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

by Finn Feb 24,2025

Is Civilization VII's UI as Bad as Advertised? A Critical Assessment

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

Civilization VII's Deluxe Edition launched recently, and online discussions are already buzzing about its user interface (UI) and other perceived flaws. But is the UI truly as problematic as many claim? Let's analyze its components and determine if the criticism is justified.

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Deconstructing the UI Debate

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

Early impressions of Civ VII, particularly regarding its UI, have been mixed. While immediate condemnation is tempting, a balanced assessment is necessary. We'll examine the UI's elements against the standards of effective 4X game interfaces.

Defining a Superior 4X UI

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

While objective UI design principles exist for 4X games, context matters. Game style and goals influence UI effectiveness. However, certain elements consistently contribute to strong 4X UIs. Let's use these elements to evaluate Civ VII.

Key Elements of Effective 4X UI Design

Clear Information Hierarchy

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

A good UI prioritizes essential information. Frequently used resources and mechanics should be prominent, while less critical features remain easily accessible. The UI shouldn't display everything at once, but organize information logically.

Against the Storm's building menus provide a strong example of clear information hierarchy. Each building's pop-up menu is tabbed, prioritizing common actions.

Civ VII's resource summary works adequately, separating income, yields, and expenses. However, it lacks granular detail, not specifying which districts or hexes contribute to resource generation. Expense breakdowns are also limited. While functional, improved specificity would enhance its effectiveness.

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

Effective Visual Indicators

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

Effective visual indicators convey information instantly, minimizing reliance on text. Icons, colors, and overlays should communicate key data efficiently.

Stellaris' Outliner, despite the game's cluttered UI, effectively uses visual indicators to show ship status and colony needs.

Civ VII utilizes iconography and numerical data for resources. Tile yield overlays, settlement overlays, and settlement expansion screens are effective. However, the absence of certain lenses present in Civ VI, and the lack of customizable map pins, are significant drawbacks.

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, visual filters, and sort options streamline navigation.

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

Civ VII lacks this crucial search function, a significant usability issue. This absence hinders navigation and is a major point of criticism.

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 are vital. A well-designed UI complements the game's overall aesthetic.

Civ VI's dynamic cartographic style integrates seamlessly with its art style.

Civ VII adopts a minimalist, sleek design. While not unattractive, its subtle thematic direction may lead to mixed reactions. Visual design is subjective, but the lack of immediate clarity is a valid criticism.

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

The Verdict: Not Terrible, But Room for Improvement

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

Civ VII's UI, while not ideal, isn't as disastrous as some suggest. The absence of a search function is a significant flaw, but not game-breaking. Compared to other issues, UI shortcomings are relatively minor. While it pales in comparison to some visually striking 4X UIs, its strengths should be acknowledged. Future updates and player feedback can address its weaknesses.

← Return to Sid Meier's Civilization VII main article

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