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Victoria 3 - Dev Diary #74 - UX Improvements

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Hello, my name is Henrik, and I am one of the UX Designers on Victoria 3. For 1.2 I have been fully focused on improving the user experience of the game. Before we go into the details of what has been worked on for this update, I want to give a special thanks to the community, all the modders, and anyone who posted feedback here on the forum, Discord, Reddit, Youtube, or any of our other communication channels. Your feedback, ideas, and discussions have all been instrumental in helping the team prioritize our time and efforts for this update.

Trade Routes​

One of the first things we started with immediately after 1.1.2 was improving the usability of the Trade Routes panel. In addition to the current view of grouping Trade Routes by Goods, you can now get a sortable list of all Trade Routes in the Market, or get a view where they are grouped by Country. All of these lists can also be filtered to exclude any Routes not owned by you. The Country grouping is especially useful when setting up Embargos or Trade Agreements.

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Message Settings​

Our new Message Settings window lets you decide how you want a specific Notification to be displayed, and if you want the game to automatically pause when it gets triggered. In future updates, we are planning on expanding this to cover more functionality, like the Current Situation panel, Alerts etc.

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Parallel to adding Message Settings, we also made a pass on making sure that the Notifications we post to the player are informative and have a reasonable default setting for how to present them. Among the tweaks we have done are:

  • Make the “Interest Activated/Deactivated” Notification into a “You can now conduct Diplomacy with X” Notification that only triggers if the activated/deactivated Interest is the first/last one that overlaps with any of your Interests
  • Moving the Price Report to the Market Panel (turned off by default, can be turned on in the Message Settings panel)
  • Splitting up Trade Routes Notifications into significant and less significant versions (Significant is turned on by default, less significant is not)
  • Only show “Mobilization” and “Declare Neutrality” Notifications if you are committed to the Diplomatic Play in question
  • Only show resource related Notifications if they happen in your Market (previously Strategic Regions in which you have an Interest in)

All of these changes should, according to our benchmarks, reduce the number of Notifications by roughly 50% for most Countries. In addition to this, we have also tweaked the animations for the Notification feed, so the overall user experience of the entire system should be much improved.

Rebindable Keys​

Our shortcut system has been replaced by a new system that can leverage rebindable keys. When adding this new system also made a pass and added a few more shortcuts, as well as hooked in a few existing ones in more places.

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Pop Needs​

Another fully reworked panel is the Population overview, which now gives you more information about who your Pops are, how many they are, how much money they make, what they spend it on, and how much that goes to increasing/decreasing their Standard of Living (the last one not included in the screenshot, but visible without scrolling when the Taxes and Needs sections are collapsed).

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In addition to creating this new panel, we have exposed more information in the Pop Lists used throughout the game, and improved a few of the Pop Need tooltips. They should now surface more of the relevant information higher up in the information hierarchy. We also exposed the top five Goods a Pop spends money on in this list, inspired by the Visible Pop Needs mod by Apprehensive-Tank213

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Economy​

Martin has already discussed some of the changes regarding Construction in DD #71, and in addition to these changes we have improved the user experience of the gameplay loop by providing better contextual information in several places. For example, we have added Infrastructure, Available Labor, and Qualifications to the Map List that is shown when expanding Buildings. In the screenshot below you can also see that we have restructured the layout of the Map Interaction panel to make it possible to navigate directly to another panel, which in the case of the Construction Interaction is the Building details panel for the specific Building. This layout also allows for more reasonable tooltip positioning, making it easier to navigate into a nested tooltip without accidentally opening another tooltip when moving the cursor towards the tooltip you wanted to dig into the details of.

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The most recent improvement that made it into the game is the Reset Production Methods Map Interaction, a PDT project by our Lead Designer Mikael and myself. It should make it much more efficient to streamline the production in your Country, which is especially useful if you have just acquired a few new States. This is currently somewhat of a work in progress, and we are hoping to expand this to work on Buildings and Building Types in the future.

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One of the most popular mods for the game is currently Visual Methods by FUN, a mod that we liked so much that we decided to make our own, slightly tweaked, version of.

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The Investment Pool is now being more prominently displayed in the Buildings panel.

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The tooltips for Market Access have also been improved to give more detail as to why a State is not fully connected to the National Market.

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Radicals and Loyalists​

We have improved the presentation of why your Pops turn Radical or Loyal, who they are and which Interest Groups they belong to. Information regarding this has been exposed in several tooltips and panels, like the Interest Group panel.

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Convoys​

Your current Convoy balance has been added to the Top Bar, making it much easier to keep track of and access when needed. This item will be hidden for landlocked Countries and unlocked as soon as you gain access to a coastline.

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Map Modes​

We have added three new Map Modes (Literacy, Population and Infamy), and given the transition between two Map Modes a configurable fade in/out to make it smoother. One of the first mods I personally subscribed to at release was Practical Heatmaps by Ronin Szaky, and an ever-so-slightly tweaked version made its way into the base game in 1.2.

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Diplomacy​

For Diplomacy, we have improved how we show AI Acceptance and signal more clearly if offering or using an Obligation would convince them to accept.

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We have also exposed all types of Diplomatic Plays on the Country details panel, not only the ones you can currently start, making it easier to figure out what is blocking you from starting a particular Play.

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Military​

When it comes to the Military system, the focus for the UX improvements in 1.2 has revolved around making it clearer how the Battle systems work. We approached this by exposing more data related to Battles, as well as, improving some of the tooltips presenting breakdowns of the calculations involved. Some effort has also been made to decrease the amount of visual noise from multiple Front Markers.

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Work in Progress tooltip for the breakdown of the initial number of troops each General was able to bring to the Battle.

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We have also surfaced the information regarding which HQ a Commander considers their Home HQ and made some improvements to the information presented in the Naval Invasion user flow.

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Outliner​

The Outliner has gotten some polish, with pinnable Goods and non-Military Characters being the biggest additions. Interest Groups are now showing their Approval value, and States show their Available Labor and Qualifications.

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Tech Tree improvements​

The Tech Tree Improvements discussed in DD #70 also made it for 1.2.

Closing words​

In addition to all of these changes listed above, we have also made over 100 smaller UX tweaks and bug fixes, which you will either have to wait for the full patch notes to explore, or experience for yourself during the Open Beta. Once again, thanks for all the feedback, it really helps us make the game as great as it deserves to be!

Next week, Martin will be showing us diplomacy improvements coming in 1.2!
 
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Those are some useful changes. Have you ever considered adding charts for Sell/Buy orders (when you hover over them on the goods panel) for each individual good? Just like the ones you have for the price itself. I think that could quickly give some important information about what's going on in my economy. I would bet this wasn't added for perfomance issues. Could you talk about that?
That would be amazing, because sometimes (especially in markets with multiple members) I don't know if the price hike/drop is because there is less production of a good (sell orders) or a large increase in demand (buy orders). It takes me 5 minutes of scrolling through multiple windows and trying to remember numbers until I figure out it's because a market member changed production method from clippers to steamers.
 
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It used to be like this, the problem is the way GDP grows exponentially over the course of the game. I've been eyeing a solution where I compare against the average state GDP in the world, but it's a little trickier to explain to the player.

Can't you just do a tooltip like:

"This wargoal will give us +9001 Infamy, due to:

+20 from base value
-10 from having a claim
x1.5 from attacking a fellow Great Power
x1.9 from 90% of the local population being of a culture discriminated by us
x1.6 from 60% of the local population not following our state religion
x7.8 from state GDP being that many times the average state GDP"

This looks simple enough to me. The average state GDP could be easily accessible in the GDP tooltip in the state view window.
 
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First, I appreciate the two of you for informing about this.

Secondly, I'm GONNA start ranting: There is NO SHOT that this is a common term. I have never ever heard of this even ONCE in my 30+ years of living with this cursed English language. There has GOT to be a better term for this that actually adequately describes the meaning of this word. You wanna talk UX improvements, "toast" is NOT it. That is not an intuitive term at all.

While it may not be very common amongst end users of an application, it is very common amongst UX/UI developers. And as evidenced by this post: https://ux.stackexchange.com/a/12000, it's been around for quite a while now.

A better name for end users would probably be pop-up, but that term is already being used for another type of notification in the menu. And simply using "notification" isn't adequate because they're trying to disambiguate amongst different kinds of notifications.

Also, the reason toast notifications are called a "toast" is because it usually pops out from the side of a window, much like how toast pops out from a toaster.
 
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Trade Routes​

you can now get a sortable list of all Trade Routes in the Market, or get a view where they are grouped by Country.

Economy​

we have added Infrastructure, Available Labor, and Qualifications to the Map List that is shown when expanding Buildings.

Map Modes​

We have added three new Map Modes (Literacy, Population and Infamy)

Outliner​

The Outliner has gotten some polish, with pinnable Goods
These were the changes I immediately noticed with 1 hour of Open Beta gameplay and had really been wanting. There are a couple more UX changes I'd like to see though I don't think they're at enough priority that it should make it into 1.2 - namely showing Pop career journeys.

I like looking at pops get promoted (or demoted). Sometimes I do nothing but stare at tooltips just after a building finishes construction to see how the job market changed. Given finite computational resources, the scope would have to be carefully limited, but I'd like to see more information on the career history of certain people, i.e. how they hopped between pops:
- When did they get promoted to a more demanding job? What salary did they take to make that move?
- Where did the unemployed come from? The building workforce tooltip can say "X labourer were recruited from the unemployed" in a state with 0 unemployment, which states did they migrate from?
- Did someone make a huge strata-jump in their career move? Occasionally I see peasants directly becoming capitalists. I'd really like the game to highlight when an aristocrat becomes a lowly labourer.

That last one could even form generated events. "NAME is the first aristocrat (in the last 10 years) to have swallowed their pride and became a labourer to feed their family".


On the note of pop information, there's one thing I still couldn't find easily in the open beta: which pops will be discriminated if the laws change. When I get a political movement petitioning to go from National Supremacy to Racial Discrimination, I'd like to know which pops will flip from discrimnated to accepted.
 
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Can we please get a literacy over time graph in the tooltip like we have with GDP and Radicals/Loyalists? I like to see how much progress I’ve made.
This one is on my wishlist for sure, but for 1.2 we decided to prioritize performance and memory usage, and since graphs can have an impact on both we decided to push this for a later release.
 
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Personally I hope the "fade in/out" could be faster. I've to wait about 0.5s to keep on. It indeed looks much better but interrupt my thinking.
We are going to do a pass and look over the current default settings for this, and regardless of what we end up with you can also tweak those values to your own liking in the Settings panel!
 
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Are there any plans to allow us to see tax capacity per state when building Government Administrations so that we know which states have deficits that need to be resolved? Don’t like having to look at situations or clicking on each state to know where I need to build them.
Plans: Yes! Unsure if it will make it into 1.2 though.
 
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Nice Work!
BTW, will this new UI be able to show script value or variables? This is very helpful for us modders.
There has been some work on this, as we will be using this system to generate the tooltips for the Initial Number of Troops in a Battle, but I am unsure about how generalized it is. It will for sure be more useful than what we had before, but each tooltip might need some extra love to be presentable. Regardless of it's state at the release of 1.2, we will continue to improve it, as it is a very powerful tool for our designers (and for modders).
 
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Hey amazing job at this rework! I have 2 questions on the trade panel:
1) What is the "revenue" column? If it is the revenue I get as tariffs, then wonderful because that info is much needed; if it is something else, then I don't know.
2) How can I quickly now set the export/import tariff for that good up/down? The buttons are still available?
1) That is correct! This is the tooltip for it:
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2) You can either use the "Group by Goods" view (the same as what is currently in 1.1), right-click the Goods or go to the details panel for that Goods.
 
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First: Thank you so, so much. These changes are all extremely promising, and even more than the mechanics changes, they help shift my feelings from "I knew buying this so soon after launch was a gamble, but damn" to "even if it's not perfect now folks are actively working on it and it's gonna be great." I was optimistic - Paradox have earned a lot of goodwill from me with EU4 - but it's nice to have that optimism confirmed.

For example, we have added Infrastructure, Available Labor, and Qualifications to the Map List

Yeeeeessssss. Best part of the 1.2 announced yet. Can we please also, perhaps in 1.3, have a "queue Railway" button on that same interface? I want to be able to go "add two buildings here [click, click]" and then move my mouse 20 pixels to the left and go "and also build a Railway, because that's going to max out my infrastructure there." Leaving that screen, going to Railway construction, and then having to remember which provinces are about to have negative infra is way more annoying than "20 pixels, [click]". Maybe also a button for ports if you think the interface has room for it, but ports aren't possible everywhere and I'd be happy for just Railway.

Or if you'd rather, a tickybox somewhere for "always queue a railway when the building queue for a province is > available infrastructure". Either would be amazing.

Thanks for all these updates, and all of everyone's hard work, this is gonna be awesome.
 
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Those are some useful changes. Have you ever considered adding charts for Sell/Buy orders (when you hover over them on the goods panel) for each individual good? Just like the ones you have for the price itself. I think that could quickly give some important information about what's going on in my economy. I would bet this wasn't added for perfomance issues. Could you talk about that?
Yes, we have definitely consider those, but for 1.2 those we're deemed risky as we wanted to prioritize better performance and less memory usage over adding more graphs.
 
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Can we please also, perhaps in 1.3, have a "queue Railway" button on that same interface?
I definitely see the need for something like this, and I'll see what I can do there. It probably won't be for 1.2 though, but rest assured that we understand where this is coming from!
 
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Will the new messages/diplomacy allow for something like setting a country of interest like EU4? It would be nice to see it display when a nation becomes open to diplomatic agreements, like taking on their debt. I always see the omniscient AI swooping in to take on debt, but as a human I have never done it, because of a lack of information. The country interest could also convey when they change politics or other info.
 
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Will the new messages/diplomacy allow for something like setting a country of interest like EU4? It would be nice to see it display when a nation becomes open to diplomatic agreements, like taking on their debt. I always see the omniscient AI swooping in to take on debt, but as a human I have never done it, because of a lack of information. The country interest could also convey when they change politics or other info.
No, sorry, not for 1.2. We have a design for it, but we were not able to fit it into the production schedule for this update.
 
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Overall the UI for v1.2 is so much better, and gives me a lot of confidence that things will get to where they need to be. I like that you have incorporated elements of popular mods in rather than trying to reinvent the wheel too. Could you add some of the elements of the expanded toolbar mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2888391145 ? In particular infamy and innovation generation are something I am constantly monitoring, but are multiple menus deep. Also can you add more columns to the outliner? Having everything vertically wastes a ton of space, particularly on ultrawides. Especially if we could choose which elements go where.
 
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