Well, they can't put everything into the UI. It'll be too cluttered for many players who don't care to minmax everything. This is better left to mods, which power players will install many of anyways.Not sure if already mentioned, but in his Kongo game Marbozir kept checking every turn for chances to declare friendship or send delegations... It's precisely the sort of inane busywork that I hoped would be gone in Civ VI.
Yes, that one is a critical issue also!It also seems that fading out the unit symbol does not work correctly: sometimes units are still faded out at the beginning of the turn, when they have full movement.
One thing I think really needs an urgent fix is that when you press "sleep"/"skip turn" for a unit, you can't change your mind and wake it up. That's going to be not only something that's a serious nuisance, but also something that has serious impact on the game.
It also seems that fading out the unit symbol does not work correctly: sometimes units are still faded out at the beginning of the turn, when they have full movement.
This isn't purely UI, but the Civilopedia needs to be *much* more detailed, with diagrams where applicable, for new players to grasp some key concepts. Look at how the Youtubers were struggling with the Naturalist (and they're not new players). Every one of them I've seen looked at the Civilopedia entry, but still had *no* clue that
1 and 2 are very easy to explain with a small diagram.
- the tiles have to be exactly in an upright diamond shape
- the tile you select is the bottommost tile of the diamond
- the naturalist doesn't need to be on/adjacent to said tile
Yes, I'd rather let him have 4 movement and have to be present at the site.Huh. Wonder what the point of the Naturalist unit is if you don't have to move it, then.
Either way, that is extremely bad game design. It's unnecessary and adds nothing to the game, becaus fortifying the unit has no effect until the AI's turn.That's not true, I don't think (at least I've seen players rescind sleep orders), but fortifying does end the unit's turn.
Again, unnecessary and bad design, because this has high likeliness of the playing making mistakes by overlooking a possible unit action, while it doesn't add anything because a unit that already has an action will not come up in the unit cycle unless player selects it.Faded out unit icons indicates that the unit has previous orders. It'll take some getting used to, but I think it's working as intended.
All the numbers really need to update in realtime when you for example shuffle tiles around.
And you can't pick a horizontal diamond? Sadness.
Well you shouldn't have to move them to the tile, unless they can move on mountains and other impassable tiles (although that could make sense)Yes, I'd rather let him have 4 movement and have to be present at the site.
With the current system the natural park could just as well be a "district" you designate from a city for a cost of faith.
Also horizontal&vertical diamonds are different in hex grid
All of this stuff should be fixed/added by release day, since I think the early reviewers got a earlier build of the game.
You can make a tilted diamond, however.Actually, there is no way to make a four-tile horizontal diamond on the hex grid that Civ VI uses.
Either way, that is extremely bad game design. It's unnecessary and adds nothing to the game, becaus fortifying the unit has no effect until the AI's turn.
Again, unnecessary and bad design, because this has high likeliness of the playing making mistakes by overlooking a possible unit action, while it doesn't add anything because a unit that already has an action will not come up in the unit cycle unless player selects it.
Not sure if already mentioned, but in his Kongo game Marbozir kept checking every turn for chances to declare friendship or send delegations... It's precisely the sort of inane busywork that I hoped would be gone in Civ VI.
Also, while not technically a UI issue, the endless stacking of civilian units with your own and allied military units really, really, really needs to be the case. That mod will have 200,000 downloads on day 1, I guarantee it.
Also, while not technically a UI issue, the endless stacking of civilian units with your own and allied military units really, really, really needs to be the case. That mod will have 200,000 downloads on day 1, I guarantee it.