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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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Cheers for the DD Alastorn, and lots of luvverly improvements to the visualisation of data there - great work to all involved :)

For a time-period appropriate, martime-themed data visualisation, here's a chart showing the merchant ship production in the US, UK and Canada over more than half the period of V3 (from this paper).

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The economy , trade, production looks great in Victoria 3.
But Pops and Politics could use some improvement/toturials how they work.
Otherwise I guess many players will ignore the pops/politics side of the game.
 
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I have read this DD thrice now and I still don't understand the blue and gold colors and how on Earth I am supposed to read them? Is blue always bad, so that the more blue, the more it needs to be fixed? Why not have the changing bars and red then? There is no grading in the color either, it's either blue or gold.

it is silver, not blue.

bronze = goods in cheap
Silver = normal price of the good
Gold = goods is expensive
 
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...

View attachment 886375

I think I have seen that there are tooltips for current employment.
The tooltip also show if input and output goods are cheap or expensive.
If input good is expensive you might want to expand input good instead of a factory.
 
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Interesting DD.
 
it is silver, not blue.

bronze = goods in cheap
Silver = normal price of the good
Gold = goods is expensive
Blue according to the DD.
 
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Blue according to the DD.

i see what you mean now. I thought you meant the coins.
But you mean if there are more buy orders than sellorders. Then the balance number is blue.
Thats bad that they use blue balance because more buy orders than sellorders make the goods more expensive.
Next at market price they use opposite blue for cheap and yellow for expensive.

All goods that are more expensive should be gold, silver is the goods has average price and bronz if it is cheap. So it is same as for the coins.
 
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That first pie chart gives a lot of easy to read information. - Angry at piechart usage, followed by not angry followed by a miniscule but possible chance of just naturally being angry.

If there was ever a case to use for pie charts then you've probably given us the best example of WHEN to use them.
 

(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.)
You're too late if your paper is supposed to be the first: https://www.researchgate.net/public...e_Charts_Unreadable_Inefficient_and_Over-Used

This applies for scientific communication and multiple pie charts though though.

Will there be an option to simply turn off graphical representation of charts and just get a list with percentages? That's for me at least the best way to display data if the scope is limited
 
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One thing that confused me is that the market panel shows a surplus of goods with a golden number & bar, which in the building menu is used to show that money reserves are at an ideal level (along with a glowy outline) - but a surplus of goods isn't necessarily ideal or a good thing at all. It makes sense that deficit and surplus are color coded differently, but maybe the golden color should be something else?
 
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i see what you mean now. I thought you meant the coins.
But you mean if there are more buy orders than sellorders. Then the balance number is blue.
Thats bad that they use blue balance because more buy orders than sellorders make the goods more expensive.
Next at market price they use opposite blue for cheap and yellow for expensive.

All goods that are more expensive should be gold, silver is the goods has average price and bronz if it is cheap. So it is same as for the coins.

I think it’s pretty clear, blue is for negative numbers, gold is for positive. If quantity is high price is low, if quantify is low price is high. It’s consistent.
 
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I think it’s pretty clear, blue is for negative numbers, gold is for positive. If quantity is high price is low, if quantify is low price is high. It’s consistent.

Yeah I understand that is how it works now.
But what is important is if the price of good is expensive or cheap. If it is expensive you should increase production.
Now everytime you have to think so I have a blue balance, does that mean the goods is expensive or not. That was my point.
 
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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.
Fully agree, this makes the game incredible complex, personally i would like it to see they would put another complexity layer into goods and deepen it a bit more.
Unfortunately now it's too late, this one will be exciting in terms of steam reviews.
 
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If it is expensive you should increase production.
Not always. You may want to maximize profits if you are the monopoly ala OPEC. Being the owner of a market or the only one suppling/producing that good.

Some type of goods, you can extract more profit from buyers without causing problems to your nation. Not grain of course, not any other good that you need for other buildings for example.

PS: luxury goods for example have a low demand that is inelastic and you won’t be able to increase significantly. Thus, it is better for you to have a low supply of goods with high prices to maximize profits. If you increase production and saturate the market, there will be no more high SOL Pops to buy your goods and you will end up with less revenue and struggling luxury buildings.
 
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Not always. You may want to maximize profits if you are have the monopoly ala OPEC. Being the market or the supply/production of that good.

Some type of goods, you can extract more profit from buyers without causing problems to your nation. Not grain of course, not any other good that you need for other buildings for example.
interesting to witness how this plays out, in case such things noticeably play out kudos for that
 
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Well it may not look the sexiest visualization wise but I build a semi-automated tool to help summarize market problems worldwide based on debug dumps:
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Could this tool be mad available for mod development o_Oo_O
 
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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.

Sounds like BMEd, alright.
 
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