Which UI Elements Do You Think Need Work The Most?

Which UI Elements Do You Think Need Work the Most?

  • City Banner

    Votes: 39 40.2%
  • City Screen (Yield Breakdown, Build Queue, Building Placement Tooltips, etc)

    Votes: 23 23.7%
  • Tooltips

    Votes: 27 27.8%
  • Event Highlighting (Discoveries, Celebrations, etc)

    Votes: 7 7.2%
  • Color Choices (ie, the Dark Gray Aesthetic)

    Votes: 15 15.5%
  • Readability (Fonts, Yield Icons, etc)

    Votes: 34 35.1%
  • Combat (Unit Badge HP Bar, Unit Icons, etc)

    Votes: 34 35.1%
  • Boxiness/Flatness of UI Elements (eg, Buildings, Policies, etc)

    Votes: 13 13.4%
  • Selection Highlighting and Differentiation (Techs/Civics, Pantheons, etc)

    Votes: 20 20.6%
  • Minimap (Lack of Borders, etc)

    Votes: 50 51.5%
  • More Ornamentation of UI Elements Throughout

    Votes: 16 16.5%
  • Age Start, Summary, and Transition Screens

    Votes: 12 12.4%
  • Tech Tree Icons (to Replace Generic + Symbols, etc)

    Votes: 34 35.1%
  • Game Setup (Lack of Tooltips/Explanation, Aesthetics, etc)

    Votes: 15 15.5%
  • Leader/Civs (Jersey System, Info on Uniques, etc)

    Votes: 16 16.5%
  • Fog of War Too Dark

    Votes: 8 8.2%
  • I Like The Look and Feel Overall, But *All of the Above* Needs Polish

    Votes: 9 9.3%
  • I Dislike the Look and Feel Overall - Replace the Whole Thing

    Votes: 12 12.4%
  • Other (Please Describe)

    Votes: 5 5.2%

  • Total voters
    97
For me the texh tree icons are number 1 complain, all pluses no info, like I want to increase my settlement cap, which tech should I research? Also the lines between techs are very unclear.

The too subtle difference between choosen and unchosen alternatives is really confusing.

The city banners could really bevmore inspiring, especially since they had a much more intresting looking alternative earlier on.

The overall aesthetic with black/dark grey and gold is fine, looks quite classy.

But a lot of layout mistakes are visible especially on the civ loading screen with its light grey background and to wide formar.

Also the actual Commander and unit portait pictures with the healthbar over in the right corner when you select a unit, look so poor, why not have some actual 2d illustration for them? They could just use their concept art, like civ 6 used concept art (I think) for the Historic Moments on the Timeline. Civ 5 really had so much nicer 2d illustrated unit portraits.

Also the yeild icons should be more different in both shape and colour and quite a bit bigger on the map. Both Influence, gold and happiness are round. Influence and science and culture are to close in colour.

Also I would much prefer if the build UI showed a plus between the curent yeild of an tile and what the tile gains from puting down an improvement or assigning a specialist.

Also of course map ticks and find function would be nice. As well as the effect of the detailed social policy mod, showing you what an Social policy would actually give you.
 
I have to experience it first myself to vote, I just hope it works well even in low resolutions this time also.
 
Is there any reason why the city borders would not or should not be shown in the mini map? I can't really understand the decision. For me, it's extremely frustrating and dissatisfying to see a scattered collection of cities on the mini map, when they should instead appear as a contiguous empire with borders filled in, etc.
 
Is there any reason why the city borders would not or should not be shown in the mini map? I can't really understand the decision. For me, it's extremely frustrating and dissatisfying to see a scattered collection of cities on the mini map, when they should instead appear as a contiguous empire with borders filled in, etc.
Borders not being filled in does mean the terrain remains visible tbf
 
Overall I really like the UI as I’ve mentioned before a few times

- the fog of war with the black tiles and how they pop up is really a nice touch I think
- the next turn wheel with those different icons in the middle I also really love.


I would say the text is sometimes maybe a little too small so you end up with a lot of empty space but overall it’s ok

The mini maps could do with some improvements indeed
 
I voted for readability and minimap.

The relationship modifier is hard to see. Really, a red font on a dark gray heart?

Indistinguishable border on selected pantheon and suzerain bonus.

Unreadable number on the city placement screen.

Yield icons that you initially do not understand if worked tile or not.

City yields hidden under 2 levels of clicks.

Boxy minimap without borders.
 
Am I weird in that I don't really have any complaints about the UI? Like it seems fine to me?

I'd want some more numbers up on the top bar and I'm sure a UI mod will add stuff, and I really don't like the leader facing leader animation system for diplomacy, but it seems broadly adequate.
 
this is absolutely a nitpick but ... come on, these two circular elements are immediately next to each other and not a single edge lines up, it kills me.
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Seems like a bug to me.
From the latest stream.
Looks like there is whitespace missing (or a line break) after player's nickname and unit name in a multiplayer match
1738269115025.png
 
One thing that is bugging me is the fact that city yields and a few other things go to one decimal place. It makes them less readable at a glance imo and it's an odd discrepancy since the top bar yields have no decimal places.
 
I posted this in another thread but just in case devs are checking this thread:
  1. The font scale option doesn't change much at all. I set it to Extra Large text and it only changed the text in a couple places. All of the tooltips in tech and civic tree still has absurdly small text.
  2. Basic game info is lacking. I wanted to know how healing works, like exactly how much HP do you heal in friendly, neutral or hostile territory? Do you only heal if you actually use the rest until healed button or will you heal even if you just skip turn? How about if you are packed in a commander, are you healing? Obviously I can figure it out by playing but why can't I find basic game info like this anywhere in the cyclopedia?
  3. I wanted to buy walls in a town but was just a little short of the needed gold so I figured I would buy them on the next turn. Then on next turn, the walls are no longer listed as an option to purchase. Completely gone from the menu, even when show hidden is checked. Why? My best guess is it's because a hostile unit moved next to the town but if that blocks you from buying walls, when was the game going to tell me that? I'm just guessing that's the reason.
  4. You can't really see any info about enemy units. When you mouse over a unit all you get is the tooltip for the hex yields. You can't select an enemy unit. You have to mouse over the very small unit icon but that just tells you the unit name and civ. You can't see how many HP they have left, just have to guess from the tiny HP bar.
  5. The game tells me to station a commander on a captured city to reduce the unrest but there is no information on exactly how much happiness it gives, or how that works. I moved my commander in and had no idea if it did anything.
  6. The menu that lists all the independent powers just shows their name. You have to open each of them one at a time to get any information about them. As far as I can tell the only way to know if they are hostile is to find a unit on the map and look for the red border. Why wouldn't you have the word Hostile prominent on the list or on the screen somewhere. I have the hardest time knowing who is hostile unless they happen to have a unit I can see. Is there a way to easily cycle between each independent people?
  7. You can only select one civic or tech at a time, can't select one further ahead to queue up a few.
  8. Units standing on a city center completely disappear after their turn. If you zoom in, even the icon goes away. They are completely invisible until next turn. Is this intended? Why?
  9. We really need better tooltips and better info. I have one city with negative happiness but in the city information screen it just says something like "Malus Deduction -8" (can't remember the exact words). That is not helpful. Why can't you give me a breakdown of exactly what is causing the deduction. Is it settlement limit? Is it war weariness? Is it both and if so, how much for each so I know which problem to address first?
  10. Sadly, they are still using red text for numbers when you can't afford something. Red text on a dark background is nearly impossible to see and color blind options don't help. PLEASE, STOP using red text!!
** Please understand this is just my feedback on little things that could be tweaked and maybe some of it might be me not understanding something. This is not meant to suggest the game is bad in any way. I am having a lot of fun with it.
 
Nothing highlights the amount of dead space in the UI quite like playing on Steam Deck. Resolution scaling seems to be absent, so I can't just plug into an external monitor to circumvent the horror. Civ 5 made use of the limited screen space much better without even trying to.
 
I have a LOT of trouble telling what file to activate my Great people on. A tile with a specialist slot available? Which would that be? An urban tile with a slot open for a free Menagerie? I spend like 2 minute hovering over each tile in my empire looking for a suitable location. I could use with a white highlight showing viable tiles to use them on. And do their action buttons straight up disappear when you move? I’ve gotten some of them mixed up when I’ve had two at once and was unable to see which are which.

Also, I have trouble telling what my towns are up to and what to specialize as. Would be nice if in the city screen (well, town screen) it told you when the next growth event is, and what the yields will be if you specialize as a mining town, fishing town, etc. sure I can click out of the page and count the improvements by hand, but it’s not the most elegant solution to my problem.
 
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