Plains-Cow
Best Resource; Always Wins
I am only talking cowpie about certain aspects CIV IV UI that impedes speed civing or forces a brutal city specialist redundancy/tile working checking. It's the best game in the series otherwise.
Yeah...I don't think the devs realized how powerful slavery would turn out to be lolI think they're specifically talking about the UI. I'm actually a weirdo old man that's regressed over time and now uses the mouse for basically everything. I find it cuts down on the misclicks in a game that is extremely unforgiving with misclicks.
It chooses spies because they're at the top (although they're also the best specialist in terms of both yield and the great person). The problem isn't that it's choosing spies, but that it chooses specialists in general. This is because without fully understanding slavery, devs assumed you wouldn't want to grow the city into unhappiness. Also they figured you'd run specialists for the yield and get great people as a bonus, when it's mostly the opposite.
I think they're specifically talking about the UI.
I am only talking cowpie about certain aspects CIV IV UI that impedes speed civing or forces a brutal city specialist redundancy/tile working checking. It's the best game in the series otherwise.
Not by anyone directly - but the remark I quoted was not to be mistaken, I think. Especially when the post received aBy who?
You can also turn off automatic unit cycling in options if you wanted to micro everything and use the military advisor and strategy map to find units you need to move, then wait until the end turn button is red to click it, alternatively.
Ctrl-W will take you to the next unit that needs orders, until they all have orders. Ctrl-\ takes you back to the previous unit. You can choose the next unit that you want by clicking or use ctrl-W to go to the next one that auto cycling would have chosen. This works with or without auto cycling turned on.Yeah, the problem with that is how tedious it is to switch back and forth between menus and screens trying to track down all the units. It needed a simple way to say "Take me to the next unit" without doing it automatically on my behalf, to avoid all the "ok I moved the worker, now let me queue up the cott-gaahh that's not where I wanted that galley to move" or "ok scout moving, lets see what new tiles I can see-dammit now I have to scroll back over".
Yeah, the problem with that is how tedious it is to switch back and forth between menus and screens trying to track down all the units. It needed a simple way to say "Take me to the next unit" without doing it automatically on my behalf, to avoid all the "ok I moved the worker, now let me queue up the cott-gaahh that's not where I wanted that galley to move" or "ok scout moving, lets see what new tiles I can see-dammit now I have to scroll back over".
Ctrl-W will take you to the next unit that needs orders, until they all have orders. Ctrl-\ takes you back to the previous unit. You can choose the next unit that you want by clicking or use ctrl-W to go to the next one that auto cycling would have chosen. This works with or without auto cycling turned on.
Since Civ5, the trend is to spread always more elements on the general map. It started in unstacking units and now cities are also fully unstacked in Civ7. I assume that was meant to make the game more visual and less abstract. Yet in the process, the scale that each tile represents has been significantly reduced. And as maps don't have more tiles, you end up much more limited in space with everything getting more cramped and cluttered. Whereas there was a certain sense of vastness in Civ1-4 that felt like you were building the Roman Empire, scales in Civ7 feels more like you're building the principality of Liechtenstein. Some players may be bothered in a game that aims at representing 6,000 years of human history on a global scale.I know that this can be controversial as well, but I always preferred unit stacking over one-unit-per-tile. The maps feel very cluttered visually and tedious to manage with 1UPT. I also think that the tediousness people complain about with late-game completes is made worse when you have to move one unit at a time rather than a whole stack. I find it disappointing that CIV VII stuck with the 1UPT framework.
It is just a cultural thing in my mind. Younger people/urban people tend to be more attuned to big picture and pretty whereas mature suburban and rural want the nitty gritty. Which I think corresponds more to our life experience. Give me a thousand units to move turn after turn for little to no advantage and I am quite happy. But then that makes sense as I have built houses from the ground up, using a shovel to dig the footing and using a real hammer and nails. Piece by piece, blood, sweat and toil. Whereas today its mostly click a few times and somebody takes possession of a house. It just makes sense as we end the labor economy that the nature of the games we play become less doing and more like, well, now people build houses without kitchens because who cooks?An analogy I had thought of before but not sure if I've ever had the opportunity to use is this: making Civ 1UPT for more tactical combat is like changing city management to be a full-on SimCity clone with all the buildings individually splayed out onto the map. I'm the ruler of an empire; just as I shouldn't be making decisions about what goes where in the city, just that the city has a Library somewhere, I shouldn't be commanding an army beyond saying "I need a massive army to go wreck Egypt, start at Heliopolis." If anything, even Civ 4's combat is a bit too tactical, I feel like I just need to prove that I have achieved the productive output to assemble a huge overwhelming army without having to worry about what in order to throw units into the fray, or who's the best attacker for this situation, what promotions to pick, etc.
Just throwing it out there, but making the argument to use keyboard commands rather than clicking the buttons on the screen because of reliability issues/sudden position swapping is proving the point that the user interface (UI) is not good.
Sure, but if the complaint is about the UI experience, then talking about using the keyboard to augment it is proving the point.Your mouse for on screen clicks being controlled by one hand while your keyboard inputs are coming from the other should enhance usability, no?
Sure, but if the complaint is about the UI experience, then talking about using the keyboard to augment it is proving the point.
I prefer hotkeys too.Well, to each their own. I personally like having additional avenues for inputs.![]()