Balanced, shouldn't be treated as an additional(seperate) condition, because it is all conditions portioned in equal amounts.
That's not what balanced focus is or how it works. Effects can give bonuses separately to specialized or balanced focus. The bonuses you get for for each resource while in balanced are not equal to one fifth of the balance you'd get in each category if specialized, or any other other simple combination of specialized bonuses. Balanced focus is a completely independent and separate focus selection from the specialized focuses.
If we arange the focus selection icons, in a circle it is most logical to place balanced in the center. So I came up with a way of doing so.
That's fine, if you just wanted to display the possible focuses, but this has to work as a UI widget, which is the primary concern.
...I really don't like those endless discussions, because they take more time than actually creating some content - so, the more we discuss the less I can contribute.
Regular pie menus, don't have a center button, that's right. But I'm convinced that it can work with a center button just as good.
"I'm convinced" isn't valid argument. I've given some specific conceptual and usability problems with your design, and not liking long discussions doesn't make them go away. If you don't want to deal with all the issues that the discussion brings up, perhaps you should wait until the relevant part of the discussion is completed, and then contribute based on the results?
About the flag/empire symbol. I would prefer non-squared symbols as well and would place them a the bottom-left side of the planets - in the shadow area.
At the bottom of the planet image was my suggested location for icons for specials attached to the planet. There's no particular reason they have to go there, but if you want to put the empire symbol there, then where can the specials icons go instead?
Unless i'm totally misreading the v.3 req, or they are out of date, bars are the best way to show production, since we have a consistent ceiling.
The problem is that meter values are really quite irrelivant to the player. What matters is amounts of resources being produced, and how focus settings or other effects change them, and how they grow. It's quite confusing to see two planets with apparently equal meter values, but no clear indication of how many resources this corresponds to.
If meter values were the best thing to show, then bars would work and the constant ceiling factor would be a relevant advantage to using them. But we really need the resource production amounts to be visible, which trumps the convenience of a fixed bound on the meter values.
Showing resource production when moused over, and meter value on the bar isn't good either, because it presents a misleading visual comparison between planets.
...meter values ... [provide] much more useful and comprehensable information at a glance, which can easily be used to compare different planets.
The visual representation as bars would be better for comparing different focus settings on the same planet
, but they are not useful for comparisions between different planets
, since the actual resource production of a planet is also dependent on population.
On reflection i think it would be good to include the current resource production as well. But only one number, the current production. I'd put it to the right of the bars, and possibly remove the meter-change-numbers since the little colored bars do the job well enough.
This would help somewhat, though it would still be a bit confusing to have the various bars on different planets have no real relationship to the actual resource production numbers next to them.
If it were done, I'd stick the actual resource production number on the left, immediately next to the icon for the resource, with the bar to the right, since the resource amount is still the most important thing, and the bar is providing visual comparison of focus settings, which are less significant. Also, the bar takes up a lot more space, and the number fits in with relatively less displacement of the other indicator compared to the other way around. Also, the left side of the bar is always there, though the right side moves, so you'd often have an empty bar with a number far off to its right for no apparent reason, were the number to the right of the bar.
This does take up more room than some concepts, but that's the cost of clarity. However, i do think that this information should be able to be "collapsed" into a single line, like the one that currently appears as the system summary. The game should remember for each planet if the production has been collapsed or not. I may include that in my next concept.
A collapseable view for a variety of things on planets was an aspect of my previous mockups. Presumably there will be ground troop info, social / espionage / influence and/or factional information that could be displayed.
Presumably the collapsed resources view would just show the production of each resource as five numbers, left to right. They could be coloured their resource's colour to eliminate the need for icons.
It might be better to have an engine-wide collapse and open setting for this though, to eliminate the need to keep track of all the open/closed statuses, and to consolidate the open/close function into a single toggle button. I do mean might though... I can see it being useful to expand all the sub-panels for a single planet, and no other planets...
I agree that these values are important, but other things, like "is my colony feeding itself, or is it starving", or "how close is my planet to producing the max research possible in FO" are useful things that aren't made clear in other version of the sidebar.
Yes and no...
For the food, not feeding yourself doesn't necessarily imply starving, as there is the empire pool.
For the research, I assume we'll rarely or never actually reach the limit on meters of 100. If this does occur, it'd only be at the very late game. Much more often your max research will be well below 100, due to limited available bonuses from effects (from techs, buildings, specials, etc).
I don't remember exactly why we put a 100 limit on meters so prominently into the design... It might have been drek's idea, and/or based around the idea that meters would be what the player cares about, so that having the limit would be as useful as you now point it out to be for display purposes. But my more recent realization after playing with v0.3 is that the really important thing is the resource production amounts, not the meters, as above.
How this works is clicking anywhere on the bar or icon increases the focus from: whatever ballanced -> secondary focus -> primary focus-> back to ballanced. The focus on the other rows change as is appropriate.
What do you mean by "whatever balanced"? Where are primary and secondary in the loop? Is there a way to set primary focus without setting secondary focus to the same resource first? How do I set primary and secondary focus to the same resource, or both to balanced?
Even if that all works sort of as I expect, it might be complicated and confusing to use. Assuming I start all balanced, if I want to set farming to primary focus and mining to secondary focus, a natural thing to do would be to click once on mining, then click twice on farming. This wouldn't work however, as the first click on mining would set secondary focus to mining, and then the first click on farming would set secondary focus to farming. After clicking again on farming to set it to primary, I'd have to go back and click mining again.