There is a number of excellent UI improvement suggestions on this forum. However all those suggestions imply some major redesign of the underlying code structure (like merging stockpiles and zones et cetera).
So I thought - perhaps current game UI could be improved without touching the game code itself? Is the game UI really that screwed that it cannot be improved at least partially?
Following this idea I came to the results presented below.
I assumed that Toady is not going to spend much effort on UI. Fine, but considerable improvements can still be made by just reassigning hotkeys and tweaking game menu organization. For example, we currently can build Kennels with just two button clicks (b - k), while building a wall requires four clicks, two of which must be synchronized (b - Shift+c - w). Is there a player who builds kennels more often than walls? Hopefully there is (I have high hopes for the level of human ingenuity), but alas, this suggestion is not for him.
I didn't even bother with the fullscreen interfaces (military, healthcare, stocks) that the game has. They do need some improvement, but streamlining the main menu should still be the first step.
Main Menu Screen
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# #
# Esc: Menu ~: Mode ?: Help #
# #
# d: Designate/Digging Orders #
# c: Constrctns s: Stockpiles #
# f: Furniture z: Zones #
# w: Workshops b: Burrows #
# #
# Tab: Fortress Status Screens #
# o: Options/Standing Orders #
# r: Civ Reprts R: Mil Reprts #
# k: Look v: Units/Creatures #
# q: Tasks/Options t: Contents #
# #
# m: Military Organization #
# n: Nodes i: Issue Orders #
# #
# ^R: Start/Stop Record Macro #
# ^P: Play ^S: Save ^L: Load #
# #
# ^M: Start/Stop Record Movie #
# Spc: Pause ^Spc: One-Step #
# #
################################
Changes from the current system are as follows.
1. The menu items are organized into (more or less) logical groups. Many commands have disappeared from the menu (more about them below), while some new shortcuts appeared.
2. Button to switch screen mode has been changed from Tab to ~. Tab is just too "tasty" a button to waste it on a functionality that is used less than once per session on the average.
3. Build menu has been split into three menus: Constructions, Furniture and Workshops. Reasons are obvious: furniture and workshop placement is extremely important in the game, so these items deserve to be represented on the main menu. Also, since Build menu is no more, the hotkey b is consequently free to be used for Burrows. All three menus have been considerably tweaked - see below.
4. Stockpiles, Zones and Burrows all got hotkeys matching their first letters. "Squads" have been renamed to "Issue Orders" to achieve that.
5. Button Tab was assigned to "Fortress Status Screens" (currently z). This screen is so important that it deserves a special button. Note also that subscreens also got their shortcuts - again, see below.
6. Options/Orders is pretty much the same as now, but somewhat expanded (a couple of features migrated here from Designations).
7. Both report screens (civilian and military) have been assigned to variations of r key (with or without Shift).
8. Viewing k/v/q/t buttons were not changed.
9. "Military", "Squads" and "Notes" have been reorganized into a separate group of "Military Organization", "Nodes" and "Issue Orders". Otherwise function identically.
10. Macro functionality got representation on the main menu.
11. Changed movie button to Ctrl-M so it would better match with macros (both these features function very similarly, so their hotkeys should be similar too).
12. Finally, Space is still Pause/Resume, while one-step hotkey has been changed to Ctrl-Space. With this, comma and period buttons are free to be assigned "upstairs" and "downstairs" for faster fortress navigation.
Another important feature, not represented on the mockup, is the Listing screens. These include the following screens with their respective shortcuts:
1. Fortress Inventory: Alt-I or F1.
2. Animals List: Alt-A or F2.
3. Foodstuff List: Alt-F or F3.
4. Stones List: Alt-S or F4.
5. Units List: Alt-U or F5.
6. Nobles List: Alt-N or F6.
7. Jobs List: Alt-J or F7.
8. Job Manager Tasks List: Alt-M or F8.
9. Healthcare Screen: Alt-H or F9.
10. Law Enforcement Screen: Alt-L or F10.
11. Rooms List: Alt-R or F11.
12. Civilizations List: Alt-C or F12.
Note that the Stocks, Animals etc screens are still available from the Status Screen, so no changes are needed there.
Allocation of screens between F1-F12 keys was done according to their perceived usefulness. On big keyboards they will form 3 groups of 4 keys each, with most used screens either in the first group (F1-F4) or at the edges of the remaining groups (F5, F8, F9).
It would also be nice to use the bottommost screen line as the button bar reminding the user about current mappings of F1-F10 keys (remember Norton Commander?). The screen could even fit F11 and F12 when wider than 80 characters. Also the screens are available through Alt-whatever keybindings, with keys more or less matching screen functionality descriptions.
Orders/Options Screen
################################
# #
# Esc: Done Orders/Options #
# #
# j: Announce Some Job Cancels #
# h: Hauling Options #
# r: Refuse Options #
# f: Automatic Forbid Items #
# w: Workshop Automation #
# z: Zone Restrictions #
# i: Mass Item Operations #
# t: Define Traffic Areas #
# q: Define Quick Keys #
# #
# #
# #
# #
# #
# #
# #
# #
# #
# #
# #
################################
The screen functions similar to current functionality. Note however that some functionality has migrated here from designations (traffic areas and mass item operations - forbidding, dumping etc). Also hotkeys have migrated here from the main menu. Harvesting option has been moved under Hauling, otherwise most submenus function without any changes.
Designations Screen
################################
# #
# Esc: Done Designations #
# #
# d: Dig #
# u: Staircase Up #
# j: Staircase Down #
# x: Staircase Up/Down #
# r: Ramp #
# c: Channel #
# z: Remove Ramp/Up Stairs #
# #
# s: Smooth Stone #
# e: Engrave Smoothed Stone #
# f: Carve Fortifications #
# #
# t: Cut Trees #
# p: Gather Plants #
# #
# D: Remove Designations #
# C: Remove Constructions #
# #
# #
# #
################################
Designations screen is pretty much self-explanatory. Note however that I designed it as a static screen, not as a list. It can be easily designed as a list, but nice groupings will disappear as the result.
1. Up/Down staircase has been remapped to x to enforce similarity with constructions.
2. Fortifications remapped to f (since the button matching the designation name is free).
3. Designation/Construction removal were remapped to D and C correspondingly. This matches with item mass operations screen, where you forbid with f and unforbid with F.
4. Item mass operations and traffic areas have disappeared from this menu.
Place Furniture Screen
################################
# #
# Esc: Done Furniture Placemnt #
# #
# b: Bed #
# d: Door #
# f: Cabinet #
# h: Container #
# c: Chair #
# t: Table #
# s: Statue #
# #
# a: Armor Stand #
# w: Weapon Rack #
# j: Cage #
# r: Rope/Chain #
# #
# alt+c: Coffin #
# alt+s: Slab #
# alt+t: Traction Bench #
# #
# Hint: don't forget to query #
# furniture after placement! #
# #
################################
Pretty simple, neat and tidy. There's even some space for a hint which is useless for seasoned players, but may potentially save many newbies.
Place Workshops/Furnaces Screens
################################ ################################
# # # #
# Esc: Done Workshops Placemnt # # Esc: Return to Workshops #
# # # #
# e: Place Furnaces > # # w: Wood Burner #
# # # s: Smelter #
# a: Ashery b: Butcher # # g: Glass Furnace #
# c: Carpenter d: Trade Depot # # k: Kiln #
# f: Forge h: Bee Hive # # #
# j: Jeweler k: Kitchen # # Alt+S: Magma Smelter #
# l: Leatherwrk m: Mason # # Alt+G: Magma Glass Furnace #
# n: Bird Nest p: Farm Plot # # Alt+K: Magma Kiln #
# q: Quern s: Still # # #
# t: Tanner w: Farmer's WS # # #
# # # #
# C: Clothier D: Dyer # # #
# F: Fishery L: Loom # # #
# M: Mechanic S: Soap Maker # # #
# # # #
# Alt+C: Craft Alt+B: Bowyer # # #
# Alt+P: Press Alt+K: Kennels # # #
# Alt+S: Siege Alt+M: Millstn # # #
# Alt+F: Magma Smith's Forge # # #
# # # #
################################ ################################
Most changes here include streamlining of hotkeys. Also buildings like Nest, Hive, Depot, Farm Plot and Kennels have been added. Furnaces are a submenu of Workshops now (I tried to merge them on a single screen, but workshops are already conflicting for hotkeys and this would only worsen the mess).
Constructions, Mechanics/Traps and Military Installations Screens
################################ ################################ ################################
# # # # # #
# Esc: Done Constructions # # Esc: Return to Constructions # # Esc: Return to Constructions #
# # # # # #
# m: Mechanical / Traps > # # l: Lever p: Pressure Plate # # a: Archery Target #
# i: Military Installations > # # # # #
# # # s: Stonefall Trap # # b: Ballista #
# w: Wall f: Floor # # w: Weapon Trap # # c: Catapult #
# u: Up Stairs j: Down Stairs # # c: Cage Trap # # #
# x: Up/Down r: Ramp # # u: Upright Spear/Spike Trap # # Hint: don't forget to query #
# F: Fortifications # # # # these after construction, as #
# # # a: Small Animal Trap # # all of these are useless #
# l: Well # # # # without configuring special #
# b: Bridge # # g: Gear Assembly # # building settings. #
# s: Support # # h: Horizontal Axle # # #
# # # v: Vertical Axle # # #
# R: Road Alt+R: Paved Road # # # # #
# # # F: Floodgate # # #
# W: Window Alt+W: Gem Window # # H: Floor Hatch # # #
# # # S: Screw Pump # # #
# G: Grate Alt+G: Floor Grate# # W: Water Wheel # # #
# B: Bars Alt+B: Floor Bars # # M: Windmill # # #
# # # # # #
# # # # # #
################################ ################################ ################################
Again, most changes are hotkeys stremlining. Note however that Mechanics and Traps menus not only merged, but also received some related buildings like floodgates and hatches.