I see that the current UI require much overhaul. Hopefully, all of below will be implemented in the next beta. Bad UI distracts the gamer from having good gaming experience. Below are mostly small & effective suggestions that can help the game a lot. Discussion/suggestion welcomed.
1. Change how units are moved
After a player unit is selected with left click, it display waypoint not yet moved AND
a. Right click a destination tile, to set waypoint #1
b. Right click on another tile, to set waypoint #2, #3 and so on
c. Right click on the same tile already has a waypoint set, to execute the move immediately
(Effectively, double right click will move unit in a straight line, when there is no intermediate waypoint set)
d. Right click on the selected unit, to remove all the waypoint previously set
e. Right double click on enemy unit, to attack them. Waypoint adjusts itself if enemy wanders
f. Left click on emtpy tile to deselect
g. Left click on another unit, to select that another unit without changing waypoint set
At the end of turn, all units with waypoint set & movement point left will auto move.
2. [New usability function] Unit Production Waypoint
Same as above, except that applies to your selected city. Newly units produced will follow the waypoints at end of turn.
3. [UI Goal] Use keyboard to perform almost ALL actions.
Mouse is mainly used to select a tile or browse map. Ideally I should be able to complete each turn with absolutely minimal mouse movement.
a. Hotkeys for Units: Pass, Guard, Center unit on map
b. Hotkeys to cycle to prev/next Idle unit, Guarded unit, Henchman, Sovereign
c. Hotkeys to cycle to prev/next Event
d. Universal hotkeys to manipulate menus. Instead of use arrow keys to move the map, use them (or WASD) to scroll menu. For example, once a city is selected use left/right to scroll the Build/Train/Rash/Detail list. Spacebar to 'click'. Then, up/down to scroll the build list. Another space will jumps to the Done/Build button. Another spacebar will build/cancel.
4. [UI Goal] Minimize mouse movement needed
a. Put the "Cities & Units" to the right hand side (RHS), swap the Events to the LHS. So that unless gamers need to use the mouse to choose a tile, most mouse movement will be on the LHS. As of now, running the mouse across the huge screen is a pain.
b. OR, simply allow mouse warping from LHS to RHS, RHS to LHS will do.
5. [UI Goal] Streamline the game flow, by a better implementation of Events
Those diaglog boxes that tell you getting what loot (or "click OK to dismiss" dialog boxes) quickly get annoying.
Pls refer to Warlock: Master of the Arcane to see how events are well implemented. In short, clicking on the Event icon will zoom the map to where an event happened, and forces gamer to make choices if needed. Clicking the same icon again will cycle to next event of the same event type.
This game needs the following types of events, grouped together, and is displayed at each new turn.
a. Loot
b. Unit upgrade
c. Idle City
b. Idle Unit
e. A replay of other player's unit seen inside your FOW. There is no need to display them when I do end turn
f. A replay of strategic spell casted to players (with spell name/target displayed)
g. Units produced
h. Diplomatic requests
i. Battles fought & its result
... maybe more?
6. Option to skip seeing all movement/battle animation
7. [Current UI Anonyance]
a. Why Disband unit is so prominent?
b. Remove those reminder like 'click to cycle'
c. Remove those mouseover for 'hotkey: B'. Just put an underscore under B, and mention that in the tutorial.
d. Clicking on those "Battle events" just dismisses it. Why not cycle to them to I can see or review it (again)?
Pls voice out your suggestions or show your support. Thanks!