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Victoria 3 - Dev Diary #61 - Data Visualization

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Hello all, today we are going to talk about some of the data visualization in Victoria 3, how we on the team have iterated on it since our UX dev diary and what we think through when talking about such iterations.

Aron is very busy doing what last bits of polish can be done before we lock down the game for release certification, so I have been asked to write this dev diary for you in their stead. I’m not officially a UX Designer but I do have my qualifications in user experience as QA and I also am quite opinionated about pie charts and other forms of data visualization as many of you in the community are no doubt aware of. I regularly get to be Aron and Henrik’s rubber duck as we talk through solutions to problems on the UX side and it's part of my job that I thoroughly enjoy.

(In fact the first draft of this diary was a full thesis on why pie charts are bad, but I was encouraged to tone down the rhetoric a little, so I will conclude they are aesthetically pretty but are horrible for conveying data.)

Just how angry is Paul? Even with the visualization you would still be guessing…
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Now most of the time when we talk about Data Visualization in games, especially Paradox Games, the first thing that comes to mind is either line graphs or charts of some kind - giving a visual representation of data instead of just a pure numerical representation on the screen. This is not wrong, but data visualization is not solely about making some form of visual representation of abstract data. It is also about increasing the inherent cognitive understanding of the player by using known trends and patterns that are well established.

An easy example is the capacities, they are color-coded. When things are positive: it's green, when it's bad: it's red. We have a human tendency to impact meaning to color and thus it's a general rule of UX to never use Green and Red unless you are representing Good and Bad.

A quick glance at the capacities bar tells you all you need to know for the moment by color alone, and when you get its tooltip it continues such color coded summarization:
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Have any of you who’ve seen streams or images noticed that this dynamic changes in regards to income? When your nation is in a deficit the balance can show either as white (neutral) or red (bad) in the capacity summary and there is an inherent reason for that?

We do not show a negative income balance as red until it reflects an unhealthy economy, but what do we mean by this? Nations run deficits all the time, but not all deficits are bad, especially those which are investments into the country such as construction. Construction is classified as a temporary national expenditure as opposed to a fixed one, meaning that we calculate your fixed revenue vs expenditure to be positive once the construction is finished, and we keep the income balance showing a neutral tone because of it.

This is to reflect that your money is going down, but the fundamentals are fine. What this allows you to notice is when this fundamental changes and turns red, signaling a larger issue of your economic fundamentals being out of balance that could cause future problems.

We may be losing money now but the fundamentals of the economy are okay if we ever stop building new factories…
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This is a lot of what we have been trying to iterate on in Victoria 3 at this point in its development: we don’t want to just show you the static image of what’s going on just that moment but we want you to know the dynamic trends of where the data is going.

What do I mean by this? Well let me give you an example: see our buildings list (to make it clearer about what I am talking about I have gone with the minimized mode - didn’t know there was a minimized mode? Now you do!)

Behold the glorious minimized building menu and color-coded gold reserve bars.
(Bars are color coded on regular view as well)

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Before cash reserves were only golden, and you would have to physically watch the bar tick along and hopefully notice the trend of your reserves. The data was still informative but you were only able to easily glance if your business had cash reserves (meaning it could afford a price disruption or could help supplement the investment pool). Now we use the historical data we would normally use to fill out a line graph to color the bar and add trend markers to show if the cash reserves is going up or down, coloring it green or red respectively.

Now at a quick glance you not only see how your economy is doing, but where it is going and you would be amazed at how significant such a small change can be. This is combined with our usage of red, white, and green to symbolize whether productivity is good or bad - to give you further depth of information: sugar industries in this picture are not failing but soon will be if you do not do something about it. Meanwhile the arms industry has stalled outright.

A lot of these data visualization changes, you might never see or notice, because when they work well their understanding becomes second nature, but here’s another one I want to call out: we recoloured the market summary tab:

Behold the new Market Panel, with corrected colors and balance bars to show the magnitude of the effect.
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The older Market Panel, serviceable but flawed with its data presentation.
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Okay we changed like 3 things, I hear you say - but why is that so damn important? I’m glad you asked that community strawman here’s why.

We removed the Red/Green visualization of the balance and by doing that we helped make our understanding of the market system clearer to the player. Remember, this is Victoria 3, imbalances are not inherently bad. Sometimes maintaining a shortage of a good can be done intentionally to prop up an industry or ensure the wealth of specific pops. (I went into the logic of why for this in my talk at PDXCON and if we are lucky at some point in the future I will get a copy of that up on the forums as well). We found that when we colored the items green/red we were inherently having players react in ways that they themselves found was not always good or what they wanted. In this case, this mostly meant players reacting to red numbers being “bad” and trying to make the number go green.

We also added balance bars, to help show you the magnitude of what those numbers mean in the scope of its total buy/sell volume and price scale. Can you tell from the old version above what the relative difference to your economy the liquor and sugar shortages are?). By giving more perspective on these offsets from equilibrium we help you better understand the cause and effect of your actions or most importantly; opportunity cost. If merely looking at high prices you might find yourself focusing on furniture or paper, but technically getting food prices lower is shown to have a larger impact on your economy, which is illustrated by the bars below the Balance values. The more blue or gold that bar is, the higher impact that Good’s imbalance has on your market. This impact may differ greatly per Good if it is good or bad, but that’s up to you to determine.

That’s just a few examples in the game of where we are iterating on data visualization. Mostly because these are the one’s I can easily remember and chat about. We are by no means done, Henrik, Aron and myself will continue in the trenches experimenting and iterating on such workflows throughout the game. We look forward to reading your feedback on release and use that to help us prioritize our backlog of ideas.

If you thought this dev diary was a sight to behold, just wait till you hear about the next one, which is the Audio of Victoria 3 which will be written by Franco Freda, our Head of Audio.
 
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there should be a bar showing employment, not just how full the cash reserves are. this way, the player can expand a factory in this view directly rather than click on the factory to see if employment is full. for instance, textile mills has full cash reserve, but does it also have full employment? if no, then no need to expand it yet...

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While I agree, there's a limited UX space and if we put a bar for everything we end up running out of UI room. We try and do Employment issues are currently shown by the pop and arrow symbols to the right of the building. You see when there is employees flocking to a building (golden icon) and when there is issues in hiring employees (either qualifications or wages as the red icon)

You also can tell when a building is at full employment because if it has full cash reserves its hightly likely its reached that status.
A building that is not at full employment will consider increasing wages or holding wages up to keep employment and you will see such changes in its cash reserves.
 
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Are the market panel columns sortable? It is bugging me far more than it should that wood is in the sixth row instead of the third...
Yes they are sortable, we know exactly the kind of "this is bugging me" crowd our fanbase is.
Great DD, I love the changes, especially the ones in the market screen! And yeah, it's crazy how the change from green/red to golden/blue can have a huge semantic difference and influence the perception! I agree that, as a player, I would have gone for the "all green" instinctively. Well done!

Why are some good coloured in violet, green, yellow or brown?
Those colors correspond to the groupings of goods: Staple, Industrial, Luxury, Military, etc. Helps classify what the good is for and shows you what the filters remove.
I've heard so much about these legendary PDXCON slides! I hope we can have a look at them eventually.
Patience, one day. Preferably closer to when its actually useful for you all as players.
Can you explain this please? One Proud Bavarian already tempted us with you unavailable powerpoint. Can you give an example so I can understand what you mean?

Also: iirc in the game having a deficit does not mean any pops/buildings lack the good there is too little of (which of course isn't realistic but alas). So am I correct in understanding you can safely preserve a shortage of say 10% of a certain good indefinitely to merely to drive up the price of yhat good without any ill effects (besides those caused directly by the higher price) ?
See above, I will have that talk posted sometime and maybe some other things for you all about that topic :D
 
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Looks cool :) One visualization to consider that could be really helpful could be to add some small sparklines where there's space for them (these are simply small line graphs showing recent changes in important values like market price or cash reserves). These could be a great way to unobtrusively let players appreciate information about recent trends without overwhelming the interface. https://en.wikipedia.org/wiki/Sparkline , https://www.edwardtufte.com/bboard/q-and-a-fetch-msg?msg_id=0001OR
I have spent 8 years of my professional life trying to get sparklines to work. I used to do them for regularly for doctors who had to make life decisions off of them.
I really don't want to add them to Victoria 3, I'd rather just make our tooltip in tooltip graphs better.

Hot take but sparklines are the pie charts of linear data.
 
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Re: balance bars, has anyone figured out how they're drawn and what they represent exactly ?

I think negative balances bars and positive balances bars use different formulas. The negative balance bar seems to represent balance*price : the higher the result, the longer the bar.

But it doesn't work when the balance is positive. Paper and... what looks like sugar ? (eighth row) both have similarily-sized bars despite giving very different numbers when using the above formula. So idk.

I may just be wrong about the negative balance formula tho.

I'm not sure I understand what the Balance bars are supposed to represent. The number given is (Sell orders-Buy Orders), but I don't understand what the length of the bar means.

I will take a look at this in the morning. Since I am sick at home today and don't have the ability to pull up the code.
I think we are trying to do something smart with that formula and this is either proving:

There's a bug somewhere
We are trying to be so big brained smart, we've crossed the line into stupidity.
But as always, that's half the benefit of a dev diary :D
 
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i hope paul takes the challenge and complicates his current data web with different quality classes of goods. As a big pitfall i see is eg. pastry from france is not same pastry as from a different nation. France pastry (or wine is better exmaple) is more worth to an average pop in terms of money expenditure and satisfaction than other produced pastry.

(consider three categories: low quality - regular - luxury or superb however you want to call it)

The difference is slighter with a product like a potatoe. I took this turn as pledging for brands which tried several times didnt work and met on brick wall.
Introduction of brands could mitigate some things again considering quality classes of goods and as a worrying hind might consider stockpiling goods and treasury.
Im glad all dev teams coopperate well : )
 
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"Pie charts are a bad way of conveying information. Source? I MADE IT UP."
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The three rules of statistics :
1. everything is data
2. every data must be represented graphically
3. Every graph must be a pie chart
 
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Ah the pie chart discourse is back.

As someone who teaches Data Science, I will say that pie charts are not categorically bad. I agree they are often misused or misunderstood.

Pie charts are for comparing the size of a slice to the whole. They are not for comparing the sizes of slices to each other. The notion that angles are hard to compare completely misses the point of pie charts.

Pie charts make it easy to estimate how big a slice is relative to the whole, but make it difficult to compare slices to each other. Bar charts make it easy to compare bars to each other, but hard to compare the bar to the sum of the rest of the bars. This difference means its often helpful to have both.
 
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In the market view, what determines if something is represented by copper, silver or gold coins? How large the stack of coins is seems proprotional to the amount, but some amounts in gold coins are lower than some amounts in silver coins. Is it the nature of the good? (basic survival, nice to have, luxury?)
 
This was an interesting dev diary however I think the Market Panel might need a little tweak for the balance column. I'm no expert in Economy but for example the balance in Sugar is definetely worse than the one in Fabric or Wood but the lenght of the bars look the same.

Sugar may be less important to the economy or could be goods substituted. A shortage of wood however will cause input shortages leading to reduced throughput of industry, and goods shortages of furniture/construction, which may be worse overall.
 
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I actually just finished taking a class on data visualization, so this is really interesting to me right now.
 
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Thanks for the dev diary. I enjoyed the enthusiastic discussion on pie charts...so much so that I'm starting to think about a slice of pie for dessert tonight!

As others have said though, I'm a bit lost on the balance bar dynamic after re-reading this a few times. I'm sure I've just missed something or perhaps it links to a dev diary I didn't fully understand along the way. In any event, fingers-crossed for a bit more official explanation on this topic as it seems to be rather important to the overall trade/economy mechanics.
 
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In the market view, what determines if something is represented by copper, silver or gold coins? How large the stack of coins is seems proprotional to the amount, but some amounts in gold coins are lower than some amounts in silver coins. Is it the nature of the good? (basic survival, nice to have, luxury?)
Price relative to the base price that it would be at if supply and demand were balanced. A good with copper coins is cheaper than it usually is, even if it's expensive in absolute terms (e.g., 'cheap' luxury furniture), and gold coins are the reverse.
 
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