I know this topic was covered with some degree of vigor in update #54 but I feel like it's something that warrants more chat. I know the GUI is a hot topic with a wide array of tastes and opinions and we know this about Obsidian's viewpoint:
"Tim and I have been talking about our user interfaces recently. We want to make sure that we improve the functionality of the original designs without completely losing the feeling of those interfaces. One thing we want to avoid is making the UI too "minimalist". We don't want it to feel bloated, of course, but we also recognize that the IE games had "solid" interfaces. They looked like they were made of materials -- wood, stone, and metal -- and had substance to them. When you look at the interfaces for the IE games, they help immerse you in each setting. We'd like to do the same for Project Eternity."
One of my major beefs with those old Infinity Engine games is the ugly, bloated, non intuitive GUI'S. They had buttons and windows everywhere, running up the sides of my monitor and not a single obvious picture to tell me what they did. Why do I need a big button to pause the game when one of the first things I learned was... space bar pauses the game? Why is a ton of tiny, unread text flowing past me in a horrible window that is using half of my interface real estate?
Anyways, enough with that. I tossed this together for fun using graphics off the internet. I took into consideration Obsidian's goals and tried to keep it old school while infusing some modern day innovations. Some new ideas including an updated formation system is included. Feel free to respond with your thoughts or post your own vision of the perfect GUI if, like me, you have fun doing it!