I know the planet screen has been overhauled a few times, and has seen significant steps forward, as well as backwards. I am posting here, what i believe to be the shortcomings or potential areas for improvement in the way information is presented to the user. I of course don't know the code structure, so if some of these would be impossible to render, so be it.
LAND USE
The relationship between planet size, features, blockers, and available districts is not at all clearly illustrated. Simply showing the "features" as a row of tiles at the bottom of the planet screen would be an improvement. They are beautiful. The user can then mouseover the tiles to see what each offers, or click the blocker tile to queue its removal, without going into a submenu.
AVAILABLE DISTRICTS
I would suggest showing the 'industrial' districts (energy, minerals, food) as a group directly related to the feature tiles. This way its clear that the FEATURES unlock the DISTRICTS. Display city districts in a separate group, as they are independent of features, and merely fill up the remaining space.
POPULATION
Group all population management information together, showing currently growing/declining pops, total Pops, happiness, amenities, housing, stability, all in one area.
JOBS, PRODUCTION
Clearly list the jobs and their occupation status on the main screen, so you dont have to mouseover to go hunt which jobs are filled or not filled. The production levels of the planets should be clearly linked to the jobs, so that its visual how they relate. Ideally, jobs should be grouped or color coded according to STRATUM, so that its clear which pops can do which jobs.
UNEMPLOYED POPS and LIVESTOCK
Show "livestock" pop separately and clearly on the main screen (grid amalgamated, domestic servitude, livestock, trophies, etc.). Do not confuse them with employed or unemployed pops.
Lousy Drawing:
- number of jobs clearly illustrated
- job fiilled or not clearly illustrated
- production aligned with jobs
- type of pop growing, and progress, clearly illustrated
- planet features and blockers clearly illustrated
(note: stats on drawing is not necessarily accurate)
LAND USE
The relationship between planet size, features, blockers, and available districts is not at all clearly illustrated. Simply showing the "features" as a row of tiles at the bottom of the planet screen would be an improvement. They are beautiful. The user can then mouseover the tiles to see what each offers, or click the blocker tile to queue its removal, without going into a submenu.
AVAILABLE DISTRICTS
I would suggest showing the 'industrial' districts (energy, minerals, food) as a group directly related to the feature tiles. This way its clear that the FEATURES unlock the DISTRICTS. Display city districts in a separate group, as they are independent of features, and merely fill up the remaining space.
POPULATION
Group all population management information together, showing currently growing/declining pops, total Pops, happiness, amenities, housing, stability, all in one area.
JOBS, PRODUCTION
Clearly list the jobs and their occupation status on the main screen, so you dont have to mouseover to go hunt which jobs are filled or not filled. The production levels of the planets should be clearly linked to the jobs, so that its visual how they relate. Ideally, jobs should be grouped or color coded according to STRATUM, so that its clear which pops can do which jobs.
UNEMPLOYED POPS and LIVESTOCK
Show "livestock" pop separately and clearly on the main screen (grid amalgamated, domestic servitude, livestock, trophies, etc.). Do not confuse them with employed or unemployed pops.
Lousy Drawing:
- number of jobs clearly illustrated
- job fiilled or not clearly illustrated
- production aligned with jobs
- type of pop growing, and progress, clearly illustrated
- planet features and blockers clearly illustrated
(note: stats on drawing is not necessarily accurate)
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