Something I noticed that I thought was interesting was that a lot of the more critical previews came from non-English sources, and we've seen that the localization appears to be quite, how to put it, subpar. This may be just me, but I'm speculating that said poor localization could be a cause for some of the more critical previews (not all of them obviously).
Can someone explain to me what is wrong with the current UI? Specifically? And on the basis that I'm a bit of a simpleton? I don't really have a strong opinion but I've seen a LOT of strong opinions, so I'm curious what people are reacting to? Is it just the look or is it the information displayed? E.g., I can see some parts of the UI where the font is too small, or something is too difficult to see (like health bars), but it doesn't seem atrocious to me. I remember a lot of negativity about the UI in VI too, and for me the main thing there was not knowing how much of X you would actually get when slotting in a policy card.
Can someone explain to me what is wrong with the current UI? Specifically? And on the basis that I'm a bit of a simpleton? I don't really have a strong opinion but I've seen a LOT of strong opinions, so I'm curious what people are reacting to? Is it just the look or is it the information displayed? E.g., I can see some parts of the UI where the font is too small, or something is too difficult to see (like health bars), but it doesn't seem atrocious to me. I remember a lot of negativity about the UI in VI too, and for me the main thing there was not knowing how much of X you would actually get when slotting in a policy card.
I'm more neutral on the UI than most, but one thing I see that I feel will lead to a lot of confusion is how the yield icon map will work, particularly dont know how many people will not realize that you dont get any of those yields unless you have an improvement, tbh think this may be the first game where I just play without having yield icons on.
Can someone explain to me what is wrong with the current UI? Specifically? And on the basis that I'm a bit of a simpleton? I don't really have a strong opinion but I've seen a LOT of strong opinions, so I'm curious what people are reacting to? Is it just the look or is it the information displayed? E.g., I can see some parts of the UI where the font is too small, or something is too difficult to see (like health bars), but it doesn't seem atrocious to me. I remember a lot of negativity about the UI in VI too, and for me the main thing there was not knowing how much of X you would actually get when slotting in a policy card.
I would say when in a preview someone choose their pantheon and some were already taken I honestly couldn't tell at first sight which from the two shades of grey. Also, the golden age legacy could be more golden. And the item you select does not stand out a lot either.
I would also prefer so have some several distinct icons for bonus in the tech and civics trees instead of a "+" for all of them. And a search function, or at least some sort of selectable legend to apply some filters. Like I would like to be able to find easily all the nodes that give + 1 settlement limit without having to hover over all of them.
So for me, it lacks some readability and quality of life.
Can someone explain to me what is wrong with the current UI? Specifically? And on the basis that I'm a bit of a simpleton? I don't really have a strong opinion but I've seen a LOT of strong opinions, so I'm curious what people are reacting to? Is it just the look or is it the information displayed? E.g., I can see some parts of the UI where the font is too small, or something is too difficult to see (like health bars), but it doesn't seem atrocious to me. I remember a lot of negativity about the UI in VI too, and for me the main thing there was not knowing how much of X you would actually get when slotting in a policy card.
The minimap is essentially useless and broken, showing settlements as gigantic, ugly squares with no information about empire control.
The distinction between finished and able to be researched techs isn't high.
A lot of the unit icons in the build menu seem to be differently shaped sticks.
The settlement banner is too small with information spilling out over the landscape - which is worse because it's already such a tiny banner. Some of it is also just offset weirdly. That the numbers have a black background seems to indicate that they know this is a bad design, so hopefully it'll be fixed. Also, you cannot click on these banners for IPs to talk to them, but instead have to click on the tile.
Some unit options are hidden inside a popup menu. Have UI designers not learnt from Microsoft Word? When you hide options (especially something important like resting) users just don't use it. How will a newbie to the franchise realise that this is an option?
Unit HP bars are tiny.
Tons of instances of text butting up against UI elements. In the start screen in particular, there's tons of text crammed at the top with a bunch of empty space below.
I don't hate the overall black and gold style, and in particular I love the next turn button (pictured below). But there's tons of little issues that, if they make it to release, I will be very annoyed about.
I was hoping that they would serve as some kind of a bonus for those good at tech in the last age. Like everyone would recieve the base techs but only some would have mastered them. I get the age reset mechanic but I just wish they swapped around some of the stuff that becomes locked with an age transition
its a very small thing in the grand scheme of things, but for some reason the little popups that happen when you unlock a civ makes me super happy. I like that there is an attempt at giving a little bit of lore as to why potentially Egypt will go to Inca, or something like that.
its a very small thing in the grand scheme of things, but for some reason the little popups that happen when you unlock a civ makes me super happy. I like that there is an attempt at giving a little bit of lore as to why potentially Egypt will go to Inca, or something like that.
Some of these narrative pop-ups have really compelling and thoughtful writing, and imagined how the civ change happened in detail.
SpoilerExamples :
If people are saying that civ-changing is FXS copying Humankind, then this is where I hope Humankind can copy FXS. Meaningful cultural transitions with narrative implications are exactly what Humankind lacks - even though Humankind is a much more narrative-centered game to begin with.
It's a Tabula Rasa at the beginning of next age. everyone reset at the same tech and civic starting point.
So... .what are carryovers from previous civs if game begins at Age I and not Age II or III
If people are saying that civ-changing is FXS copying Humankind, then this is where I hope Humankind can copy FXS. Meaningful cultural transitions with narrative implications are exactly what Humankind lacks - even though Humankind is a much more narrative-centered game to begin with.
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