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It's annoying to have to enter a landmark with an army every time, just to see what units and landmark effect are there. Would be nice to be able to see them just clicking on the landmark when you have already entered once.
 
It's annoying to have to enter a landmark with an army every time, just to see what units and landmark effect are there. Would be nice to be able to see them just clicking on the landmark when you have already entered once.
I think armies should remain hidden (what if someone else tried to clear since you last saw the defenders? They might have been thinned out), but landmark enchantments should indeed be more readable. I'm pretty sure that given landmark always has the same effects, so they could be listed on the sector screen.
 
I think armies should remain hidden (what if someone else tried to clear since you last saw the defenders? They might have been thinned out), but landmark enchantments should indeed be more readable. I'm pretty sure that given landmark always has the same effects, so they could be listed on the sector screen.

Hmmm, true that, but anyways I still believe that an outdated information should be available, so if another player killed a few, you don't know it. Kinda like changes in fog of war, you don't see them until you go there. I gotta say that I have exclusively been playing the campaign, so conquering landmark's quests can be particularly annoying without this info.
 
Another thing I find annoying: When you are attacked by an enemy player, you see the battle preview screen and the action in the world map freezes, BUT when you finish the battle (manual or auto), and the victory or defeat screen appears, enemy turn continues while the screen is there.

I don't think pausing the game after the battle is a good idea, mainly because multiplayer, so a possible solution would be that the screen appears later, in my turn, so I can review the results (especially in an auto battle outcome) without having to close it quickly to see what my opponent is up to. Just a quick "defeat" or "victory" after the battle should suffice, and then the info in each player's turn.
 
That reminds me: When you get attacked while you're scrolling the map or minimap by holding mouse button, the button will remain glued until battle is resolved. Makes the world spin like crazy while working the menus
 
Another thing I find annoying: When you are attacked by an enemy player, you see the battle preview screen and the action in the world map freezes, BUT when you finish the battle (manual or auto), and the victory or defeat screen appears, enemy turn continues while the screen is there.

I don't think pausing the game after the battle is a good idea, mainly because multiplayer, so a possible solution would be that the screen appears later, in my turn, so I can review the results (especially in an auto battle outcome) without having to close it quickly to see what my opponent is up to. Just a quick "defeat" or "victory" after the battle should suffice, and then the info in each player's turn.
A summary of other player's turns would be very useful if the player is not present as well, such as play by email games. It would also help the player keep up with what's going on if they've had a significant break since their last session.
 
Making more information into followable links in the Tome of Wonders thingie would be very nice (for status/skill conditions etc.) is my #1 QoL request. There are many buffs/debuffs and entering the names manually does get a wee bit tedious if you're an older gamer with small-ish memory buffer.
 
If it hasn't already been stated:

When constructing sector exploits, show the sector bonuses that would be improved by certain categories (ie. industry, energy, research, food) of exploits. It's a huge pain to leave the city interface and double-check the sector to remind yourself of which sector features would be improved by an exploit.
 
Please prevent happiness events from triggering for energy if a colony's only source of energy is from the generate energy production item. This usually wastes the event, as the only reason the colony is on generate energy is because it's queue ran out.

Happiness events in general tend to be wasted if the player isn't micromanaging their citizens, as they can target research or energy when only one or two citizens are producing that resource in the colony. At the very least there should be some minimum (20?) resource production before a happiness event can trigger on that resource. Since colonies produce a base of 20 food and 60 production, those can always be valid.
 
Happiness events in general tend to be wasted if the player isn't micromanaging their citizens, as they can target research or energy when only one or two citizens are producing that resource in the colony.
One thing I discovered is that the happiness event takes place on the turn it is alerted and it is permissible to fill the appropriate bar full of citizens temporarily, just to make the most of the event.