which tiles are in the city and which are outside? Every civ before this would darken everything outside of the city, and they need to bring that back.
  2. What exactly is in each tile? Apart from resource icons, it's hard to tell. Well, okay if I look closely I can see the little palace that indicates the city center. Shouldn't the city center be a bit more obvious?
    1. I'd like to see some sort of color coding for each urban district indicating the district specialty (production, science, etc) or if it's a mix.
    2. I also want to see the gold/science/production/etc. stats for every single tile as they are before placing anything.
    3. In fact, on tiles that have two buildings, I want to see stats for each building separately.
    4. I also want a visual indication of what's current age and what's an old and outdated building so I can more easily tell what can be replaced.
    5. The pop-up that appears when you hover over a tile should accurately indicate what your science, production, etc. is going to change to. And if you haven't selected a building yet, make that obvious in the pop-up.
 

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You can't... 😅

Sorry, but you are straight up wrong. In my current game, in the Antiquity Era, I researched Future Civic twice, not just started it, finished it. It actually made the Era end before I wanted it to, but I had no other choice as I had already researched everything else, including all masteries.

And yes, I did get two attribute points and two boosts for my next era civics from it.
 
Sorry, but you are straight up wrong. In my current game, in the Antiquity Era, I researched Future Civic twice, not just started it, finished it. It actually made the Era end before I wanted it to, but I had no other choice as I had already researched everything else, including all masteries.

And yes, I did get two attribute points and two boosts for my next era civics from it.
I believe they thought you meant in modern, which I think is the case. In antiquity and exploration I believe are the eras where you can research it more than once.
 
And specialists.
Yes, I also preferred to see everything separately and see the adjacency bonuses separately as well.
This is supposed to be easier for beginners, but it's actually really confusing. I wish there was an option to always show more details.
 
A bunch more stuff for the wishlist:

-Essential unit actions such as sleep until healed or promote should not be hidden behind a collapsible menu.
-The game does not remember map view settings (at least, disabling the hex grid) on quit and restart.
-Civ VI's bug where unit movement is displayed as only being able to move 1 tile into an opponent's borders when you don't have open borders with them is still present, including for units which ignore open border requirements, such as missionaries.
-The occupied, revolt and being razed icons for settlements are sometimes displaced. Based on a small sample size, this may have to do with the length of the settlement name.
-Denounce Military Presence response has Accept on the left and Support in the middle, which does not align with the order for other proposals.
 
made a mockup of what a more useful city screen could look like, what do you guys think?

1739233228431.png


real talk, it is pretty dismal comparing how previous games presented information vs how civ 7 does. honestly, even civ 6 hides too much city info behind different panels, when you could just put it in front of the player.
 
one city screen detail that I've seen overlooked: I want to know how long my city is taking to grow. that (along with happiness) is often the deciding factor in where to put a fresh pop. why isn't this information on the city screen?

and maybe it hasn't been harped on enough, but please tell us how much things cost. in terms of production, or scienec/culture for tech & civics.
 
Narrative event modals should have little question mark symbols that you can either click or hover over for information about why you got the events. This is a strategy game, after all, so the game should make that sort of information available to the player.
 
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