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Is Civ 7's UI as Bad as They Say?

Authore: ScarlettUpdate:Feb 20,2025

Is Civ 7's UI as Bad as They Say?

Civ 7's Deluxe Edition debuted recently, and online discussions about its UI and other shortcomings are already widespread. But is the user interface truly that problematic? This analysis examines Civ 7's UI elements to determine if the online criticism is justified.

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Is Civ 7's UI as Bad as They Say?

Is Civ 7's UI as Bad as They Say?

Early access players of the Deluxe and Founder's Editions have already voiced concerns, particularly regarding the UI (and other missing quality-of-life features). While it's easy to join the criticism, a more objective assessment is warranted. We'll break down the UI piece by piece to evaluate its effectiveness as a 4X game interface.

Evaluating a 4X UI: Key Criteria

Is Civ 7's UI as Bad as They Say?

Defining an objectively "good" 4X UI is complex. The ideal UI depends on the game's style and goals. However, common elements consistently appear in well-regarded 4X UIs. Let's use these elements to judge Civ 7's UI.

Information Hierarchy

Is Civ 7's UI as Bad as They Say?

Effective information hierarchy prioritizes accessibility and importance. Essential resources and mechanics should be prominent, while less crucial features should be readily accessible. A good UI doesn't display everything at once but organizes information logically.

Example: Against the Storm's building menus offer a clear example.

Civ 7's resource summary displays resource allocation, separating income, yields, and expenses. While the table format is helpful, it lacks granular detail. It shows resource totals from rural districts but doesn't specify the individual districts or hexes. Expense breakdowns are also limited. The UI functions adequately but could benefit from more specificity.

Is Civ 7's UI as Bad as They Say?

Visual Indicators

Is Civ 7's UI as Bad as They Say?

Effective visual indicators convey information quickly using icons and graphics. A strong UI uses symbols and colors to communicate data without relying on text.

Example: Stellaris' Outliner effectively uses visual indicators.

Civ 7 uses iconography and numerical data. The tile yield overlay, settlement overlay, and settlement expansion screen are positive examples. However, the absence of certain lenses from Civ 6 (e.g., appeal, tourism, loyalty) and customizable map pins are significant omissions. While not terrible, improvements are needed.

Is Civ 7's UI as Bad as They Say?

Search, Filtering, and Sorting

Is Civ 7's UI as Bad as They Say?

In complex 4X games, search, filtering, and sorting are crucial for managing information. Search bars, filters, and sort options improve navigation.

Example: Civ 6's robust search function.

Civ 7 lacks a comparable search function, a major drawback given the game's scale. This absence significantly impacts usability. The lack of improved Civilopedia functionality also contributes to this issue.

Is Civ 7's UI as Bad as They Say?

Design and Visual Consistency

Is Civ 7's UI as Bad as They Say?

UI aesthetics and cohesiveness significantly impact player experience. A well-designed UI complements the game's overall style.

Example: Civ 6's dynamic, cartographical UI.

Civ 7 employs a minimalist, sleek design. The color palette (black and gold) is sophisticated but less visually striking than Civ 6. This more subtle approach has resulted in mixed reactions, highlighting the subjective nature of visual design.

Is Civ 7's UI as Bad as They Say?

Conclusion: Not as Bad as Advertised

Is Civ 7's UI as Bad as They Say?

Civ 7's UI, while not perfect, isn't as flawed as some claim. The absence of a search function is a significant issue, but not game-breaking. Compared to other problems, the UI's weaknesses are relatively minor. While it lacks the visual appeal of some competitors, its strengths should be acknowledged. Further updates and player feedback could significantly improve it. The overall game's strengths compensate for the UI's shortcomings.

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