[UI] What's missing from civ

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Maniac
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 11
Joined: Wed Feb 27, 2013 11:53 am

[UI] What's missing from civ

Post by Maniac »

Given that this game is made in the civ tradition, and you're probably aiming for a subset of civ/SMAC players for your customers, I think it would be best to follow civ's UI and hotkey conventions as much as possible.

Some suggestions:

Info Screens

They should be openable by the F-keys. For instance:

F1 = Help
F2 = Economy /Cities
F3 (Civ5) or F5 (Civ4) = Military
F4 = Diplomacy
F6 = Research

Unit Orders & Tooltips

The [S]kip hotkey should be changed to [Space].

New unit orders:
Alert: the unit activates when an enemy unit comes within sight.
[W]ait: cycles to the next active unit
Combine (and split of course) army: move all units on a tile together
[C]enter: centers the screen on the currently active units

I'd like if former-related tooltips mentioned how many turns before an ongoing build/terraform order is completed.
I'd like if the tooltip for the heal order mentioned how many turns it's gonna take for the unit to get back to full health.

Miscellaneous

Ctrl-s and Ctrl-l hotkeys to save and load games
A Ctrl-y toggle to always show terrain yields, not just when a colonizer or former is selected.

Please center the screen on an active combat if your units get attacked during the AI's turns. If too time-consuming to program, elaborate the existing notification by "Unit X was attacked by/lost to Faction X's Unit Type Y".

In the game setup screen, add a dropdown to change all AI's difficulties at once, rather than having to change them one at a time. And let the game remember your settings, so the difficulty isn't reset to Medium the next time you start a new game.

Other have mentioned the reasons plenty of times, but for the record: we need a tech tree!
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