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

Author : Carter Mar 19,2025

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

Civilization VII's Deluxe Edition launched just yesterday, and online discussions are already buzzing about its UI and other shortcomings. But is the criticism justified? Let's delve into the game's interface and assess whether it's truly as problematic as many claim.

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

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

With the Deluxe and Founder's Editions now available, Civilization VII is facing immediate backlash, particularly concerning its UI (and other missing quality-of-life features). Before joining the chorus of complaints, let's objectively analyze whether the UI truly deserves the harsh criticism. We'll dissect its components and evaluate if it meets the standards of a functional, if not excellent, 4X interface.

What Makes a Good 4X UI?

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

Defining an "objectively good" 4X UI is tricky. A game's context, style, and goals influence UI design, making universal rules difficult to apply. However, design principles common to successful 4X UIs exist. Let's use these principles to judge Civ VII's interface.

With that in mind, let's evaluate Civ VII's UI against key elements generally considered essential for a good 4X game interface.

Clear Information Hierarchy

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

A clear information hierarchy prioritizes accessibility and relevance. Frequently used resources and mechanics should be prominent, while less critical features remain easily accessible. A good UI doesn't display everything at once; it prioritizes information logically.

Against the Storm's building info menus exemplify this. Right-clicking a building reveals a multi-tabbed pop-up menu. The default tab shows common actions (worker assignment, production parameters), while less frequent functions (inventory, Rainpunk system) are in separate tabs.

Let's examine Civilization VII's resource summary UI. It effectively displays resource allocation across the empire, separating income, yields, and expenses via dropdown menus. The table format is clear, allowing for detailed breakdowns. The menu collapses easily.

However, it lacks specificity. While you see resource totals from Rural Districts, you can't pinpoint the exact district or hex. Expense breakdowns are also limited. It functions, but greater granularity would improve it significantly.

Effective and Efficient Visual Indicators

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

Effective visual indicators use icons and graphics to convey information quickly, reducing reliance on text. Stellaris' Outliner, despite its cluttered overall UI, shows this well. Icons instantly show ship status (transit, scanning, etc.), and planet icons indicate needs.

Civ VII uses iconography and numerical data for resources. The tile yield overlay, settlement overlay, and settlement expansion screen are effective visual aids.

The main complaint is the absence of certain lenses from Civ VI (appeal, tourism, loyalty). The lack of customizable map pins is also noted. While not terrible, there's room for improvement.

Searching, Filtering, and Sorting Options

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, visual filters, and sort options streamline navigation.

Civ VI's search function is a prime example, allowing players to locate resources, units, and features on the map. Its Civilopedia links entries to in-game elements.

Civ VII lacks this crucial search function, a significant usability issue given the game's scale. This omission is a major drawback and hopefully will be addressed in future updates, along with enhanced Civilopedia functionality.

Design and Visual Consistency

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

The UI's aesthetic and cohesiveness are vital. A poor UI detracts from the experience.

Civ VI's dynamic cartographic style seamlessly integrates with the game's aesthetic, enhancing the overall experience.

Civ VII adopts a minimalist, sleek design, using black and gold. While not cheap-looking, its subtler thematic direction makes it less immediately engaging for some players. Visual design is subjective, leading to mixed reactions.

So What’s the Verdict?

Not the Best, but Undeserving of Extreme Criticism

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

Civ VII's UI, while not perfect, isn't as bad as widely claimed. Key features are missing (the search function is crucial), but this isn't game-breaking. Compared to other issues, the UI's flaws seem minor. While it falls short of visually striking 4X UIs, it has strengths. With updates and player feedback, it could improve significantly. Currently, the criticism is excessive.

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