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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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I think the visual method should show the occupations in each entry from lowest to highest strata. And it would be really helpful if the outliner showed IG ideology.
 
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Finally, I can rebind TAB to do the exact same thing as it already did in CK3 instead of one of the most defunct navigation tools I've seen in a game
 
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Thanks for the reply
The main reason is "Players more often than you think miss that some buttons are buttons". We saw this time and time again when doing user research, both from new players and experienced PDS veterans. The arrow navigation buttons solved most of those problems.
I guess I tend to fall the other way. I find myself clicking on some of the sub-panels thinking it should do something only to then look closer and see that there is a small arrow button in the corner. Or get frustrated as I have to lock the tooltip, hope I don't come close to anything else that will make a new tooltip, move to a "Go to Details screen" button and click it instead of just clicking the thing that caused the tooltip to appear.

In addition to this, for the Construction Map Interaction the reason was two-fold:
1) We wanted to be able to both queue a construction and navigate to the details panel for that Building, not just queue
2) We wanted to make sure that it was easy to move your mouse cursor into the tooltip if you wanted to dig deeper into it, which a button for the entire list item made much harder to get right
I guess I was meaning that you would leave the "Bohemia" button that would take you to the "Iron Mines in Bohemia" details panel but the rest of the row would be add x Iron Mines to the build queue action.

For the Construction Widget in the Outliner, it was also two-fold
1) We wanted to be able to Pause/Unpause the queue from the Outliner, and to be able to navigate to the Construction panel
2) We wanted it to align neatly with the rest of the Outliner
However, after looking at the result of this, and listening to the feedback we got from internal testing and the Open Beta, this will be changed in the upcoming release.
I have been reserving outliner for just the group of things that can be added to the right via the outliner panel. Is it used for anything anchored to the right side? (want to know so I can better communicate in later posts).

How does one pause/unpause from the construction widget? I have clicked all over it and cannot find anything. The only action that I get is when I click the navigation arrow. I like the look of the construction widget, it shows the total points and the number of building in each queue. If I were to change anything about the information presented I would have the number of buildings be split between active and pending. Knowing I have 14 things in the queue means different things at different times. Knowing I have 2+12 or 12+2 means more (where that is active+pending). The latter case means I need to add more things to the queue. I also think clicking on the widget should go to the queue panel instead of the little arrow.

Oh and I understand that there are a lot of places that the "Arrow" navigation button is useful and required but it feels like since it exists it gets used in places that a different interaction would provide a better 'work flow'.
 
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Victoria 3 is math heavy game. From 600h in game i used 100h for math only. What i would like to see in construction interaction is:
-how much input and output per 1 building ( PM x throughput) i have, or
-how many buildings i need to reach neutral price of good (+0%), including buildings in queue,
-if buildings are fully stuffed,
-interactive infrastructure - number i need is how much infra left including buildings in queue so i dont need to calculate if i have enough infra,
-button to extend infrastructure just next to infra lvl (simple + will be ok but will be great if this + would work with alt to shift infra to top of the queue),

Right now my gameplay loop looks like this:
Check market for overpriced goods -> go to designated province -> check peasants -> calculate how much 1 building produce -> calculate how many i need to reach neutral price lvl -> check if i have enough infra -> check if any other buildings in queue will reduce infra lvl in province -> queue infra -> queue buildings -> check how much input i need to provide -> repeat process from "go to designated province".
Thats a lot of clicks. Now what it should look like:
Quick look on outliner to check price lvl -> go to building lens -> choose product -> sort province by building lvl -> look on peasants -> hover mouse over + button -> click how many times tooltip suggest -> click + button next to infra to fix infra lvl -> go to next input product lens
This would reduce time spent on loop at least 2 times and even more in late game. With those changes to UI, having 5k construction points wouldnt be a chore.
 
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IS there a plan to change some icons? For examlpe "severe Malaria" and "Malaria" have same icon or Power plant PM have same icon. You can´t see any visual difference
 
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Victoria 3 is math heavy game. From 600h in game i used 100h for math only. What i would like to see in construction interaction is:
-how much input and output per 1 building ( PM x throughput) i have, or
-how many buildings i need to reach neutral price of good (+0%), including buildings in queue,
-if buildings are fully stuffed,
-interactive infrastructure - number i need is how much infra left including buildings in queue so i dont need to calculate if i have enough infra,
-button to extend infrastructure just next to infra lvl (simple + will be ok but will be great if this + would work with alt to shift infra to top of the queue),

Right now my gameplay loop looks like this:
Check market for overpriced goods -> go to designated province -> check peasants -> calculate how much 1 building produce -> calculate how many i need to reach neutral price lvl -> check if i have enough infra -> check if any other buildings in queue will reduce infra lvl in province -> queue infra -> queue buildings -> check how much input i need to provide -> repeat process from "go to designated province".
Thats a lot of clicks. Now what it should look like:
Quick look on outliner to check price lvl -> go to building lens -> choose product -> sort province by building lvl -> look on peasants -> hover mouse over + button -> click how many times tooltip suggest -> click + button next to infra to fix infra lvl -> go to next input product lens
This would reduce time spent on loop at least 2 times and even more in late game. With those changes to UI, having 5k construction points wouldnt be a chore.
For me, this approach for the UI is not the correct because it would incentivise just to try to always move prices to 0% variation from an artificial base. There is no really overpriced or underpriced goods, because it depends on whether people/industries can afford it or not. Sometimes a good at -15% price can be counterproductive, sometimes not.
 
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Hello, I know that this isn't strictly related to this specific Dev Diary but I wanted to voice my opinion on something:
In the Beta I have experimented a bit with a music mod I've had plans for since before Vicky 3 was even announced, and I am saddened to see upon messing about with the files that the triggers allowed in the script don't seem to work with the "is_valid" section when you are adding a new song into the game. Either that, I am missing something, or the system is very unintuitive. I have songs that shouldn't be playing under conditions of warfare or before a certain date playing anyways, and other songs whose only requirement is that the person is playing Great Britain refusing to play at all.
If it is possible that this is an issue with the game itself, I'd like to have that confirmed, and would humbly ask that somebody works that into the 1.2 patch when it comes out in full.
 
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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.
I am so glad my tiny mod could inspire positive change and help you and your team's work!

Amazing changes all around and I really appreciate the update as it will make my mod playset so much more manageable.
 
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For me, this approach for the UI is not the correct because it would incentivise just to try to always move prices to 0% variation from an artificial base. There is no really overpriced or underpriced goods, because it depends on whether people/industries can afford it or not. Sometimes a good at -15% price can be counterproductive, sometimes not.
Incentivising that you should meet demand of your people is bad? So its actualy good if some poor kid miss his dinner? You know what +10% price means? It means that someone will go home without geting this item because there are more people than actual products. There are no stockpiles in this game. I am not counting cash reserve as stockpile because if you have small deficit in input (+5% iron) and bigger deficit in output (+10% tools) you actualy making end product out of thin air without losing cash reservs.
The biggest gameplay loop is about meeting demand, so if i see blue bar and +1% in price i feel that someone is still sad in my country and i need to fix that state.
I am not recommending to delete productivity, you can still go under 0.
In my Japanese campaign even with all PM techs in 1890 i am only overproducing chairs and clothes. I still can't reach neutral price lvl for all goods.
 
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Victoria 3 is math heavy game. From 600h in game i used 100h for math only. What i would like to see in construction interaction is:
-how much input and output per 1 building ( PM x throughput) i have, or
-how many buildings i need to reach neutral price of good (+0%), including buildings in queue,
-if buildings are fully stuffed,
-interactive infrastructure - number i need is how much infra left including buildings in queue so i dont need to calculate if i have enough infra,
-button to extend infrastructure just next to infra lvl (simple + will be ok but will be great if this + would work with alt to shift infra to top of the queue),

Right now my gameplay loop looks like this:
Check market for overpriced goods -> go to designated province -> check peasants -> calculate how much 1 building produce -> calculate how many i need to reach neutral price lvl -> check if i have enough infra -> check if any other buildings in queue will reduce infra lvl in province -> queue infra -> queue buildings -> check how much input i need to provide -> repeat process from "go to designated province".
Thats a lot of clicks. Now what it should look like:
Quick look on outliner to check price lvl -> go to building lens -> choose product -> sort province by building lvl -> look on peasants -> hover mouse over + button -> click how many times tooltip suggest -> click + button next to infra to fix infra lvl -> go to next input product lens
This would reduce time spent on loop at least 2 times and even more in late game. With those changes to UI, having 5k construction points wouldnt be a chore.
I just go 1-2-5-10-20-50-100 and let economy eat shock :D
 
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Incentivising that you should meet demand of your people is bad? So its actualy good if some poor kid miss his dinner? You know what +10% price means? It means that someone will go home without geting this item because there are more people than actual products. There are no stockpiles in this game. I am not counting cash reserve as stockpile because if you have small deficit in input (+5% iron) and bigger deficit in output (+10% tools) you actualy making end product out of thin air without losing cash reservs.
The biggest gameplay loop is about meeting demand, so if i see blue bar and +1% in price i feel that someone is still sad in my country and i need to fix that state.
I am not recommending to delete productivity, you can still go under 0.
In my Japanese campaign even with all PM techs in 1890 i am only overproducing chairs and clothes. I still can't reach neutral price lvl for all goods.
I would vote you as kaiser
 
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It's possibly too late, but could you include in the update that Edo is renamed to Tokyo when the capital is moved to Kanto after the Meiji-Restauration?
Related to this, I don't understand why, when you start as the Shogunate, your capital doesn't start at Edo.

You are explicitly not the Imperial "administration". You start as the Shogunate, it's in the name. The Shogunate was based out of Edo. Kyoto being the Shogunate's capital is goofy. And it would better reflect mechanically how power in Edo was more important, with the 25% capital clout modifier. Having power in Kyoto would no longer boost your clout beyond the norm, and having power in Edo would. The only thing that should be involved is a rename.
 
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Related to this, I don't understand why, when you start as the Shogunate, your capital doesn't start at Edo.

You are explicitly not the Imperial "administration". You start as the Shogunate, it's in the name. The Shogunate was based out of Edo. Kyoto being the Shogunate's capital is goofy. And it would better reflect mechanically how power in Edo was more important, with the 25% capital clout modifier. Having power in Kyoto would no longer boost your clout beyond the norm, and having power in Edo would. The only thing that should be involved is a rename.
Well, Edo was the Seat of the Shogunate, but the Capital of Japan was Kyoto as Seat of the Tenno. The Shogunate recognized this. Formally the Shogunate ruled in the Name of the Tenno.
 
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Well, Edo was the Seat of the Shogunate, but the Capital of Japan was Kyoto as Seat of the Tenno. The Shogunate recognized this. Formally the Shogunate ruled in the Name of the Tenno.
But as I said, the mechanics of the game itself recognize where the power actually was, which was Edo. Clout is boosted in the capital by being proximate to real power, which was in Edo. Events relating to the capital bureaucracy should target Edo, where the bureaucracy actually was. The situation with Kyoto makes more sense as a Japan-unique modifier or something to that effect than a game-recognized capital.

edit: as another instance of mechanical weirdness coming from Kyoto-as-capital, in the event of a revolt, you always keep the capital. As the Shogunate, it's weird that Kyoto is 100% loyal but Edo can rebel against you.
 
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The 1.2 is awesome, and I can't wait to play the official 1.2. But when I was playing the 1.2 beta, I noticed a problem: When a battle was coming to an end, the few remaining battalions on the losing side would strangely hold out for a long time. Long enough to constantly gain recovery and replenishment, and cause the battle to reverse or stall for a significant amount of time. Is this a known problem and will improve?

Another problem is that even though Sakhalin is a tribal country, players can't colonize it because Japan and Russia claim it. Is this for some kind of game balance rule or is there some kind of realistic/historical basis?

Finally, I remember from previous development logs that the developers were considering a mechanism where players would active request a certain price to join a side of diplomacy game, or even request a price from itself(Such as offering its own territory, or becoming a protected state) to exchange for player participation.

And also, let player actively invest/develop other countries with their own building ability.

Will these be part of 1.2? Or will they be another future update?
 
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I think that you totally nailed it with areas that need UX improvements the most. I especially like new population and trading routes overviews. I still hope that you will come up in the future with improvements for construction management for countries with big construction capacity.
 
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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.
It's a very good direction to consider dynamic GDP to reflect a global development. But as for infamy, I suggest that the major concern should be population, buildings and resources potential. One same states may bring different GDP when owned by different country, but population, buildings and resources potential are always there.
 
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