Frogboy Frogboy

City List Window

City List Window

Version 1.09 arrives this week and amongst the additions is the new city list window:

image

130,418 views 83 replies
Reply #51 Top

nice, i like it.  more info is always good, AND will help the game move faster in multiplayer.  since people will be able to make decisions faster.

Reply #52 Top

By the way, it's great that this is being added, it will really help the flow of information.  Thanks!

Reply #54 Top

Quoting Nikitosina, reply 53
does it allow to build things inside this window? I hope it does. in other case it sucks.
End of Nikitosina's quote

If it lets you go to the city, I do not know why you would need to build in the window.

Reply #55 Top

Perhaps troops might be buildable from this window, but you have to realize that city buildings needs to be placed, so there's no way to do that except to zoom to the city in question.

Reply #56 Top

Can we also get a list of what the city is producing when it levels up?  I sometimes forget which city has that forgotten library, and I want it to get the +20% tech and not +20% gildar.

Reply #57 Top

Quoting CherryWheat, reply 34
Really?  I mean, yes, this is much needed, but...  It's not exactly a revolutionary screenshot that we're looking at there.  It's beyond me how the game could have been released in this day and age without this "feature."

So sure, /thumbsup and all that, but "Hip Hip Hooray?"  "Awesome?"  No.  This whole ownership experience continues to feel like walking into a much touted steakhouse with high expectations and then having to methodically talk your waiter through the night after finding that you don't have any silverware, and the plates are dirty, and your appetizer came out cold.  And the guy at the table next to you is unironically raving about the fantastic service, because the waiter brought him a fork.  Guess what dude: at a normal restaurant, the waiter doesn't have to bring you a fork, 'cause it's already there.
End of CherryWheat's quote
and.. and.. and...  go away.

Reply #58 Top

Nice.

Suggestions:

Can we hover over the #1 resource and get a tooltip with a list of all resources in the city?

Also, since Gildar get thier own column, could we handle it seperate to other resources (i.e. GoldenLibrary's #2 might be TechKnowledge, so better show that under resource)?

I would like a column for Influence, please.

A column for military production boni would be nice (like Barracks), so i can see where best to build troops.

A column for free building tiles would be great, so i can see how much space is left.

The columns for building times are great, but it would be easier to read if it was just a number (ie. 5 Turns left), it might also save space for my other wishes ^_^ .

 

 

Reply #59 Top

Thank you for listening to us!

Reply #60 Top

That is fantastic!

Can we have a tech tree that gives an overview like in Gal Civ 2?

Reply #61 Top

If it lets you go to the city, I do not know why you would need to build in the window.
End of quote

Open new city menu, change production, close menu and go to next city? It will be more robust to control city production right from this menu. Less useless clicking.

Reply #62 Top

Looks great but your missing Arcane Research, Tech Research, and, most importantly, materials production.

Reply #63 Top

Many more columns for all resources would get cramped.

What if the vertical menu bar with  Research Technology  and  Design Units,  would be a horizontal bar at the bottom?

That would make room for at least some of the columns people are wishing for.

 

And / or:

Building / Training for one town could be in the same column, on top of each other.  That would make the list longer but if we're not supposed to have 716 cities, it wouldn't matter.

Reply #65 Top

Quoting LeeLament, reply 48
What I would like to see is also a 'not' type list.  For example (and I have not seen a 'not' list in ANY game as I can recall) is show me every city that DOES NOT have a barracks, granary, what-have-you that all cities should have. A few games with resource type items might even have a list.  that is good.  But finding that ONE or TWO places where the resource is missing, well that would be really helpful and a time saver.

 
End of LeeLament's quote

CiV assist II had something like that for Civ III (yes someone made a program to add additional UI options to Civ) That had the feature that you could tell which buildings were in the city ans sort the table by there presence (or not).  It was great to be able to sort by production, and then make sure the most productive cities had a barracks, the highest surplus food cities had a granery etc.

for elemental it would be cities in order of producing resource X, without the resource X boosting buildings

Reply #66 Top

great!

This was one of the main things I needed when the empire started to grow.

 

Will there also be a way, through this or any other screen, to keep track of the caravans?

I think it will be good to know how many caravans and routes exist from and to each city.

Reply #67 Top



We're going to be making one for improvements too so that players can enable and disable their various improvements.

I'd like to see one for all units and armies and such as well. 

End of quote

The city screen looks great. I love to see screens for the above too. :D

Reply #68 Top

Quoting Stmorpheus, reply 51
nice, i like it.  more info is always good
End of Stmorpheus's quote

Indeed, so Froggie & the team...please consider adding an army management screen as soon as possible! :)

Anyway, can't wait for 1.09! :P

 

Reply #69 Top

Quoting MOIISKA, reply 57

and.. and.. and...  go away.
End of MOIISKA's quote

Will do.  My mind was blown in 1.08 (when the game became playable for me) when my still modest but expanding empire outgrew the UI and I couldn't find a city manager.  It's the primary reason that I gave up and chose to wait until 1.1 to try the game again.  So this struck a chord with me.  But I'll recede back into the Lurk and continue to roll my eyes at the community as it slobbers over every new feature/fix/screenshot.

Reply #70 Top

It looks quiete good, but I would like to point out few things.

 

Its hard to recognize difference, between cities which does build something and others which do not. 

It would be nice, if you used more color codes, for various things, so one can fast recognize if is anything wrong.

 

second thing, to reach this city menu, I have to click 3 times. I believe, that we need more features like this, but they must be accessible immidiately. With one click on icon, or by pressing shortcut.

 

Which takes me to the third thing. We do not have ability to customize shortucts, to reach important things fast and easy and customize them as it suit us.

 

And last, make those entries clickable pls... If I click on city, it will take me there, if I click on construction there, it will pop up construction.

Reply #72 Top

This is great….great start.  A lot of the ideas in here would make it even better.  Unfortunately a lot of these ideas require more columns, and there is not that much room. I was going to try a different tactic and list the functions I find myself wishing for when I play.

(going to skip the ones you already have, like are all my cities making troops?).

Are each of my cities defended adequately? (mouseover for troops, or maybe show troop icons behind city name text)

Is there any enemy within range of each of my cities? (Maybe outline the city in a red box if an enemy is seen within the influence or within visual range)

Where the heck is my navy city? (column? Seems kind of a waste but I always seem to be looking for the naval city)

Have each of my cities built all the benefit buildings for their specialty, i.e. gold, food, metal, etc…  (Put resource numbers in Red if, and only if, there is a bonus building available for that resource.  i.e. have the right city level.).

Number one resource is going to be a problem.  Many cities have gold mine and something else.  So, in that case, the table will indicate gold over food, crystals, tech, arcane, metal, etc… You really can’t get away from showing a column for each resource, accept it! There is a lot of horizontal room in the building production and troop production column, shorten it a bit. (shorten building and troop columns, add all resources. OR column showing the icons for the top 2 or 3 resources).

Building and Troop building time need to indicate turns. I can’t tell if the troop or building production is one, two or three turns away. (Maybe use blocks or text overlay, think Galciv2 does text overlay).

I want to build some big troops (12 people), what the best city to build in?  Or which one had the troop training reductions. (Column showing reduction of troop time, i.e. -75%).


I saw some comments about influence, I don’t think I care about that.
I saw some comments about building tiles, think that’s a good idea.

 

Reply #73 Top

I'd really like to see those "currently building" bars for unit and structures displayed on the HUD above each city on the main display. I believe that would be far more useful than the currently displayed resource info on the city HUD.

Reply #74 Top

The only thing I would add is instead of having #1 resource just have a listing of all the resources each city is producing.  It would be nice to see this report page come up when choosing the bonus for a city when it is going up levels.  An improved resource bonus tile slot needs to be added as well.

Reply #75 Top

A lot of the ideas in here would make it even better. Unfortunately a lot of these ideas require more columns, and there is not that much room.
End of quote

 

I have lots of room on 1600 width.  Quite a few others play on 1920 width.

Optimize the screen for 1280 but give us a choice to add more columns if we have the real-estate.