UI modifications (suggestions and discussion)

IRC still is great, only problem is how easy it is to get another person's ip from it.

This was a massive issue in the earlier days of esports, where ddosing unfortunately were commonplace to rig matches
 
Is there any chance to get the batch selection of cities (ctrl/alt) to put the city I clicked on at the front of the selection?.

I wanted to get back to this because I really think it's super useful. I checked the code and it's a trivial fix.

I was wondering if people think the default behaviour has any use over having the city you click on with Ctrl/Alt at the top of the selected city list?
 
I wanted to get back to this because I really think it's super useful. I checked the code and it's a trivial fix.

I was wondering if people think the default behaviour has any use over having the city you click on with Ctrl/Alt at the top of the selected city list?
There is invert queue somewhere in Bug settings
 
There is invert queue somewhere in Bug settings

That's not what I mean. But nevermind I just noticed I can in fact just Shift+Alt+Click after already having the city selected and get the desired result. I'm absolutely sure I tried that before and it always reset the list, but I may have just been stupid.
 
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1 Is it possible to hide replaceable buildings in city screen (ex dont wanna see earth wall when i can build regular walls)
2 Is AI smart enough to not build old version (ex earth wall) of a building just before new one (ex walls) - I was not :D
 
1 Is it possible to hide replaceable buildings in city screen (ex dont wanna see earth wall when i can build regular walls)
2 Is AI smart enough to not build old version (ex earth wall) of a building just before new one (ex walls) - I was not :D
At least for the second case, there can be valid reasons to do so. If the newer building takes longer and the city is being attacked now, it's better to have an operational earth wall than a half-completed wall.
 
1 Is it possible to hide replaceable buildings in city screen (ex dont wanna see earth wall when i can build regular walls)
1685706654929.png
 
C2C has a LOT of Civics, and it takes a lot of searching to figure out where they are.

It would be much easier if the civic itself indicated its category, for instance :
Civ4BeyondSword_7SgfQq9uUT.jpg

This should show something like "Workforce : Communal" instead.
(I know that they are color-coded, but that itself takes quite a long time to learn.)

Another issue is that they are listed last in the tech tree.
In the worst case, their icons don't even appear on the tech card !
Civ4BeyondSword_o2ojcAa6F4.jpg

Since they are relatively rare, and a pretty big deal, and tend to have a bunch of effects you might want to look up in the Pedia-
(BTW, why do building effects get shown in the popup, while Civic effects do not ?)
-IMHO they should be shown among the first icons.

Speaking of, the above tech popup and the icons in the tech card should list items in the exact same order, in order to minimize confusion (C2C is already "brain-heavy" enough as it is !)
 
Among other things, indeed.
I've been playing C2C for years now, and I still sometimes don't remember where the next civic is on the tech tree.
 
There's a LOT of chaff in the building menu, and while a lot of filters are offered, they don't catch everything. One thing that screen could really use is a filter to show buildings that produce a resource (ingots, sails, rope, candles, etc.). Many such buildings aren't caught by the current filters at all, but are essential - particularly for things like the chain of resources needed to utilize a metal.

And even if smelters don't directly create ingots, they need to say they create the conditions for them to be auto-built.
 
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There's a LOT of chaff in the building menu, and while a lot of filters are offered, they don't catch everything. One thing that screen could really use is a filter to show buildings that produce a resource (ingots, sails, rope, candles, etc.). Many such buildings aren't caught by the current filters at all, but are essential - particularly for things like the chain of resources needed to utilize a metal.

And even if smelters don't directly create ingots, they need to say they create the conditions for them to be auto-built.
The whole resource system is extremely user-UNfriendly as of now.
There's ton of stuff that appears "behind the scene" as "building-resources", and you literally need to scan Pedia to even catch that, because it's NOT reflected anywhere else.
A lot of time, my gameplay boils down to "just keep building random stuff and let your auto-workers also do random stuff, then one day something will randomly pop up".
Would be funny, but it's NOT.
 
I enjoy all of the topics at C2C civfanatics.com and Discord too!!! What are Everyone's Thoughts about Merging C2C Multimaps Civilization with the Price based version of Perhaps Sid's 8 or 9 because there has been a Consensus that Civilization 7 in 2025 would be Rushing it and I have played this Game since Civilization 2 and I was not able to enjoy the Original Civ one and any of the Civ's are far more addicting than any other Video, PC or Online Game in existence on Earth except perhaps the original Atari TV Hookup Games which I no longer have. I would especially like comments of any Civ Modder or Somebody613 or of course StrategyOnly.
My current King Solomon non Multimaps Game is attached and I will be updating it regularly.
 

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