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- Aug 7, 2010
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Oddly I had one turn where this appeared for me today, but then it disappeared againplease tell us how much things cost. in terms of production

Oddly I had one turn where this appeared for me today, but then it disappeared againplease tell us how much things cost. in terms of production
It's displayed (since patch 1? I don't think it was there at first) in the first of the detailed city pannels.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.
That! Sometimes the cost is diplayed and then... nothing? And same thing with the green arrows for adjacencies when placing a building: they are there initially, but then you go check something else, you go back to placing your building, and they're gone?Oddly I had one turn where this appeared for me today, but then it disappeared again![]()
If they do that I hope you can toggle it off as I would hate that, I prefer to let the game happen - not saying there's a right or wrong way just pointing out that's not everyone's approach.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.
made a mockup of what a more useful city screen could look like, what do you guys think?
If they do that I hope you can toggle it off as I would hate that, I prefer to let the game happen - not saying there's a right or wrong way just pointing out that's not everyone's approach.
- The game warning you if you don't place the 2 unique buildings in the same quarter
or are about to place it on top of your city or granary.
- More information in tech & civic tree (what civics you unlock). Notably knowing when you can cross the ocean with a settler or army commander is an issue.
Font size and general spacing alone make this . . . pretty poor, actually. Information is concentrated across a wide amount of horizontal space - this is where a lack of clicking leads you, so it's 50% choice and 50% finding out the limits r.e. hiding info (pertinent should be shown / advanced or less pertinent could be hidden).made a mockup of what a more useful city screen could look like, what do you guys think?
View attachment 719100
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.
from a ‘tell me what I need to know’ angle it’s pretty great, actually. glad you enjoy the console interface on 7 thoFont size and general spacing alone make this . . . pretty poor, actually. Information is concentrated across a wide amount of horizontal space - this is where a lack of clicking leads you, so it's 50% choice and 50% finding out the limits r.e. hiding info (pertinent should be shown / advanced or less pertinent could be hidden).
I mean, if you've played this version of Civ enough to get a handle on it? Sure, it's going to make more sense. And yield sources should be less opaque / totalled together in VII. But in terms of UI design? Eesh, no. Sorry.
Where did I say I enjoyed the interface in VII? Is there a point here beyond getting a dig in at "consoles"? I don't understand.from a ‘tell me what I need to know’ angle it’s pretty great, actually. glad you enjoy the console interface on 7 tho
Piggybacking on this,One major oversight imo is that overbuilding doesn't tell you what base yields will be lost when overbuilding
Also i wish overbuilding the same type stacked the yields, to make overbuilding rather than expanding further more worth it
I disagree with you that IV presents a bad interface, and generally think the push to "cleaner" interfaces in recent years makes games like this one harder to play. to each their ownWhere did I say I enjoyed the interface in VII? Is there a point here beyond getting a dig in at "consoles"? I don't understand.
Or, ya know, just make the yields breakdown screen usable. (It is weird that the resource allocation screen is a better way to look at your cities than the dedicated screen lol)For the resources screen in the modern era
Move the resource slots from underneath the city info over to the right and level with the info. Make it so I can sort based on yields, so I can find the least happy or most productive cities and so forth.
Put the resources themselves over to the far right so they're close to the resource slots. Or put the resource slots in the middle, with sortable city info on the right and resources on the left.
Is it right that there’s no way to install this as a Steam mod until Firaxis releases mod support?Update to my Improved Plot Tooltips - adds some extra info if you hover over the city center, like city connections or how many cities a town is feeding.
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As in a Steam Workshop mod? No - but manual mod installation is supported and can be done on Windows, Mac, Linux, and Steam Deck.Is it right that there’s no way to install this as a Steam mod until Firaxis releases mod support?