Civilization UI conventions

Is there some legal reason why Civilization UI conventions are not used in Fallen Enchantress?  Are they patented for example?

 

I ask this, because Civ is the gold standard in 4x UI and has had 5 iterations now on its interface.  Much of these should be blatantly ripped off if there is no legal impediment.

 

For example :

- My most desired UI feature is that in the upper left hand corner it show not only your income in Guildar, Research etc but also the change per turn colour coded -

[Guildar]157 (-0.2) [Horses]25 (+0.5) [Mana]188 (+2)

This way, I don't have to keep mousing over every time I want to see whether I am generating positive cash flow or not.

- My second most desired UI feature is that F1 through F12 be assigned to screens like in Civ.

F1 is city screen

F2 is money

F4 diplomacy

F6 research etc

All of us have years worth of muscle memory pressing these buttons to get these screens.  Having to click govern every time I want to see something is a pain.

 

So seriously, I am asking the question - Why can't we have these much needed UI conventions?

18,203 views 16 replies
Reply #1 Top

I wouldn't complain in the least if these ideas were implemented some day.

Reply #2 Top

In Civ 5 when I select a unit to move, I get a green highlight around the hexes that the unit can move to in a single turn.  THIS IS THE ONE THING I WANT MORE THAN ANYTHING!

Reply #3 Top

As long as we are wishing, I would want to also see what path the unit will take before it moves.

Reply #4 Top

Quoting Tuidjy, reply 3
As long as we are wishing, I would want to also see what path the unit will take before it moves.

this is by far the thing I want most out of the UI

Reply #5 Top

Quoting Templar, reply 2
In Civ 5 when I select a unit to move, I get a green highlight around the hexes that the unit can move to in a single turn.  THIS IS THE ONE THING I WANT MORE THAN ANYTHING!

I agree! I need to know where my units stop on this turn, how many turns will it take to go to somewhere etc.

Reply #6 Top

hi esvath :D

 

I agree the UI needs lots more civ5 in it. the civ5 unofficial patch does a particularly great job at great UI...

Reply #7 Top

I just get frustrated when CIV V gets a positive comment, but I will let it go :) Maybe this is the one thing that CIV V actually does well :d

Reply #8 Top

Yeah, all these are in my wishlist. Simple but very usefull. We need them...

Reply #9 Top

how about pressing M to continue the move of a single unit?

how about getting rid of tiny x and slider arrows that are difficult to hit

how about large button replacing end of turn if you're not researching anything and warning when you're not building somewhere, not moved with every unit, not cast (but have mana) on all essence spots?

how about customizable minimap? (show enemies, show resources, show terrain, change size of the minimap)

how about city upgrades managed from the lower left panel (blocking end of turn of course) instead of 'block my entire view' popup window? 

Reply #10 Top

I'd love to have an option to block "end turn" if you have an idle city or a non-guarding unit with moves left.

I think that option alone would fix about 90% of my UI issues with the game.

Reply #11 Top

On diplomatic screen, if I want to adjust the number of gildar/whatever from other kingdom, it blocks the value of the item (bottom right screen). Granted, I can adjust this based on the reaction of the other leader, but it will be nice if the value number (bottom right) is always visible.

Reply #12 Top

Quoting Tuidjy, reply 3
As long as we are wishing, I would want to also see what path the unit will take before it moves.

This, and where unit will be at the end of each turn - like mentioned above, green for this turn, then numbers 1-2-3-4 ...

 

 

 

Reply #13 Top

How about offer "what's necessary" in diplomacy?

instead of click-by-click adding several dozens of metals to equal the bunch of crystals I want, how about single click and voila I give just enough metal to get the amount I selected.

Reply #14 Top

Quoting Tuidjy, reply 3
As long as we are wishing, I would want to also see what path the unit will take before it moves.

This would be nice, I'm tired of being surprised.

Reply #15 Top

I gotta say (and I've said it before) that Civ 5 does the UI very, very well. FE definitely could stand to borrow some of those ideas (such as everything in this thread). Civ 5 also manages to handle previously-pathed movement well--I really hate it that units move when you click end turn and then have leftover movement I can't use (and gods help them if they run into a monster). It forces me to basically move everything manually each turn.

I just hope this kind of stuff happens for 1.1 or 1.2, not 2.0.

Reply #16 Top

To be honest Endless Space is by far the Gold Standard as far as 4 x GUI is concerned. It may have its major flaws but the game was designed with the UI as one of its central design pillars and it shows. Civ 5 (which I actually like as a game given it takes way less actual time while still being fun no matter how far better Civ 4 actually is in many respects...) may have a solid GUI but its not fair to say its the best with such examples out there. (Even if a lot can be learned from ES on how things can turn out blandly the GUI is sure something I hope the industry learns from...)

The GUI there is actually so good that it turns an mechanically average game to a good and largely very enjoyable one. Usually with 4 X its at best just not in the way or a tiny bit helpful. Often worse (have to say that I think GUI is acually one of the Weak points of FE currently and It hasn't got many in my opinion... Hope that is one thing Stardock will actually try to enhance as time goes by which may actually elevate it to greathness by expansion / major DLC 1 or 2 or the next standalone of the series which I'm sure we will see given how well E:Fe actually turned out... Given that this is one area which usually falls into the tasks of developers not modders to make as good as can be.)