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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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Fantastic stuff there :) Love the commander changes. Those always disappear after a while. And the council stuff is awesome too.

Though commanders are so important that they shouldn't be under "minor titles", but somewhere more easily accessible.

Another great change would be to be able to sort characters by age
 
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Hey @Meneth did my suggestion make it in by any chance? https://forum.paradoxplaza.com/forum/index.php?threads/notable-kills-list-idea-with-pictures.874045/

And on the topic of the game, these changes are making me more and more excited for this new patch/expansion. Paradox have a lot of great DLC in the works right now for multiple games!

We looked into a kills list, but while we liked the idea we decided against due to both memory requirements and time.
 
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What's difference between CK/EU/Stellatis/HOI game team?

THIS.
CK2 Dev Diary almost always is with 10x more info about dlc/patch etc. compared to CRAPPY DD from Stellaris, Hoi, or even EU.
So I will say this again, at this moment "CK2 game team" is THE BEST from all paradox teams.
Not even says about 10x better DLC/Patch quality between this games. [price, amount of BUGS, amount of content] 'new' CK2 team, surpass other teams.
 
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PARADOXIANS! WHAT IS YOUR PROFESSION?!

AROO!! AROO!!!


Meneth, this is best Dev Diary!
 
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What about getting rid of that toggle button and re-implementing its insides to the unnecessarily big building section.

Like this:
cvtwnr.png
 
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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:
Would it be particularly computationally expensive to just calculate what their likely position would be assuming you appointed them to the councilor seat you are considering them for?
 
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.
The things I don't learn because I'm such a casual at the game. :p. That's fascinating, and brilliant.
 
What's difference between CK/EU/Stellatis/HOI game team?

THIS.
CK2 Dev Diary almost always is with 10x more info about dlc/patch etc. compared to CRAPPY DD from Stellaris, Hoi, or even EU.
So I will say this again, at this moment "CK2 game team" is THE BEST from all paradox teams.
Not even says about 10x better DLC/Patch quality between this games. [price, amount of BUGS, amount of content] 'new' CK2 team, rape other teams.
All of the teams offasionally have amazing diaries sometimes
 
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@Meneth
EU4's merged map mode shortcut groups could be implemented as well.
Rather than playing piano on keyboard, similar map modes could be in same shortcut groups and we could cycle between them.

Terrain and Realms Q
Coalitions, Diplomatic Relations, and Opinions W
De Jure Kingdoms, Duchies and Empires E
Religions and Cultures R
Economy and Trade zones T
Dynasties and Direct Vasals Y
Revolt Risk and Epidemics U
Governments and Player map mode. I
 
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Would it be particularly computationally expensive to just calculate what their likely position would be assuming you appointed them to the councilor seat you are considering them for?
Near impossible, because appointing someone can have all sorts of effects.

First there's the obvious part: The opinion bonus from granting it. That one is relatively simple.
Second, you've got any appointment effects. If they have an ambition to become a councilor for example, that'll give you another opinion bonus.
Then you've got less obvious stuff. Once they're your councilor, their opinion of you will be based on your personal diplomacy, rather than realm diplomacy.
And then you've got any number of other factors that might change. Some of them base themselves on actual military power. Appointing someone councilor is likely to change the amount of troops they provide you, so suddenly that changes too.
Add on top of that that the modifiers are highly scriptable as well, and it becomes effectively impossible to simulate what the result would be without literally copying the whole gamestate, making the change, and seeing the result (which would take tons of memory and quite a bit of CPU power).

Plus the whole system is built around regular MTTHs/weights, which are not designed for any kind of simulation, just checking the current state.
 
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What about getting rid of that toggle button and re-implement its insides to the unnecessarily big building section.

Like this:
cvtwnr.png

Wow, that's fantastic! I simply hate that tab - covers half my map
 
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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

It would be nice if we could get access to the above list on the childhood focus screen (the one you get at age 6). I can never remember what childhood focus to select if I want to end up with a diplomat or steward, etc.
 
What about getting rid of that toggle button and re-implement its insides to the unnecessarily big building section.

Like this:
cvtwnr.png
Good suggestion :)

Perhaps this layout could also prevent to blocking of scrolling through own holdings with the , key and . key at forts and such. (Which is usually the reason I do not build them unless really required)
 
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Near impossible, because appointing someone can have all sorts of effects.

First there's the obvious part: The opinion bonus from granting it. That one is relatively simple.
Second, you've got any appointment effects. If they have an ambition to become a councilor for example, that'll give you another opinion bonus.
Then you've got less obvious stuff. Once they're your councilor, their opinion of you will be based on your personal diplomacy, rather than realm diplomacy.
And then you've got any number of other factors that might change. Some of them base themselves on actual military power. Appointing someone councilor is likely to change the amount of troops they provide you, so suddenly that changes too.
Add on top of that that the modifiers are highly scriptable as well, and it becomes effectively impossible to simulate what the result would be without literally copying the whole gamestate, making the change, and seeing the result (which would take tons of memory and quite a bit of CPU power).

Plus the whole system is built around regular MTTHs/weights, which are not designed for any kind of simulation, just checking the current state.
Ah, I figured it was something like that. Still an incredibly useful QoL feature. I can't wait!
 
What about getting rid of that toggle button and re-implement its insides to the unnecessarily big building section.

Like this:
cvtwnr.png

That's actually really nice looking, a bit cluttered but nice but not cluttered enough to where it wouldn't be good.

@Meneth
EU4's merged map mode shortcut groups could be implemented as well.
Rather than playing piano on keyboard, similar map modes could be in same shortcut groups and we could cycle between them.

Terrain and Realms Q
Coalitions, Diplomatic Relations, and Opinions W
De Jure Kingdoms, Duchies and Empires E
Religions and Cultures R
Economy and Trade zones T
Dynasties and Direct Vasals Y
Revolt Risk and Epidemics U
Governments and Player map mode. I

I disagree with this entirely, mostly because I don't consider this quicker or more efficient. In fact in terms of learning hotkeys I can't picture that as being easier to learn with some hotkeys essentially hidden in groups.

To an extent I don't disagree that it is playing a piano but they do have a logical method to their madness and once you realize that. Once you learn them you fly through the UI. It is the top row with the de-jures to the right in the same order as the map modes. Splitting with A onto the second row with revolt risk. Even that is well designed because you have a lot of control just resting your left hand at WASD which is natural.
 
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