My immediate UI wishlist

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?
It's displayed (since patch 1? I don't think it was there at first) in the first of the detailed city pannels.
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.
Oddly I had one turn where this appeared for me today, but then it disappeared again :crazyeye:
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?
 
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.
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.
 
made a mockup of what a more useful city screen could look like, what do you guys think?

I think you should've built that Forge a long time ago. :P
 
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.

And I think if you read through the text, it generally gives you enough context to follow along. Like I just improved a fish resource, and I get a popup talking about citizens rejoicing about having canned fish in my town. Anytime it talks about a building, I at least tell myself it's probably either just a random chance when you build an academy to trigger, or maybe because I built the first one in the world, for example. Honestly I think having a little air of mystery to them is probably good, otherwise you're going to see too many "okay, you should hold off on getting a fish resource before turn 50 because if you wait that long you might get something free from it." (although in that case I got some science or culture, and then a few turns later apparently everyone was sick from it so it killed my empire happiness for 3 turns).
 
- Highlighting goodie huts
- Having to click on the town instead of on the UI bar in independent city states
- Better able to click the army commander if it's on the same tile as a military unit
- Hovering over resources, wonders, city tiles giving the information you need
- Better city yields screen/UI window
- Better UI in terms of trade & connections, being able to see if if your city & town is connected and how
- Not being spammed by messages if your town is not specialized yet, or being able to choose non specialization
- Being able to see if an independent city state is on a freshwater tile or not (which is important in decisionmaking whether to raze or incorporate it)
- 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. Unique quarter being more intuitive in general
- Map tacks
- 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.

I'm sure there's other stuff, but these are the things i remember that i wish were there
 
I wish the game shows placement requirements of both unique buildings, when placing one. That way you can't accidentally miss out on making the unique quarter by placing one building where the other can't (I've made the mistake of forgetting terrain requirements, and placing a building where I've also placed another building I can't overbuild on
 
- The game warning you if you don't place the 2 unique buildings in the same quarter

It does do this in the UI on the left.

or are about to place it on top of your city or granary.

But this does not happen. Also, it should be extended to contemporary-age buildings. In my current game I accidentally built my Railyard on the same tile as my City Garden, and now I can't get the unique quarter in that city anymore.

- 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.

This is all in there when hovering over the civics. Although I would appreciate being able to hover over any individual unlock, as opposed to just the entire package deal.
 
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.
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).

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.
 

Like this to me isn't clear enough. I know the game indicates it, but to me it's not highlighted enough. And it's kinda gamebreaking, so at least you want to delete it (no refund is fine for me), but you want to be able to delete it. And to me it feels a mistake a lot of us already have made
 
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).

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.
from a ‘tell me what I need to know’ angle it’s pretty great, actually. glad you enjoy the console interface on 7 tho
 
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
 
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
Piggybacking on this,

I found I was also afraid to overbuild because I was never quite sure what I would lose.

My suggestion:
When you hover over the quarter, the buildings need icons representing their primary yield. If the building is active (ageless or current age) it should be bright and saturated. If it is obsolete, it should be desaturated and look crumbling. When you go to choose which building is being overbuilt, it should show both the absolute and net change in yields (i.e., 9 food, 🔼6 food, 🔽 2 production. If the building is ageless or unique, the icon should have an outline and give a warning about overbuilding.

Also need a city summary where we can see where all of the yields are coming from, but also attribute the bonus time yield to the buildings, not the tiles themselves.
 
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.
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 own
 
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.
 
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.
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)
 
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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Is it right that there’s no way to install this as a Steam mod until Firaxis releases mod support?
As in a Steam Workshop mod? No - but manual mod installation is supported and can be done on Windows, Mac, Linux, and Steam Deck.

Manually installed mods can be toggled on or off from the game's main menu (Additional Content -> Mods).
 
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