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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:
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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:
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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

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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These are great changes and are exactly what ck2 needs.

I would also suggest a pillage all button and an invite all button for coursing so players don't develop arthritis from all that micro clicking
 
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The things I don't learn because I'm such a casual at the game. :p. That's fascinating, and brilliant.
I only came across it relatively recently myself, when I was working on my trait rebalancing mod. (I really should get that updated, but I haven't had the drive to do it lately, as it was meant to primarily be a proof of concept for a solution to the old education system's ubermench problem, where the player would always pick the same best traits for their heir, by making all the traits desirable to have. The responses I got were good, that it turned all the reflexive education decisions into ones people felt were meaningful and actually spent time thinking about, but the new education system kinda negated the issue by axing all those decisions and putting trait acquisition via education mostly in the control of the RNG.)


Anyway. @Meneth, would it be possible to add the other effects of traits like Craven and Brave to the interface/tooltip? (Specifically, the effect they have on surviving battle. There's another trait with a similar effect, but I don't remember which off the top of my head.)
 
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Great and much needed improvements to the game! The free update is shaping up nicely.
 
Anyway. @Meneth, would it be possible to add the other effects of traits like Craven and Brave to the interface? (Specifically, the effect they have on surviving battle. There's another trait with a similar effect, but I don't remember which off the top of my head. )
That's more a matter of the description than anything, since those are script effects.
So many things affect MTTHs that it's not really feasible to list for every trait and such what MTTHs it affects.

In this case, I feel common sense applies; if you're craven you're more likely to try to stay out of harm's way.
 
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That's more a matter of the description than anything, since those are script effects.
So many things affect MTTHs that it's not really feasible to list for every trait and such what MTTHs it affects.

In this case, I feel common sense applies; if you're craven you're more likely to try to stay out of harm's way.
I personally like the style of it not telling exactly what it does. Could you guys perhaps make it less transparent eventually>
 
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That's more a matter of the description than anything, since those are script effects.
So many things affect MTTHs that it's not really feasible to list for every trait and such what MTTHs it affects.

In this case, I feel common sense applies; if you're craven you're more likely to try to stay out of harm's way.
As I recall, in my mod I just added a line to the tooltip that said the trait increased or decreased the chance of dying/being captured in battle, as I felt that something that could potentially greatly impact the character's survival would be worth knowing. One of the downsides to the level of detail/transparency that the game currently has is that it doesn't occur to players that the traits will have additional unlisted effects, as the implication is that it is listing everything significant.
 
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
I have been asking for this literally for YEARS ! :eek:

Thank you so much for finally implementing it ! :)
I only expected a randomize button, but the choice is even better !
 
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@Meneth
It is also taking too much time finding out cracks in my hospital walls. If there could be hospital map mode or a way to identify The hospital levels in Disease map mode, It could be very useful. Especially in later stages with wide borders It is really pain, and forcing me to pause a lot time to check every province If there is something wrong within the realms borders.
 
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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”.

YEEEESSS!!!
 
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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:
Tripple Hurray. I want this for ages. :)

Also it would be nice in claimants search (from button at title window) to differ somehow claimants with strong and weak claims.
 
Looking good indeed. I have just one thing about the education screen. I'm colorblind (Deuteranomalous), and I guessed you gave a slight red hue to the trait giving a penalty, and a green one to the bonus. But I can't really see it without zooming in on the picture. To make it useful for me, and quite a few other people, the difference in color could be made larger, or perhaps you could add some non-color-based indicator (+ or -).
 
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@Meneth Ya know what other minor UI thing I would like, the Find Title / Region shortcut.

It's listed and is "?". But having to push shift I've gotten used to it, but let's be honest should hotkeys be more than two buttons?

Why not list it as "?" but really just make it "/". Optionally if possible both "/" and "?".
 
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Looking great! The commander auto-assignment and childhood focus interface improvements are going to be very useful.