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CK2 Dev Diary #38 - My Kingdom for an Interface

Good afternoon. I’m Magne Skjæran, and when you last heard from me I was talking about our quality of life improvements to the Intrigue screen. I’ve had a great time on the CK2 team since then, and today I’ve got the opportunity to share with you further quality of improvements we’ve made. Some were already done or mostly done when that dev diary were written, while some were in the works, and a handful inspired by comments from members of the community to the dev diary itself. I’d like to thank everyone who suggested further improvements; while not all were implemented, they were at the very least considered.

Today’s quality of life changes are to many different parts of the game rather than having a singular focus. There’s quite a few of them, so we better get started.

First up is a feature inspired by EU4: a battle indicator.
This will show up whenever a unit entering a province (or two units, if they’re entering the same province) will cause a battle to occur. Hovering over it will show the date it starts, and what two realms will be fighting. If any bonuses or penalties apply (terrain or river/strait/naval landing), this will be shown as well as who it will be applied to.
This should help ensure that you don’t end up in combat without expecting it, though note that it does obey the fog of war rules, so it won’t warn you if an unseen enemy is approaching the province you’re entering!
exSIl5X.png

Next up, the garrison tooltip is now more helpful.

Before it’d only show the garrison, but now it also shows the levy, and the garrison+levy since this is the number you have to beat in order to actually be able to siege the holding:
Hp7hhO2.png

Further, we’ve added an “Embark All” button for when you’ve got multiple units selected, even if they’re spread across many different provinces. This will load as many as possible of the units selected onto the fleets in their provinces, then select the loaded fleets so you can easily merge them together:
JhTbBAV.png

The game rules screen has also seen some improvement. First of all, the game rules are now categorized, allowing you to select an individual category so that you can easily find the rule you’re looking for. Second, you now have four save slots for game rules, allowing you to have different pre-sets for easy switching between campaigns:
7dguUXJ.png

Mirroring our “prisoner filters” feature, we’ve also made some improvements to the Character Finder.
First, we’ve added a “reset filters” button just like the prisoner filter screen has.
Second, like we’ve done for the game rules, we’ve added the ability to save up to four character finder configurations.
Third, we’ve added the ability to filter by diplomatic range.
Fourth, we’ve added the ability to filter by whether characters will join your court.
Fifth, the icon indicating whether characters will join your court will now show if giving them a bribe gift would be enough to change their response from “no” to “yes”.
Sixth, the “Great House” filter now also lets you filter out anyone of your dynasty rather than just the inverse.
Fun fact that most people don’t seem to know: You’ve always been able to search for claims; just put in the name of the title you want to find claimants for.
Note that the art is a work in progress; the final version will definitely not have buttons floating outside the window:
Hr2q8Pz.png

Further, for owners of Conclave we’ve improved the councilor selection screen a little bit. Each candidate will now have an icon representing their likely voting pattern, and hovering over it will show everything making each possible pattern less or more likely. Note that since the act of appointing someone will change a number of factors, the most likely position isn’t completely guaranteed to be the position they take, but since the factors changed are almost entirely positive it is exceedingly rare to end up with a worse position than indicated:
bD7k2hq.png

Another nice feature for Conclave owners is the ability to send laws to council consideration. This will show you how your council would vote without you having to have an actual vote. If you’re satisfied with the result, you can then start the actual vote from the same screen:
hKMMMm8.png

Also new on this screen is that it shows how the members of the council are voting, and hovering over the icon will show why they’re voting that way, making it simpler to figure out how you can influence their vote:
YQBwG5k.png

Beyond this, there’s one more Conclave QoL improvement: the childhood education screen will now show you which traits the child has got that positively or negatively influence the different education choices, so you no longer need to cross-reference the child’s traits with the description of each education choice:
Ol7VncU.png

One more small improvement has also been made to the Intrigue screen. Known and backed plots will now show their plot power on the plot entry itself rather than requiring you to hover over the plot:
tM0lrza.png

Another new feature I know many fans, me included, have long wanted is the ability to randomize the name of newborn children. This has now been added, with four options: Randomize (uses the culture’s naming list), Name after Parent, Name after Grandparent, and Name after Random Ancestor. Note that the art for this is not yet done; the final version won’t look like this:
8nw24Gx.png

Now there’s only one last QoL change I’d like to illustrate: commander auto-assignment.
The Minor Titles tab now has a checkbox to auto-assign commanders. This will ensure you always have all your commander slots filled out with the best commanders available in your court. It will of course obey your restrictions on councillors to not lead armies.
To also make commander assignment a bit easier, the old “show commanders” checkbox has been changed to “show only commanders”. Since commanders are at the very bottom of the list anyway, hiding them didn’t make too much sense:
BhBbkOV.png

As I said, this is the last QoL change I wanted to illustrate, but it doesn’t cover every QoL change we’ve made. There’s numerous other small improvements made, and this I thought best to simply copy from the changelog rather than spend yet more pages illustrating. So here’s close to all QoL changes from the changelog:

- Reaper's Due: The Hospital icon in the province view will now open the hospital buildings screen if the province has a hospital. If it does not, it will toggle the Extended Province View
- Clicking the Nomad Agitation alert will now select the relevant province, not just pan to it
- The event where you ask your court physician to save your sickly child will now show the child's portrait
- Clicking a council action again will now cancel job assignment
- Recalling someone from their council action while having a job selected for assignment will now cancel job assignment
- The border highlighting of selected CBs now takes precedence over selected provinces or titles
- Fixed retinues in getting split apart into sub-units upon succession if the dynastic successor and the successor for the primary title aren't the same person
- Fixed scrollbars not being visible in some cases where they should be
- Updated the condition tooltips for the decisions "Mend the Great Schism" and "Restore the Roman Empire" to shorten the tooltip and make them easier to read
- Now only possible to hit "Ready" in multiplayer when the save has finished loading
- Fixed the character UI not fully updating if the character died while you were looking at them. Before this would result in the plot button still being available, as well as a number of other issues
- Build Time and Build Cost modifiers now show as percentages (E.G., -10.0% instead of -0.1)
- Fixed the Declare War interaction not telling you when realm peace is stopping you from declaring war; instead being grayed out with no explanation
- Fixed the "pause" message setting having no effect for the close family and special interest characters
- Fixed the "pause" message setting not working for low priority and log alerts. It will still do nothing for disabled alerts
- Event options will now list both trait icons and affected character portraits
- Added alert for councillors having no job assigned to them
- The tooltip for religion in the province window now provides the same info as the religion tooltip in the character religion
- The title shields on the law page now no longer change order when you click any of them, instead making the selected one bigger
- Fixed councillor actions continuing to be greyed out if the reassignment cooldown expires while the council screen is open
- Fixed the predicted morale gain for units almost always being very slightly wrong
- Fixed clicking on someone's primary title sometimes not taking you to their capital
- Clicking on a character's plot on the character screen will now take you to the target of the plot
- Made so prisoner icon is now clickable and takes you to the imprisoner
- The "Mod" and "Version" checkboxes in the multiplayer browser have been clarified to "Same Mods" and "Same Version"
- Improved the tooltip for the "Revoke Vassal Title" plot

It is possible I’ve missed some, or that some things you’d consider a QoL change I simply considered a “bug fix”, but this should certainly cover most.

And with that, I leave you for today. Hopefully you enjoyed this DD as much as I enjoyed writing it.
If you have any questions, I’ll be happy to answer them in this thread, though note that I can rarely say all that much about potential future features, but I can give my thoughts on why I (or someone else) implemented something a specific way.
 
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Good alterations to the game overall :)

One thing I noticed in the current version of the game that it does show the reinforcement rate of garrison units per month when I mouse-over the green bar as shown in the image but not those for levy reinforcement when I hover over the red bar. Is this only an issue on my side or just the way it currently still is? And if it is not on issue on my side just could this additional information be added as well? It would make making an estimate on when I have a full levy in that holding a lot easier :)

Before it’d only show the garrison, but now it also shows the levy, and the garrison+levy since this is the number you have to beat in order to actually be able to siege the holding:
Hp7hhO2.png
 
I assume there's not much left to talk about the expansion itself. Maybe something about specific societies? I assume a lot of them share most of the stuff, but have different localization. I'd like to see the artwork at least.
Mid-February release?
 
Isn't that functionality already present, in the form of a checkbox to hide the minor titles? The commanders are the only thing besides the court physician that I use that tab for, and commanders need changing far more often than the physician. (Minor titles, I give out via the diplo menu, and I intentionally keep as many as possible empty so I'll always have one to give if I need the opinion boost.) Turning off the minor titles is almost reflexive for me at this point, I use the minor title part of the interface so little. This just seems to be changing the wording next to the checkbox, so if there isn't a way to hide the minor titles by default, what is the point?

(As a side note, if those minor titles had an actual gameplay effect beyond a boring flat opinion modifier, like having them show up in events or occasionally allow for unique options or even a few special events, I'd likely use them far more.)


Hmm. Would it be possible to put a command in the job's script to keep the job assignment button from overriding the map overlay? That way I could turn on the religious mapmode, and still have it up when assigning the job.

I agree with this completely, it was a completely counterproductive change, making the interface more clunky and requiring more clicks intentionally. The only reason why I was asking about modding it is because I was told in a different thread that the change would not be reverted, so I was hoping for a way to fix that part of the interface myself.

I saw the response last dev diary refuting your opinion that it was wrong and giving the reason for the change.

I didn't see any hard no we won't be reverting it.

Edit and also I think in regards to the checkboxes it may be a matter of them not wanting that many checkboxes up there.

And even if the UI is altered the functionality is still same.
 
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Also has or is anything being done about the tooltips for non-murder plots? The revoke plots and what their requirements are.

I know they've been worked on I think but the criteria still leaves people with confused looks.
 
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Holy Land!!! Embark all! Yesss! Thank you!
 
I just got back into the game about a week ago, from a fairly long hiatus and I've spent my week wishing that a form of battle indicator existed. Love that I see you guys already set to make that a change! Much praise from one of CK2's more casual fans.

Also, question: Regarding the auto-assigning of generals . . . any chance it can filter out Craven generals? I don't look for much when assigning generals, but Craven is an instant no-no 100% of the time for me.
 
Was thinking about what other improvements I'd like to see for the interface, and I think I've nailed down the biggest one: I think factions and decisions should switch places.

Here's my reasoning:
Decisions have changed significantly since the game was first released, and their current placement on the Intrigue tab is an artifact of that, as they were originally used for triggering plots, along with several other miscellaneous effects. This made their natural position underneath the active plot portion of the interface, as you would see the plot had enough power, then shift down the window to the next portion of the interface to fire the plot. However, now only a single type of plot functions that way, and decisions are used primarily for those miscellaneous effects. The decisions' position in the interface no longer flows naturally from its function. Additionally, there are so many decisions, especially in some mods, that an interface mod was created to shift the list of decisions to float to the side of the interface where it can easily be viewed in full, and it can stretch the entire length of the window.

Factions suffer the opposite problem. They are naturally an Intrigue action, as many of the plots that formerly used the decisions mechanic were repurposed and replaced with factions. Additionally, the primary means of interacting with regard to factions is via the spymaster, forcing characters into or out of factions. They are also, the vast majority of the time, irrelevant. It is rare nowadays that they ever even get the chance to fire against players that understand how to manage them*. However, they are devoted an entire full length tab window and a button on the toolbar, the latter of which is, as I understand it, a highly limited amount of space due to resolution requirements.

As I said earlier, I think the decisions and factions should swap places in the interface. The factions window could be folded into the Intrigue window, using the tab system that the Council window uses to allow it to maintain its current look, or splitting it in two, replicating the tab layout from the top of the Military window with one tab for factions against you, the other for factions against your liege that you could start or join. Decisions could then use the sceen real estate formerly used by the factions button to gain a dedicated button and window of its own, giving not only enough vertical space to display a huge number of decisions at once, but the horizontal space for longer decision names as well. It could also potentially be used for a layout similar to V2's, where the description is shown in the window itself instead of only in a tooltip, though this would sacrifice a good deal of the vertical space.

Anyway, that's the biggest interface change that I think of on my wishlist, everything else being mostly minor tweaks for efficiency and reducing unneeded clicks.




*As an aside, I posted a suggestion thread last month, with an idea on how to give them a bit better chance at firing, by making them base their power evaluations on something more representative of strength than raw troop count, so they won't be as afraid of a massive number of light infantry that would melt in an actual battle.
 
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Wow...Much needed QoL improvements like this solve a lot of my problems with ckii. I'll probably redownload and update my DLC now.
 
e. This just seems to be changing the wording next to the checkbox, so if there isn't a way to hide the minor titles by default, what is the point?
I honestly don't remember how it used to work, so I'm not entirely sure what's changed.
Hmm. Would it be possible to put a command in the job's script to keep the job assignment button from overriding the map overlay? That way I could turn on the religious mapmode, and still have it up when assigning the job.
Wouldn't show you what provinces are eligible, hence the problem.
My vague thoughts was something like scriptable colors, or cross-hatching (like occupation).

The revoke plots and what their requirements are.
"- Improved the tooltip for the "Revoke Vassal Title" plot"
 
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Another new feature I know many fans, me included, have long wanted is the ability to randomize the name of newborn children. This has now been added, with four options: Randomize (uses the culture’s naming list), Name after Parent, Name after Grandparent, and Name after Random Ancestor. Note that the art for this is not yet done; the final version won’t look like this:

Which option will the AI chose?

It can be annoying for hard roleplayers like me who wants ALL children to be called Robert when my son calls his new born Henry.

If nothing has been decided yet, may I suggest a game rule to give us the choice?

In any case, I LOVE the random ancestor option.
 
Is it sad or stupid of me that the feature I loved to hear about most from this week's dev diary was now I can randomize my children's name? Because I suck at coming up with names so I click on the first one which leads to a lot of weird names. Like the time I was the King of Ireland one play through and I realized that my heir was named after an Hindu ancestor, I only noticed it when he came of age, and I don't even know how that happened because I married a Byzantine.
 
Also, question: Regarding the auto-assigning of generals . . . any chance it can filter out Craven generals? I don't look for much when assigning generals, but Craven is an instant no-no 100% of the time for me.
Fun fact: it isn't indicated anywhere in the interface, but Craven decreases the odds that a character will die in battle, while Brave will increase that chance and the chance of being captured.
Wouldn't show you what provinces are eligible, hence the problem.
My vague thoughts was something like scriptable colors, or cross-hatching (like occupation).
Perhaps a flashing outline on eligible provinces, similar to wargoals/hostile countries?
 
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Is there anything planned to help find foreign holdings within realm borders?

Currently I don't believe there is any other way than scrolling through the map trying to find tiny foreign icons.