Quoting DivineWrath, reply 7
While you seem to be having fun making art, this is not what I'm looking for. I'm looking for tools to better manage my planets, not play around and make everything look nice.
Back in GalCiv 2, I wanted ways to quickly figure out if I had planetary essentials (ie starport, counter espionage center, etc), determine how many factories I had, population management (ie farming, morale, etc), etc. Unfortunately, GalCiv 2 favored graphics more than function, so I had to be stuck placing things to get things built (not simply tell my planet to build x amount of things), and it was work making sure that everything was placed in a easy to read manner. By easy to read, I mean I didn't have to go around counting my factories, or looking for all my essential planet improvements to make sure they were built. This made it difficult (or more difficult than what I think it should had been) to figure out what my planets could do and what they could do well.
Uumm, aaahh, .... Did the Summary button on the planet view fail to provide you what you wanted? I do feel that only listing building names did make it a bit difficult to figure out totals of basic improvement characteristics, so maybe it could be improved by allowing a sort by "planet improvement totals"?
Oh and BTW, this is a computer game, correct? I am sure your city will have a panel that would show you the number of buildings you have, what areas are considered what... even a 2D screen where it tells you more of the specifics.
Q: How will you tell if your city is efficient?
Well, to understand this model, you must first take in consideration that there is a scale between 1-10 that are called tiers, and that it is required for all buildings to go through a evolution from stage 1,2,3,4,5,6,7,8,9, 10 in that strict order.
This system is very rewarding if you bunch all of the same type of buildings together, because you know any building of the same type will likely grow into a building that will take more then one tile. This instantly provides multiplication bonuses to the bigger building as a result of good city design.
for example the first thing you do is color code the ground of what type of buildings you want to grow in that spot, sort of like planting seeds except it is a matter that you are the government and you want people and businesses to grow and thrive in the land you provided them with.
some other factors that your city is doing well is:
A) You have good technology level that unlocks tiers higher then level 1 buildings
You color coded the ground so that there is opportunity for smaller buildings growing into super buildings
c) Time, these cities don't grow rapidly unless it has good social production (industries)
D) you have more profit then expenses (yikes, trust me only a idiot would ignore income generating buildings in at least some cities)
E) You have a starport in a city that specializes in social/military production
F) If you did none of the above, the F is for failure.