The UI fails to support adjacency gameplay, basic stuff like hover over a built building in the City Details screen

Oddible

signal / noise > 1
Joined
Apr 7, 2002
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This game has the same problem as Old World - a highly complex adjacency system and not much UI to support it. When I'm placing a building I can see the results of that building on the tile I'm going to place it, but I can't see the results to adjacent tiles - I'd love to see little +4 icons on adjacent tiles when I hover a tile - simple stuff that would make it much easier to play with this interesting game mechanic. Another is that once you've placed a building there is no way to see it's info anywhere but the civilopedia. Why not show the building info on hover in the City Details screen so I can actually see the adjacency bonuses?

Also why add a goal for tile yield but then make me have to count the tiny little icons, just put the number!
 
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Firaxis has some solid game designers but they should consider hiring an actual UX designer. Civ 6 had so many similar issues that would have been easily resolved with tiny changes by someone who knew what they were doing.
 
The adjacency system is actually not that complex.

Science and production buildings get adjacency from resources.
Gold and food buildings get adjacency from navigable rivers and coast.
Culture and happiness buildings get adjacency from mountains and natural wonders.
All of the above get adjacency from wonders.

The only building-to-building adjacencies in the game (except wonders) are some of the unique buildings of certain civs, and the Palace, which gets 1 culture and 1 science from every filled (and not outdated) Quarter adjacent to it. Thus, these are also the only cases where you can place something that influences something you've already placed - except for wonders using the extremely simplistic 'anything urban that's not Ageless gets a benefit'.
 
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Firaxis has some solid game designers but they should consider hiring an actual UX designer. Civ 6 had so many similar issues that would have been easily resolved with tiny changes by someone who knew what they were doing.
It's not about hiring, it's natural consequence of the development process. You could make UX deeply integrated into features only after the features themselves are finalized. So in game development, where everything changes constantly, it's normal to release with UX being one step behind.

After release, the changes are expected to be less dramatic, so it's ok for UX to catch up. Let's see how it goes and evaluate it in a couple of months.

P.S. I put aside the discussion of how ethical it is to release "unfinished" game, but just in case, I want to point out again that no amount of internal testing could match the testing done by actual players and it's good to have UI based on our feedback and even some modder ideas.
 
And tell my how much a specialist actually increases the tile's yields in total, not just the yields of the specialist themselves.
What's the difference? I thought that the specialist UI includes the bonus yields from adjacencies
 
P.S. I put aside the discussion of how ethical it is to release "unfinished" game, but just in case, I want to point out again that no amount of internal testing could match the testing done by actual players and it's good to have UI based on our feedback and even some modder ideas.
On the one hand, yes, there is no way the devs can test more than the entire player base. On the other hand, I refuse to believe that it takes an entire testing playerbase to determine that the game needs tech/civic beelining, a sum of total yields in a quarter, and that gold-repairing multiple items comes with an obvious visual bug.

It’s a good attitude for early access (as in actual early access, not a preorder perk), but not a good look for a commercial release.
 
Pretty sure it doesn‘t work correctly for food and gold.

It does, right?

If I'm not mistaken the minus values to support the specialists aren't in the tile yield.
 
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