Improvement ideas on the interface

Like previously stated, here a collection of ideas on the interface. Please don't be mad should an idea be repetitive to other peoples' posts:

1. A break down of the factors for "food per grain" and "production per material" would be useful. E.g.:

20 Food per grain base

+ 15 due to bakery (local)

+ 20 due to butchery (city A)

+5 due to grocery (city B )

... (or the correct values of the improvements, should I have made an error).

Advantage: i) better insight for newcomers how the local and global improvements interlock. ii) better clarity in later games. It is really dramatic how different early game to late game output per input is!

2. The "construction of xy complete in city a" message should also contain a hint as to what is next on the queue or that no further project is planned, if that is the case. So, a) what was completed, b ) where and c) what is next.

3. Introduce an after comma digit for crystal resource income. Ok, really minor, but I am slightly irritated if a resource shows superficially "0" even though it produces something, namely 0,5.

4. Sometimes, when I shuffle my building queue graphically the visual representation of what is being built is not updated. I drag a project to the front of the queue, but the picture does not change. Importantly though, the city does update its queue, I think it is corrected with the following turn. I will check next time.

5. Does the unit "tree" on the left hand side give a direct feedback whether armies have movement points left? I did not figure out one yet. It could be useful information when you have several troops around later and want to make sure they all have their orders ...

 

Let's see if something useful is among them.

9,388 views 4 replies
Reply #1 Top

5. Yes, although it is subtle.  There is a green box around the portrait of the unit if it has movement left.  Also, you can use [Tab] to cycle between units that have movement left and don't already have a destination set.

Reply #2 Top

I have some more, this time based on current version of LH:

6. Could we get a direct button to the trait selection menu similar to the description, equipment or trade window? So far I found no other way than to take the detour via the general character overview. Not that it is needed so often, but it would be nice in case I sit down and want to plan my champion / sovereign.

7. Could we get some theoretical indicator of negative unrest? I want to know whether I create sufficient unrest reduction that I can e.g. replace an enchantment with something more useful, pull off a champion or increase tax rate and still still at or close to 0%

8. Research queuing. Across trees. Probably it was mentioned a couple of times. that would be nice, in particular given that I still sometimes inadvertently change my research after browsing the tree.

(yes, I did dig up an old thread).

Reply #3 Top

3. Introduce an after comma digit for crystal resource income. Ok, really minor, but I am slightly irritated if a resource shows superficially "0" even though it produces something, namely 0,5.
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Of course, the period after the digit is the US standard. It would be nice to see though, the decimal amount of crystal or horses being made. Especially since the horse resource is produced in fractions.

8. Research queuing. Across trees. Probably it was mentioned a couple of times. that would be nice, in particular given that I still sometimes inadvertently change my research after browsing the tree.
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Would be a nice feature, but I think it would require a complete revamp of the UI.

Reply #4 Top

If you hold the mouse over some of the things in the city screen you can see exactly how much unrest, or food or production, you have and from what sources.  But maybe that's not what you're looking for?