Questions/Criticisms about Civ V UI

flyboy22

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The forums have currently been in overdrive concerning the game mechanics and balancing of Civ V. There has also been a lot of focus on graphics (they could be better), and other aspects that makes some of us feel that Firaxis fell short. I would rather focus on some of the UI aspects.

Again, I want to state the caveat that this is a game less than a week out from launch, while we all moved from a game that has been out for over 4 years, had two expansions, and many developer & community patches. That said, the absence of some basic aspects of the franchise make me feel that the designers put a premium on graphics (absurd diplomatic screens) instead of small items that end up making a big difference.

-What happened to the clock / alarm interface? I can't imagine it was that difficult to code. I don't know about other players, but it was nice to see just how much sleep I was sacrificing with one more turn.

-Why is there no load bar? While the load bar in Civ IV wasn't always exactly on point, it gave you an idea of what was going on. Instead, they allow you to read the bio about your civ again and again and even provide the ability to use the tooltip and find out about your special units. Probably useful when you start the game. Not when you are loading your game again and again. I personally miss the tips, which had character.

-Where are the hard facts in the Civilopedia? I read the manual and I didn't get all the hard data I wanted. I figured, no worries, surely the Civilopedia will have it. How mistaken I was! I read elsewhere on the forum someone's good assessment that the Civilopedia just seems to tell you that things "help" you, but not how much. How fast do railroads make my units? How much do Pacts of Secrecy/Cooperation help my standing with another leader?

-Where is the handy dandy Score List? I noticed that you can keep the diplomacy snapshot open permanently, but it is rather obtrusive compared to the old, transparent score list, that also included your current agreements and allowed for quick diplomacy. I suppose the addition of city-states would make the list too long, but maybe just a list for relations with major powers?

-Where are my in-city Resource Details? I actually built a road to a resource before I realized roads were no longer necessary to access a resource. (I do have a slight gameplay mechanic irk with this alteration, but I'll let that slide). I understand that resources and happiness have been globalized. And you can see your excess resources in the diplomatic screen. Yet, some buildings require "local" resources, as opposed to "empire" resources. A simple screen in the city screen should show what type of resources the city can access locally and empire-ly. Obviously, I can look around my city, but why not add this functionality?

-Where is a resource page in general? Since technology is no longer traded, I can understand why you are not able to see what people have. (Though due to the tech deals, it is possible to argue that you should be able to have some idea how advanced the guy you are working with is - so you can make a cost/benefits analysis - a research pact might not always be beneficial to make) Yet, this makes resources much more important. The resources are squeezed into the diplomatic screen. It would have made sense to have a separate screen outlining these details.

-Turns to heal? I know that I can calculate +1 HP per turn, and just figure out how long it will take for me to get to 10HP. Then again, I could calculate how long it takes for a worker to complete a task, but Civ tells me. So why not tell me how long it takes to heal?

-Improvements on a tile that the Worker is not on. As far as I can tell, I can't drag a worker over a tile that he is not currently on and see what can be improved there. Again, these are simple things from Civ IV that are not MECHANICS, but simply better user interface.

-Why change the Keyboard Shortcuts? Obviously, the keyboard shortcuts for the F1,F2,F3 should change, as some screens were replaced from Civ IV. That said, I am pretty sure movement has always be G Go and MINES have always been M Mine. I know that someone can mod to change the keyboard shortcuts back, but why alienate long-time players who use the shortcuts more than they use their mouse? What did they gain from that change?

-Multi-turn moves. This is perhaps my biggest pet peeve with Civ V. As far as I can remember in the Civ series [correct me if I am wrong], when a unit was order for multi-turn moves, it moved during your turn, generally after you had moved the currently active units and BEFORE you hit end turn. After all, they do move during your turn. Instead, Civ V asks you to end your turn before moving those units. Its nice to be able to tell where you might need to move units that still have MPs left AFTER the units you ordered last turn(s) have moved. Basically, what happened to Wait?
In addition, as widely noted, you cannot click on a unit that has multi-turn orders and see where it is heading.

If any of these features are actually in Civ V (aka, I am mistaken), please let me know!

I wonder how the QA testers did not have some of these questions, if they are long time Civ players. Something as little as not letting you skip the intro movie unless you turn it off just makes me wonder how "finished" this game was. The only excuse I can think of is that the testers turned off the movie (or it wasn't even in the test build) after the first time they booted the beta version due to this annoyance.
 
I agree 100% with almost all of your points.
Particularly, keyboard shortcuts should unquestionably be user-definable.
and OMG multi-turn moves! why did they implement them like this? totally un-intuitive and frustrating; the way civ 4 did it was perfect.

Hopefully they're listening and patches will fix the UI.
 
The estimate time thing really bugs me. I know it's not that hard to count your HP to know how long until you heal, but they really should tell you. Likewise, if you click a to go unit, it should tell you where it's going.

BTW, I'm pretty sure the Go command worked instantly in the last game as well, but it's hard to tell (I didn't use it since they have the right click version instead). Civ3 went instantly, however.
 
Agree 100% on all points (even brought up a few of them myself in my launch day thread); but would like to bring up one more, which I have not seen others mention, but which REALLY REALLY irks me, and that is : why can't I see research from inside the city screen??!! It is ridiculous to have to escape out and then enter the city screen again and then escape out again just to manage your specialists (mainly from library/university) properly.
 
BTW, I'm pretty sure the Go command worked instantly in the last game as well, but it's hard to tell (I didn't use it since they have the right click version instead). Civ3 went instantly, however.
The way it worked was: The turn you issue the Go command the unit'd move instantly, on subsequent turns the unit would move once all the active units had been dealt with, then you'd deal with any units with partial move-points after reaching the Go command's destination.
CiV basically removes the last step, and erases any destination when the unit is clicked. :(
 
Agree 100% with everything that has been said so far. This is some really basic functionality that is missing here. A few other gripes I have as well (I generally don't gripe about mechanics, as that's what makes it a new game)...

-The city screen is completely appalling. The expandable tabs for citizen focus, buildings, etc... are simply awful. And the worst part about it is that they clearly did this in order to save space and make it "less cluttered" yet everything else on the screen screams "clutter"! I mean, did we really need to have every single building represented by a stylized circular portrait in the building list?

-Specialist control is similarly cluttered with the giant stylized icons. It also handily divides up your specialist slots into the buildings that grant them... while the buildings are placed in alphabetical order! No, they didn't intuitively group them by specialist type, so if you're assigning a lot of specs of one type for any purpose, you'll have to scroll the terrible list.

-Someone at the Firaxis art department is very proud of their "citizen coin" graphic that they made. I recall them talking about it on the podcast as well. This is perhaps the most horrible piece of clutter that has been added to the city screen. It's used both for specs and for assigning citizens to work tiles. The problem is that unless you zoom in a lot, these "citizen coins" are gigantic and obscure most of the view, so you can't even see much in your city screen. Equally obnoxious is the "buy tile" coin. Making things worse, these icons are offset from the tile itself, so it can be difficult to take in in a quick glance. Is it that difficult to... I dunno, highlight or circle the yields in the tile to show that it is being worked? There was nothing wrong with how it was displayed in Civ4. It was much... cleaner...

-Moving away from the city screen, the rest of the easily accessible interface is generally way too large and obtrusive, the kicker being that it doesn't actually display any useful information. Most of it is, again, stylized icons.

-Take, for example, the unit panel. There is a big picture of the unit on the left side, and then there is GIANT text talking about movement and strength. They crammed in all the promotions onto a tiny strip at the top, most of which do not have unique art despite all this work the art department seems to have done. Unit experience is displayed nowhere, and you have to mouseover for a tooltip for it. The blue bar is very useless. Current HP is nowhere to be seen as well and you'll have to look with a mouseover on the main map. Finally, ranged units range is not listed. I guess this is not a huge deal, as we'll get to know the ranges, but for mods and changes, this seems like important information. (Also, I may have missed it, but how do you rename a unit if you don't have a waiting promotion?)

-Probably the worst feature of the UI (in my opinion) is the minimap, which is neither mini, nor is it a particularly good map. It shows you basically massed NOTHING, what with all land tiles looking the same, and just having mountains plastered on. It's totally featureless and unhelpful, unless you need help figuring out the general direction of the enemy.

-Above the map is the mouseover information that we are all very used to. In Civ4, this used to display all information about a tile and units in it. In Civ5, they seem to have forgotten to put in the unit information, as all it does right now is tell you the tile and improvements. The popup tooltip is slightly more useful (I've since set it to be on at all times, because the field above the map is useless), but there is little to no information given about the enemy units. I'm not sure if this was intentional or not, so I'll give Firaxis the benefit of the doubt here.

-Extremely irritating "notifications". Let's say England declares war on me. I've spent a lot of money and effort to "ally" myself with city states for those bonuses. War is declared, and I get a giant scrolling list of "notifications" that all my city state allies are declaring war on England, and their city state allies. There is a separate notification for each individual entity, and the list can be huge. The point is that I do not care about these city state declarations. Can they not just say "England and allies declare war on you and your allies"?

-Then you get big scrolling lists of "Such and such puppet city has grown to size 2 and is assigning their pop". That's nice, but they are a puppet city, so this notification is totally pointless as I cannot reassign that citizen without annexing the city. So don't tell me about it! The game seems to think that a citizen being born in a large city of yours is no big deal, I would argue otherwise; if I am actively managing a city (so not a puppet) then I have some interest in assigning the cities. It's much more important to notify about this stuff rather than random puppet cities.

-Strategic mode. I can see myself using this during heavy fighting, because sometimes the terrain is ambiguous on the regular map. However, cities are very poorly represented in this mode for lack of one thing; the city combat strength. This seems like critical information, and it's not available unless you switch back into the regular map mode. It would also be nice if we could see the exact hit point total of a city. This information is mysteriously absent from all map modes, and even the city screen.

-Totally ambiguous Civilopedia. How much faster is "faster embarked movement" given by Steam Power? For that matter, if I was totally new at Civ, I would have no idea by how much roads and rails actually speed movement. Then you have information which appears to be just plain wrong, like the "Siege" promotion appearing as a melee promotion, when I most often find myself giving archers this promotion early game. Where exactly is this information supposed to be documented if not in the Civilopedia?

---

Whew... that was a bit too much ranting... Well, while I'm here, I might as well say a few positive things about the UI...

-Left-click and drag to move the map. I ran into this feature in GalCiv2 and was pained that Civ4 did not have it. Very glad to see it make the cut.

-Yield icons. I had problems reading the Civ4 yield icons sometimes because they would stack them on each other in a line and the whole thing would sort of blend together. I like that the yields are very obvious right now and easy to read. Now if only they were not obscured by giant, useless "citizen coins" all the time they would be perfect.
 
Wow, great thread. All these little things have added up to what amounts to me really having a hard time getting into civ 5. I've played this franchise from the first game and I've never experienced such a jarring transition from one version to it's successor.

I have no problems with things being changed, but the developers seem to have forgotten a simple rule... "if it ain't broke, don't fix it"
 
Wow, great thread. All these little things have added up to what amounts to me really having a hard time getting into civ 5. I've played this franchise from the first game and I've never experienced such a jarring transition from one version to it's successor.

I have no problems with things being changed, but the developers seem to have forgotten a simple rule... "if it ain't broke, don't fix it"

If you've played since the beginning you should know that is Firaxis' motto. They always toss something and implement something incredibly new.
 
-What happened to the clock / alarm interface? I can't imagine it was that difficult to code. I don't know about other players, but it was nice to see just how much sleep I was sacrificing with one more turn.

So it appears that the clock is a "widget" under the Mod browser. So that is my mistake. As for the remaining issues, they still stand.

I agree the city screen in general is more cluttered and less intuitive. Moreover, I feel that green circles and orange circles are less easy to understand than hammers vs. loaves.

The way it worked was: The turn you issue the Go command the unit'd move instantly, on subsequent turns the unit would move once all the active units had been dealt with, then you'd deal with any units with partial move-points after reaching the Go command's destination.
CiV basically removes the last step, and erases any destination when the unit is clicked. :(

Exactly! I just didn't know how to state it that way. In any event, I don't think the devs wanted to change the gameplay so that you "lose" control over the multi-turn units. Because otherwise, you could just cancel and reissue orders if you want to move them while you still have control over partial MP units. From a strategy standpoint, it makes sense to see those units move, so you can decide how to allocate the partial MP units.

I just wonder how the testers did not notice these key, and longtime, Civ aspects, unless the beta was so buggy, they had other issues on their mind...



Ultimately my biggest disappointment, if I had to choose, would either be multi-turn movement or the civilopedia.
 
I actually like the multi turn move mechanic. It gives me an opportunity to change things when I forget that I wanted to. What baffles me is the queue interface. It's brain stunningly awful. All items added to the end of the queue. Every time you change something, you have to reorder. Reorder using the up/down arrows, which is the absolute worst queue design in the history of queue designs. Why in 2010 can I not drag and drop to reorder? Why can't I add to the top? Maybe I missed something, and the keyboard hotkey for it has changed.

I don't see why the city bar click to queue and city bar click to city screen needs to be separate, other than they were obsessed with the left side menu layout. Which, btw, wouldn't be a problem if it wasn't enormous. You don't 'leave the map' to go to the queue or city screen...but I have to exit to move units, etc. There's no point in 'not leaving the map' if I can't click on a unit and move on. From the city screen, I have to click a radio button to show the queue, but if it's unchecked that area is completely blank. Why on earth wouldn't you just put the queue there? Why do I then have to click another button to go to the queue? First rule of UI design: More clicks = bad.

There are plenty of tooltips with excellent breakdowns, but for some mysterious reason, I don't get a tooltip for the turns remaining on a worker building an improvement (plus the turns til healed mentioned already).

The top left corner display for tech is enormous, for no particular reason. The filling ring is aesthetically nice, but only for the purpose of being aesthetic. The horizontal bars worked perfectly, and took up much less real estate. The entire UI over all is inexplicably large. There is hardly a difference when I click "small interface" in the options.

The civilopedia is a cluttered mess. There is no list of hotkeys (even with civ IV you had to dig to find them). Shortcuts are included in the box edition (not sure about dl) on a poster that is roughly the size of a classroom world map. It's nice, but impractical.

What makes all this particularly aggravating is from the initial announcement, we heard over and over how much the UI had been improved. While there are some nice additions, there are many steps backward. Thankfully I'm enjoying the gameplay mechanics themselves.
 
My biggest issue with the ui is that bumping sound that is playing every time you click a button with your mouse. It gets super annyong after a very short time.
There should be an option to disable that while leaving other sound effects enabled ;)
 
First rule of UI design: More clicks = bad.

Truth. And I agree with pretty much everything in this thread.

I've said it before, it's the unnecessary removal of these little things that are bothering me.
 
The UI feels like the people who created it didn't actually play the game with it. I don't know how someone familiar with UI design could play this game and think the UI is anything but poorly done.

Hopefully some of the issues can be cleaned up a bit in patches. We'll probably have to wait for an expansion for any time of redesign.
 
The UI graphics were probably created by a team of sensitive creative types that prefer style over function. It would be nice to minimize much of their work so we can play the game more effectively.
 
i must say i have only read the beginning of your text...-:) (so far)
Yes it's true it's just a few days out etc etc...

But Civ IV was very big (positive) excitement just out of the box....whereas
Civ V is a big disappointment (at least for me)
 
The top left corner display for tech is enormous, for no particular reason. The filling ring is aesthetically nice, but only for the purpose of being aesthetic. The horizontal bars worked perfectly, and took up much less real estate. The entire UI over all is inexplicably large. There is hardly a difference when I click "small interface" in the options.
This really annoys me too. There is absolutely no need for your tech progress to be so large. Also if you open the city list why does it need to be large enough to list 7 or 8 cities when I only have 3?

I'm also getting really tired of the lag or whatever it is when it says "A unit needs orders" even though you've already moved the last unit.

Finally the tool tips need a lot of work. Workers and healing units have been mentioned, but here's another one: if you hover over someones city it says "click here to talk to the owner of this city" that's great, but who owns that city?!?
 
Any modders out there found a solution so far? Like just scaling the whole interface to half its size?

Unfortionatly I haven´t got the modding experience to do it myself, nor the time to learn it :(
 
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