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CK2 Dev Diary #66: Quality of Life

Good afternoon. I’m Magne “Meneth” Skjæran, programmer on CK2, and I’ve once more been let out of my cage to write a dev diary for you guys. In the past I’ve written diaries about modding, optimization, quality of life, and some filler diaries over the summer, and today I’m returning to one of those topics: quality of life.

Back in 2.7, we added a number of quality of life improvements, which I had the honor of writing the dev diaries about. These changes proved hugely popular, so we thought we’d try to repeat it for 2.8. Our first step towards this was the Rally Points feature that will be included in Jade Dragon, but we decided to also add a bunch of free functionality.
So without further ado, let’s get started.
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If you’ve ever had multiple artifacts of the same type, you have almost certainly felt the tedium involved in replacing an equipped artifact. First you had to unequip it, and only then could you equip something else into the slot.
We’ve simplified this by making “Equip” available even if a slot is filled; it’ll simply unequip whatever is in the slot first to make room. For mods that have slots that can take more items than one, it’ll unequip the first item it finds that uses that slot.

Another common frustration with artifacts is that the amazing weapon you just spent a fortune on can simply randomly disappear during succession. We’ve now eliminated destruction on succession for all equipped artifacts. Only artifacts that aren’t equipped now have a chance of being destroyed. Note that this does not apply when artifacts are inherited by a character’s liege as a last resort; then even equipped artifacts can perish.

One last frustration with regards to artifact is that upon succession, your heir just ignores what you had equipped, and instead what they already had equipped takes precedence. We’ve now changed this so that your heir will attempt to equip anything you had equipped, unequipping their own equipment if necessary to make room.

Now let’s move onto a different topic: the character screen.
I’m afraid it still looks the same, but we’ve made it slightly nicer to work with.
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First of all, when you select a landed character, their realm will get glowing borders on the map, making it much easier to tell where that quarrelsome duke is actually located.
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Further, we’ve long had a variety of status icons. Back in 2.7, we made the “prison” icon take you to whoever is keeping the character captive. We’ve now applied the same idea to a few other status icons:
  • Job action: This will now pan to where the councillor is performing the action
  • Guardian: This will now take you to the guardian’s character screen
  • Leading troops: This will now pan to the army in question, and select it if it is one of yours
  • The character portrait itself: If you click the character you’ve selected once more, you’ll now pan to their location
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One brand-new addition to the character screen is the “Restrict Marriage” checkbox. Some of you may have already seen this on last week’s stream.
For your children and grandchildren, you can now choose to disable the marriage AI so that they don’t get into marriages you don’t want. However, note that they may still marry by event, so you better not wait too long to arrange a proper marriage.
To help you do that, you can now also arrange marriages on their behalf as long as “Restrict Marriage” can be enabled.
Since this is an incredibly powerful tool, it does come with some restrictions. First of all, it can only be used on your children and grandchildren.
Second, they have to be your vassals or below, or courtiers in your court or that of a vassal or below.
Third, they cannot have been landed for more than 10 years. After being landed for such a long time they no longer accept their parent or grandparent interfering with their marriage.

Overall, this removes one of the big reasons why players often refrain from landing their children, and provides the control you need to ensure the continued greatness of your dynasty.
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We’ve also added the line of succession to every title screen, showing you who stands to inherit, instead of having to search for the characters based on the title’s tooltip.

Note that this art is not final; it’s simply an example of my amazing programmer art.
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Finally, we have one last change: The Proselytize council action has been made easier to use. It now highlights provinces of the wrong religion in blue, and puts what religion it is in the tooltip if you hover over it. Foreign rulers that you can convert are now also highlighted in red.
This system can also be used by modders to define any color scheme they want based on the target province and the ruler ordering the job action.

That’s all for today. If you have other ideas for quality of life improvements we would be happy to hear them, but we cannot promise that we will have the time to implement any of them in 2.8.
 
What a bout a QoL feature that helps revoking titles form infidels. When I'm playing nomads, after a big invasion, i have to revoke more than 50 titles one by one. I think it will be nice something that makes it easier.
 
CK2 more than any other paradox game I feel has continually gotten better and better (although there were times I feel it took a bit of a hit).

Its easily the most sandbox and interesting of the games, and you guys have done a great job adding to it.


@Meneth One thing that has bothered me as a consistent issue though is not really being sure how the laws apply to different places. When handing out titles, it would be great if the tooltip provided information on how they would be affected by crown laws, specifically Kings (for example, whether the king itself would be affected by the Emperors crown laws).
 
You could even roleplay it away as the Monarch assuming a different name upon being crowned, I believe the English monarchy did this themselves (They had their birthname, and their royal name, though Queen Elizabeth basically said sod it and kept her birth name).
Ahem. The British monarchy did this. The Princess Alexandrina Victoria (who went by 'Victoria' anyway) was the first person to adopt a name other than their first baptismal name when ascending to the Westminster crown.

The English monarchy did not.
 
Ahem. The British monarchy did this. The Princess Alexandrina Victoria (who went by 'Victoria' anyway) was the first person to adopt a name other than their first baptismal name when ascending to the Westminster crown.

The English monarchy did not.

However, Regnal names were used in Hungary, Poland, Portugal, and Scotland within the timeframe of CK2.
 
This oh so much. Stop screwing me up, electors, I don‘t want to be the emperor! I am perfecly content to sit in my corner being all marcher lordy.

I can see why this is frustrating, but I would have thought the current setup is a good game decision. Roleplayers will know that the medieval elite were sometimes forced into roles they didn't want by social expectations (nolo episcopari), and minmaxers will presumably enjoy the challenge of turning one of their would-be rivals into the most suitable (papabile?!) Emperor.

2. If character is in "No leading troops mode" then liege will not spamm you with commander job

I think this is a case where your spam is someone else's useful information. Sometimes I don't want my wounded, cowardly character leading my own armies, but I know that such a coward would never refuse his liege's request (and sometimes I don't mind him leading my liege's armies to destruction while picking up passive prestige!).

Regarding artefact destruction, could there perhaps be a way added to set a few (say 3-5) artefacts of your choice (with the AI simply picking the best possible ones) to be indestructible despite not being equipped so that we can keep a few specific nostalgia heirlooms around (e.g. a +2 Axe that was wielded by the first Fylkir in the campaign, which might be a poor choice to equip but still highly treasured)?

That's basically disabling artifact destruction. It's a good dynamic for roleplayers (we all know how King John lost his artifacts in the Wash) and for minmaxers (basically a small nerf to the rich and mighty).

Please consider a way to block other rulers from spamming marriage requests whenever we have a young single woman in our courts, sometimes I keep some ladies single until a son is of age or maybe as a backup concubine, but some rulers keep spamming requests, one time I probably denied more than 90 requests in 30 minutes, at least a third of them from the same desperate ruler.

I wonder if this is another case where something that's spam to you is helpful to someone else's playstyle.

[On cadet branches:] Almost certainly not happening this patch, and probably not ever in CK2. They would have talked up such a major feature if it was in the wings.

When CK2 implements cadet branches, then we'll know for sure that we've reached the final patch! :D
 
It's supposed to save the importance status globally. Is this not working for you?

I know that for me until a recent version, the "Battle Won/Lost" and "Siege Won" popups -never- used the 'pause' portion of their message settings. They would display that they would pause the game, but never did unless I manually edited their text file... which resets with every patch.

Now one of them works correctly, and the other doesn't. I believe it's the "Siege Won" popup that never pauses, regardless of how it's set. So I either have to manually edit the text file, or play the game ready to pause when I see that window every time I see it.

Fixing that would definitely be a huge QoL improvement for me. :)
 
Something else I thought of right after I left for work (hope you're still reading this PDX)

Any possibility for an alert of some kind when someone nearby of your faith is the defender of a Holy War and/or any other war where the AI will ask to join in? It can sometimes be very important to join in on those, especially if you're trying to reform a pagan faith or someone part of the minority faith of the region, but there is absolutely NOTHING (that I know of) that can tell you those are happening unless you are constantly checking on their realms.

If we are talking about quality of life, I would like special characters (silver star) to be more useful.

Currently I have a dynasty I want to save (Seljuks) in a barony. I have him favorited so that I may grant him land in the future. When he dies though the favorite somehow does not transfer over to the new barony holder.

The second thing I would like is for education purposes. Allow characters we have favorited to provide a notice when they turn 6. I would like to change them to my culture through education and doing this manually can be a hassle.

They mentioned in a previous dev diary that you can now set guardians before the age of six, so that should make it easier.
 
Would it be possible to change the character search so that, when narrowing to those who would accept an invitation to your court, it also includes those who need to be bribed first? So the "Yes" option includes both yeses and maybes (potential yeses).
 
That's basically disabling artifact destruction. It's a good dynamic for roleplayers (we all know how King John lost his artifacts in the Wash) and for minmaxers (basically a small nerf to the rich and mighty).

I think a good idea might be making artefact destruction customizable via rules.
 
One brand-new addition to the character screen is the “Restrict Marriage” checkbox. Some of you may have already seen this on last week’s stream.
For your children and grandchildren, you can now choose to disable the marriage AI so that they don’t get into marriages you don’t want. However, note that they may still marry by event, so you better not wait too long to arrange a proper marriage.
To help you do that, you can now also arrange marriages on their behalf as long as “Restrict Marriage” can be enabled.
Since this is an incredibly powerful tool, it does come with some restrictions. First of all, it can only be used on your children and grandchildren.
Second, they have to be your vassals or below, or courtiers in your court or that of a vassal or below.
Third, they cannot have been landed for more than 10 years. After being landed for such a long time they no longer accept their parent or grandparent interfering with their marriage.

Overall, this removes one of the big reasons why players often refrain from landing their children, and provides the control you need to ensure the continued greatness of your dynasty.

The *only* thing that restricts me from landing my children is not being able to control their education. Can you please please PLEASE change it so that the guardian selects the education for the child? Because the AI utterly *sucks* at making these choices. "Hmmmm, we have a Conscientious child being tutored by a Midas Touched king, but since he's landed he's going to choose.... Theology!"

Please? Pretty please? With sugar on top?
 
Sorry if this has already been suggested. I'd like to see an option, similar to the "can't marry" option you are adding already for close kin, that is already sort of in-game. That would be "can't lead armies" for close kin as well. That way if I do decide to land my sons, I can still tell them to stay the hell out of the army without making them councillors.
 
The main problem is a lack of room in the UI. We've had some ideas for how to improve the situation (mainly, making the window wider so more can fit), but we haven't had the time to implement any such ideas.
maybe a toggle/tab between the character/realm stats and the traits? or a scroll bar?
 
maybe a toggle/tab between the character/realm stats and the traits? or a scroll bar?

This information is so central to gameplay that these solutions would lead to a vast amount of clicking.
 
I know there's mods for it, but could something be done about Count and Duke ringbands looking too similar, especially when in the smaller menus?

Hard to tell who is who at a glance, especially in areas with weird naming patterns for leaders.

Also for marriage controls, can we have a "stop marrying your bloody cousins" button. I have seen some Hapsburg level hororshows in the fringes of my dynasty. Only sorta joking on that one because good lord you'd think they converted to Zoroastrianism when I wasn't looking.
 
It might still offer the human a marriage, I'm not 100% sure; for some actions it ignores whether it thinks the human character would want to accept, while for others it accounts for that
Could there possibly be settings for that? Since I for instance generally solely marry inside the family once the dynasty has become large enough to not be too likely to give inbred. Granted I'll still take nice lasses with large tracts of land if applicable, but generally I'll keep it in the family. So if the AI sent a marriage request about a dynasty member marrying another dynasty member I'd accept as long as neither is inbred or has too many bad traits.

Speaking of which then the dynasty tree starts breaking down once you hit around 2 or 3 thousand living dynasty members.