ProfessorPhobos
Chieftain
- Joined
- Nov 16, 2001
- Messages
- 14
Some minor tweaks and such I think might be nice.
1. You should be able to pair a military and civilian together so they move with one another. You can do this manually already, so it's just a convenience thing. I like to have a warrior escort a settler, or keep my great general matched with a tough unit, etc.
2. There doesn't seem to be a way of looking at the overall diplomatic situation- who is at war with whom, who has what deals with who (like defensive pacts). I may have just missed it. A "relationship map" screen would be great.
3. The city-worker management screen is surprisingly cumbersome, given how streamlined the rest of the interface is. And it doesn't seem like the "worked/not worked" icons actually match up with the little black circles? Maybe a graphics bug. Also, having an empty black circle for "worked by another city" tiles is less useful than a dedicated icon to indicate another city is working that tile, I think. Maybe it's just me, but I find the city screen a bit overwhelming as well and kind of cluttered. It's hard to see yields without zooming in, but zooming in means you've got to scroll it around just to have access to all your available hexes.
4. It'd be nice to be able to click on a little button on the city in the world map that highlights the a. hexes in the city radius, b. the hexes currently being worked, and c. lets you reassign them via drag-and-drop on the world screen without having to open up the city interface. I imagine you'd still have to open that up to reassign building specialists, but it'd cut down on the clicks to be able to move a citizen from tile to tile without having to open up the city screen and then click on citizen allocation, etc.
5. There should be some kind of little path indicator that shows you how a worker ordered to build a route-to is going to do it, and when you move units you should see the paths of other units already ordered to move, just so you know if you're ordering, say, one unit to a space that'll be occupied by another by the time it arrives. Stuff like that. (Again, maybe I missed this)
6. Is it just me, or is there no longer a way to tell when tiles are being worked by a city in the world map? In Civ IV, they'd be visible active; a little cottage would have a fire going, an oil derrick would be animated, etc. This was helpful.
7. I'm a little confused by the yield readouts. Is it "actual yield if worked" at the top, with "original unimproved tile" on bottom? I keep seeing tiles with five green apples that only provide three food, stuff like that.
8. There's some space available at various parts of the screen; maybe a quick save button on the interface itself?
9. You should be able to turn off those periodic "top ten list" messages. I find them irritating. Also you should be able to disable, or at least mute, the opening load-screen voice overs.
10. What happened to the clock? And the alarm feature? Seriously I was playing this and heard birds and saw daylight and I was specifically trying to not let that happen, and it did anyway!
11. No option for "automated workers do not alter existing improvements" makes me a sad, sad panda.
12. I'd love to see "Tech Stagnation" and "Blind Research" options included in the list by default. I'm sure someone will whip up a mod for them, but still.
1. You should be able to pair a military and civilian together so they move with one another. You can do this manually already, so it's just a convenience thing. I like to have a warrior escort a settler, or keep my great general matched with a tough unit, etc.
2. There doesn't seem to be a way of looking at the overall diplomatic situation- who is at war with whom, who has what deals with who (like defensive pacts). I may have just missed it. A "relationship map" screen would be great.
3. The city-worker management screen is surprisingly cumbersome, given how streamlined the rest of the interface is. And it doesn't seem like the "worked/not worked" icons actually match up with the little black circles? Maybe a graphics bug. Also, having an empty black circle for "worked by another city" tiles is less useful than a dedicated icon to indicate another city is working that tile, I think. Maybe it's just me, but I find the city screen a bit overwhelming as well and kind of cluttered. It's hard to see yields without zooming in, but zooming in means you've got to scroll it around just to have access to all your available hexes.
4. It'd be nice to be able to click on a little button on the city in the world map that highlights the a. hexes in the city radius, b. the hexes currently being worked, and c. lets you reassign them via drag-and-drop on the world screen without having to open up the city interface. I imagine you'd still have to open that up to reassign building specialists, but it'd cut down on the clicks to be able to move a citizen from tile to tile without having to open up the city screen and then click on citizen allocation, etc.
5. There should be some kind of little path indicator that shows you how a worker ordered to build a route-to is going to do it, and when you move units you should see the paths of other units already ordered to move, just so you know if you're ordering, say, one unit to a space that'll be occupied by another by the time it arrives. Stuff like that. (Again, maybe I missed this)
6. Is it just me, or is there no longer a way to tell when tiles are being worked by a city in the world map? In Civ IV, they'd be visible active; a little cottage would have a fire going, an oil derrick would be animated, etc. This was helpful.
7. I'm a little confused by the yield readouts. Is it "actual yield if worked" at the top, with "original unimproved tile" on bottom? I keep seeing tiles with five green apples that only provide three food, stuff like that.
8. There's some space available at various parts of the screen; maybe a quick save button on the interface itself?
9. You should be able to turn off those periodic "top ten list" messages. I find them irritating. Also you should be able to disable, or at least mute, the opening load-screen voice overs.
10. What happened to the clock? And the alarm feature? Seriously I was playing this and heard birds and saw daylight and I was specifically trying to not let that happen, and it did anyway!
11. No option for "automated workers do not alter existing improvements" makes me a sad, sad panda.
12. I'd love to see "Tech Stagnation" and "Blind Research" options included in the list by default. I'm sure someone will whip up a mod for them, but still.