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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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Clicking on a character's plot on the character screen will now take you to the target of the plot

Love Love Love this QOL improvement
Keep up the great work and I cant wait for this DLC/ Patch to come out ! its looking amazing !

Also love that change to how you name your children !. ITs amazing !
Makes it easier to name my children after Ancestors or even my current character !
 
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Since only one more DLC will be left, please let it be ship-combat and add some stuffs about republics or somesuch in there. :cool:

There are a few more Dlcs left after this one -_-.. Still things we need Access too as well.. For instance I want to play as a Bishop still or a theocracy in general.
Besides do you really want them to end Development before they annouce a new game that is simlar to Ck2.. I know i dont.. since currently there is nothing on the market quite like this game on the market currently
 
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My small suggestion with the character filter would be to have an icon for locating characters of your mother's dynasty similar to how bastards have black blood and extended members of your dynasty have the small drop of red blood. Maybe your mother's dynasty could be represented by a drop of green or blue blood. I would ask the mother's dynasty only be traced for a few generations. This would be useful to prevent accidental inbreeding when setting up marriages or if you just prefer incestuous relationships with your mother's side of the family instead. I don't know how realistic or possible this would be but if there was a way in character filter or family tree to select two characters and have that show common ancestor on the male side that would be useful. Late in the game when there are hundreds of members of your dynasty still living I have traced back 8 or 9 generartions to figure out whose line this character is from.
 
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Very nice changes, all of these will definitely improve the player usability of Crusader Kings 2 !

However I am begging you to consider making some sort of find title input field in the grant landed title panel. Right now handing out specific titles after a crusade is one of the biggest pains in terms of Crusader Kings 2 usability, also I think it would be really nice if you could hand out multiple titles to the same character at once without having to go through the whole clicking fest again.

I would also love to see an option like the include lower titles for handing out vice-royalties. e.g. Handing out the vice-royalty essex + include lower titles: would result in the character gaining all counties as landed titles and the viceroyal title of the duchy of essex.

Cheers!
 
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Anyway to expand the family indicator? Maybe to let you know who is your second cousin, or your paternal uncle (instead of just uncle), or even paternal grandfather's cousin.
 
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I would also love to see an option like the include lower titles for handing out vice-royalties. e.g. Handing out the vice-royalty essex + include lower titles: would result in the character gaining all counties as landed titles and the viceroyal title of the duchy of essex.
I think the lack of that might actually be a bug.
 
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There are a few more Dlcs left after this one -_-.. Still things we need Access too as well.. For instance I want to play as a Bishop still or a theocracy in general.
Besides do you really want them to end Development before they annouce a new game that is simlar to Ck2.. I know i dont.. since currently there is nothing on the market quite like this game on the market currently

I recall a specific quote sayingt here are only 2 major DLCs left, this one included. I mostly play Mods, which function better then the base game anyways, but they are always outdated since CK2 dlcs are released so often. First world problems, but I would just like to get my number 1 issue solved. I'd rather have ship combat then rajas or some such. But I'm a patient man.
 
So many great changes!
 
Too bad nothing about fixing landed commanders disappearing from the appointed armies in the changelog.

They disappear when they think they have better things to do.
I know of no bug.
 
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
Good stuff!

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”.
Something I specifically asked for. Good stuff!

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.
Good stuff!

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:
Good stuff!
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:
I think my chart will still be useful. See attachment.
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.
I've been manually naming all children born during my first lifetime following a theme and seeing if they get passed down. My Italian family had all woman named after pasta and all men after sauce. A few times they'd persist for generations like King Oz, but Xander and Cordilia didn't last. So I'd taken to manually naming characters after parents, grandparents, and random dynasty members to keep names going and get as many Roman numerals in names as I could. So this is good stuff!
- Clicking on a character's plot on the character screen will now take you to the target of the plot
Great. I've been waiting for this. I've often been asked to back a plot but not known the target and had to manually search the name and sometimes found the name too common to know for sure. Good stuff!

One thing I'd like added is about the plot button on a character's page. You click it and it brings up an assassination plot button, and only an assassination plot. Sometimes there are also fabricate claim or revoke plots available for the character but it only ever shows assassination as a valid plot from this menu. It should show more than one plot if there is another.
 

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I've often been asked to back a plot but not known the target
My previous dev diary (linked at the start of the OP) showed that that character interaction now shows the portrait of the target, BTW.
 
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They disappear when they think they have better things to do.
I know of no bug.
I know it could be justified like that but I am not sure this was intended to work like it is now. You can always reassign them one day before battle which can be tedious and annoying on a longer run. No pop-up or message tells you about a commander quiting either.
 
I know it could be justified like that but I am not sure this was intended to work like it is now. You can always reassign them one day before battle which can be tedious and annoying on a longer run. No pop-up or message tells you about a commander quiting either.

Any chance of doing something similar for when you get the Righteous Imprisonment Icon? I hate it when I get those, and all it says is that the vassal "Acted Dishonorably"...

If I'm going to get the Icon, I want to know what the vassal did to earn that icon!
 
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Is it wrong that I get more giddy and excited by all these tasty QoL changes than the next DLC? Great work anyway, thanks for continuing to polish this game!
 
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I know it could be justified like that but I am not sure this was intended to work like it is now. You can always reassign them one day before battle which can be tedious and annoying on a longer run. No pop-up or message tells you about a commander quiting either.

Ah, okay. Lack of (justified) information in such situations is an issue yup, in my opinion as well.
 
I'm amazed at how many little interface nitpicks you guys have managed to squash. This is a much needed update to keep the game running smoothly.

Not exactly interface related but while you guys are fixing things could you look into making shattered retreat work a bit more like in EU4? In ck2 if you try to retreat before the end of the battle you don't shatter, you just move one province over. In EU4 you can do a controlled retreat before the end of the battle or if your moral is too low you will still shatter but sooner than the end of the battle. This is really important strategically since it's the only way to protect your army in battles you're clearly losing. Honestly I'm a bit surprised it wasn't implemented when shattered retreats were.

Also another minor but way more annoying thing is that you can select to move an army from land onto a ship onto more land but they'll stop once they enter the ships. In EU4 they just keep going like you wanted. This makes moving armies between land separated by single sea tile WAAAAAAAAAAY less micromanagy and if you wanted them to stay in the ships you would have only selected the ships anyways.

Keep up the good work I can't wait until the next DLC.
 
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