
Civ 7’s Deluxe Edition has just hit the market, and the internet is already buzzing with opinions about its user interface (UI). But is the UI really as problematic as some claim? Let's dive in and analyze the game's UI elements to determine if the criticism is justified.
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Is Civ 7's UI as Bad as They Say?

Civ 7, available to Deluxe and Founder’s Edition owners for just a day, has already sparked controversy, particularly regarding its UI and the absence of certain quality-of-life features. While it's easy to join the chorus of critics, it's crucial to objectively evaluate the UI. Let's dissect it component by component to see if it meets the standards expected of a top-tier 4X game interface.
What Makes a Good 4X UI?

The design of a 4X game's UI can vary based on the game's specific needs and style. However, experts have identified common elements that are typically essential for an effective 4X UI. Let's evaluate Civ 7’s UI against these key criteria.
Clear Information Hierarchy

A well-designed 4X UI should prioritize information based on its relevance to gameplay. Essential data should be easily accessible, while less critical information should be available with minimal effort. For example, Against the Storm’s building info menus showcase this principle well, with a clear hierarchy that organizes data by frequency of use.
Civ 7's resource management UI, while functional, lacks the depth needed for optimal clarity. It provides an overview of resource allocation but falls short in detailing specific sources and expenses. While it serves its purpose, enhanced granularity would significantly improve its effectiveness.
Effective and Efficient Visual Indicators

Visual indicators, such as icons and color coding, should allow players to quickly understand game information without delving into text-heavy menus. Stellaris’s Outliner is a great example of this, using icons to show the status of survey ships and colonies at a glance.
Civ 7 employs visual indicators effectively in certain areas, like the tile yield and settlement overlays. However, the absence of some lenses and customizable map pins, which were present in Civ 6, has been a point of contention among players. While not disastrous, there is clear potential for improvement.
Searching, Filtering, and Sorting Options

As 4X games grow in complexity, the ability to search, filter, and sort information becomes vital to manage visual clutter. Civ 6’s search function is an excellent example, allowing players to locate specific elements across the entire map.
Unfortunately, Civ 7 lacks this crucial search feature, which many consider a significant drawback. Its absence hampers usability, especially given the game's scale. Hopefully, future updates will address this issue and enhance the functionality of the Civilopedia.
Design and Visual Consistency

The UI's aesthetic and consistency are vital, as they directly impact the player's experience. Civ 6's UI was praised for its thematic coherence and dynamic style, which complemented the game's overall design.
Civ 7 opts for a more minimalist and sophisticated look, using a restrained color palette and simplified icons. While this design aligns with the game's regal theme, it may not resonate with all players due to its subtlety. Visual design is subjective, and opinions on Civ 7's UI vary widely.
So What’s the Verdict?
It’s Not The Best, But Undeserving of Such Disapproval

After analyzing Civ 7's UI based on these criteria, it's clear that while it's not the most polished or comprehensive, it's not nearly as bad as some critics claim. The lack of a search function is a notable flaw, but it's not game-breaking. When compared to other issues in the game, the UI's shortcomings are relatively minor. While it may not match the visual appeal and efficiency of other 4X UIs, it still has redeeming qualities.
As a player and enthusiast, I find Civ 7's UI acceptable. The game's overall strengths compensate for its UI imperfections, and with future updates and player feedback, it could improve further. In my opinion, the UI isn't nearly as bad as people say.
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