Here are a couple of interface tweaks that would be very helpful IMO.
When I'm planning where to build my next city, I want to make sure that my city's radius doesn't overlap, or doesn't overlap too much with another city's. Two simple interface tweaks would, I believe, make this process much more fast and intuitive. Exactly what we need, btw, for the new turnless mode.
(1) This one has been mentionned before, but it's worth repeating. It would be nice if there was a a way to display city radiuses on the main screen. A keyboard shortcut could do the trick: if you press Ctrl-C, for example, all the city radiuses appear on the main screen; if you press Ctrl-C again, they all disappear. (BTW, I think it should only display the potential city radius, not the actual one. So even if a city has an actual 9 tile radius, the game should display it's potential 21 tile city radius.)
(2) It would also be nice if there was a new settler order, the "Goto, then build city" order. When you give a settler this order, a big X-shaped cursor appears, a cursor that has the exact shape and size of the 21 tile city radius. You then move the cursor around in search of a good place to build a city. Moreover, if city radiuses are displayed on the main screen, figuring out where to build your next city becomes a piece of cake. When you find the right spot, you click on it. The settler will go there and build a city.
(3) I have made this last suggestion before, but I think that it's worth repeating. I would like to have more multiple orders for workers. As of now, we only have the "build road to, then colonize" (Ctrl-B) order. But I can think of other ones. Here are some examples: (a) build road to, then build Mine; (b) build road to, then irrigate; (c) goto, then build mine; (d) goto, then build mine, then build road. The most elegant solution, of course, would be to implement a unit order queue. But if that is too difficult to implement, I would gladly accept a new set of shortcut keys!
When I'm planning where to build my next city, I want to make sure that my city's radius doesn't overlap, or doesn't overlap too much with another city's. Two simple interface tweaks would, I believe, make this process much more fast and intuitive. Exactly what we need, btw, for the new turnless mode.
(1) This one has been mentionned before, but it's worth repeating. It would be nice if there was a a way to display city radiuses on the main screen. A keyboard shortcut could do the trick: if you press Ctrl-C, for example, all the city radiuses appear on the main screen; if you press Ctrl-C again, they all disappear. (BTW, I think it should only display the potential city radius, not the actual one. So even if a city has an actual 9 tile radius, the game should display it's potential 21 tile city radius.)
(2) It would also be nice if there was a new settler order, the "Goto, then build city" order. When you give a settler this order, a big X-shaped cursor appears, a cursor that has the exact shape and size of the 21 tile city radius. You then move the cursor around in search of a good place to build a city. Moreover, if city radiuses are displayed on the main screen, figuring out where to build your next city becomes a piece of cake. When you find the right spot, you click on it. The settler will go there and build a city.
(3) I have made this last suggestion before, but I think that it's worth repeating. I would like to have more multiple orders for workers. As of now, we only have the "build road to, then colonize" (Ctrl-B) order. But I can think of other ones. Here are some examples: (a) build road to, then build Mine; (b) build road to, then irrigate; (c) goto, then build mine; (d) goto, then build mine, then build road. The most elegant solution, of course, would be to implement a unit order queue. But if that is too difficult to implement, I would gladly accept a new set of shortcut keys!
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