Odds and ends from my "Bene Deux" game.
1. (UI request) Planet Manage screen displays each axis's total bonus in header bar
When I micromanage a planet, the most common action is to reassign excess production, i.e. from the main axis (one with highest +% bonus) to the secondary axis (2nd highest bonus). But I can't tell the secondary from the tertiary without hovering.
- A forgeworld with mp +180%, rp +45%, bc +20% should spend most of its effort producing mp. Excess capability should be assigned to rp.
However, you can't tell at-a-glance which is a planet's secondary axis. And when you zoom through a list of 10+ planets once every turn, you can't remember them all.
- Current work-around: For each planet { for each axis { hover }; compare }. This sucks.
- Sweeping your gaze without effort = win. Display-on-demand introduces a cognitive burden. Drilling, clicking, or hovering all defer information until you act, and then you can see only 1 at a time. Both restrictions chafe.
Hence, some decision-critical information should be always-visible. Details can remain in the tooltips.
- For each production axis, display its total bonus % in its header bar.
- You could also define this total bonus % widget to be the tooltip hover target (for the detailed bonus breakdown). That would solve the aggravating/time-wasting UI flaw of peekaboo tooltips.
