Small Observations General Thread (things not worth separate threads)

Non-navigable rivers do not give fresh water to adjacent tiles, need to settle on top of them for the happiness bonus
What, why? :cry:
 
This is a problem throughout the UI -- costs aren't displayed for buildable items in the menu either. I think you actually have to go into the Civilopedia to find the costs of anything.
Buildable like in the production menu? That's strange because in the purchase menu, the production cost is displayed.
1737828283218.png
 
The UI is so bad and I'm less and less hopeful for it being fixed at launch. Looks like we'll have to rely on mods to fix it.
I really think they assume (correctly) that your average player doesn't care about the production cost just the number of turns. And that goes for tech and civic costs as well. Obviously as fanatics most here will disagree with that choice.
 
I really think they assume (correctly) that your average player doesn't care about the production cost just the number of turns. And that goes for tech and civic costs as well. Obviously as fanatics most here will disagree with that choice.
I don't see any evidence that this is a correct assumption. It doesn't make sense to show the numerical value of yields but not the numerical cost of the items you spend those yields on; the first value isn't very meaningful without the second. And it doesn't make any sense to display the production cost in the Purchase menu tooltip but not the nearly identical Production menu tooltip.

I think the visual design of the UI is fine, but it could definitely use a little more important information and some sensible click actions. I get that you don't want to clutter up menus too much, but you shouldn't have to drill down four levels to find basic information that you need on a regular basis.

The tendency of UI designers to continually remove information and options is turning the digital world into a hellscape of no choices and no information.
 
I don't see any evidence that this is a correct assumption. It doesn't make sense to show the numerical value of yields but not the numerical value of the items you spend those yields on; the first value isn't very meaningful without the second. And it doesn't make any sense to display the production cost in the Purchase menu tooltip but not the nearly identical Production menu tooltip.

I think the visual design of the UI is fine, but it could definitely use a little more important information and some sensible click actions. I get that you don't want to clutter up menus too much, but you shouldn't have to drill down four levels to find basic information that you need on a regular basis.

The tendency of UI designers to continually remove information and options is turning the digital world into a hellscape of no choices and no information.
My evidence is my large (5+) amount of friends plus a few family members that enjoy civ with hundred (thousand for some)+ hours and have never chopped a forest in their life. Not everyone metas their games, they just assume a woodcutter is better in the long run.

I wouldn't be surprised if they showed console players 2 versions of UI and they said they preferred the one with less information

Edit: I will say I saw a civ 7 YouTuber video where he showed you had to click 4 separate menus to get to the food breakdown chart and I agree that is ridiculous. I'm not entirely defending their decisions just saying they have their reasons.
 
My evidence is my large (5+) amount of friends plus a few family members that enjoy civ with hundred (thousand for some)+ hours and have never chopped a forest in their life. Not everyone metas their games, they just assume a woodcutter is better in the long run.

I wouldn't be surprised if they showed console players 2 versions of UI and they said they preferred the one with less information
I don't chop forests either or care what the optimal meta is. That doesn't mean I don't want to see what the cost of a friggin' Scout is.
 
I don't chop forests either or care what the optimal meta is. That doesn't mean I don't want to see what the cost of a friggin' Scout is.
But if you aren't going to boost your production to get to the scout what does it matter it's production cost?
 
Ben Franklin is typically a warmonger, Amina is not
Definitely called that Ben Franklin would be one of the worst warmongers in the game, but it seems like Amina should be as well when she hates you for settling basic tiles.

What, why? :cry:
Indeed, what is even the purpose of minor rivers?
 
But if you aren't going to boost your production to get to the scout what does it matter it's production cost?
There are choices you are asked to make throughout the game in which you are shown the numerical value of a yield, whether it's choosing what tile to work, or between two yields offered in a narrative choice, etc. It's kind of important to have a sense of what things cost.

So answer me this: why is the production cost listed in the tooltip for an item in the Purchase menu but not in the nearly identical tooltip for an item in the Production tab of the same menu, in which it would actually be helpful to see the production cost?

Indeed, what is even the purpose of minor rivers?
Minor rivers still give fresh water, you just have to settle directly on them.
 
There is such an upsetting amount of empty space on the build menu, not to mention the mouseover text, that it is quite baffling as to how they didn’t find the room to put the total production cost in there.

I suspect that they’ll add it.
 
I'm noticing from playthrus that the "narrative" events seem to be binary. That is to say, it is "this" or "that" -- and when they come up, it is as simple as deciding between a stat, e.g., +science or +culture. I'm wondering if any of you have seen, or if devs have considered, more complicated narrative events that build and grow and are not so game-y. If you learn a song from a tribe, can that evolve into a legendary work, for example -- or maybe taking the science option angers a nearby civ or creates a deeper opportunity for interaction/connection with a polity. It would be great if narrative events were actually narrative. At the moment they seem like simple buffs with a new dressing. Do any of these events have negative effects, or more complicated decision-making?

Thinking, of course, of Old World and its events which demand difficult decisions that unravel a larger story. Now that's narrative. I may have not seen these in the playthrus, but was curious; apologies if I missed something. Always seeking 4x that isn't afraid to tell a story!
 
Back
Top Bottom