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Victoria 3 - Dev Diary #117 - The UX of Sphere of Influence

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Hi, Aron here. I’m one of the User Experience (UX) designers on Vicky 3 and I would like to give you an overview of our UX focus we have had in the Sphere of Influence expansion and the accompanying free update. I will start with the UX focus for our new features followed by the more general improvements.

Subject Improvements​

In this feature we have broadened the agency you have over your Subjects as an Overlord significantly. You can read more in-depth about the feature here. Naturally, we have put the majority of the interactions under the Diplomacy panel to have a clear central place to look for them, but also to make this panel more interactable. Previously, it has been more of an informational panel than a place where you interact, but that we are here to change!

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However, many of these actions are things you want to be able to do on the go which led us to work a lot with our context menus such as our right-click menus. One of the most used right-click menus in the game is the Country & State right-click menu, but it is also one of the largest. Unsurprisingly enough, it is the right-click menu we wanted to put even more things into now as we have added ways for you to interact with your Subject and your Overlord. This sparked some rethinking of how we can make the right-click menus more compact while still retaining the intuitivity.

End result,
  • The common actions such as “Go-to country”, “Pin country to Outliner”, and “Zoom-to country” have been moved to the headers with simple icon buttons, following the standard we already have set up for them in other panels.
  • Actions that go under the same category such as Diplomatic Actions, Subject Actions, Overlord Actions, and Bloc Member Actions get to live under their own drop-down menu.

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Before:The current chonky Country right-click menu in 1.6.

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After: Right-clicking Hannover as Great Britain now gives a heavily compacted right-click menu with your Overlord Actions and Diplomatic Actions neatly grouped under their respective drop-down menu.

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Opening the Overlord Actions drop-down gives you the full list of potential actions.

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Similarly, right-clicking one of your own States neatly stores all Decrees under its own drop-down menu. Also notice the smaller round buttons for go-to, zoom-to and pin/unpin next to the Country and State headers.

This might be more of a technical improvement on the development side of things, but it definitely benefits us all in the end. The Subject, Overlord, and Bloc Member Actions all fall under the same umbrella as Diplomatic Actions and it was clear early on during development of this expansion that we were in dire need to get their tooltips sorted out with a clear pattern with all of these new actions coming in. Both to make it easier to work with them and to benefit the end result for us players. We have two versions of tooltips, fancy custom tooltips (Cooltips) and regular tooltips, that might not be obvious to you as a player, but if you are implementing them, there is a very clear difference in what you can do with them. The regular tooltip gives us very little flexibility to what you can do since it is basically only a long text string that we build with line breaks while the Cooltip essentially is another UI panel where we have full flexibility to do whatever the GUI system can do (everything!). In other words, me as a UX designer can do a lot of cool changes directly in a Cooltip without much of a hassle while it is much more of a struggle editing regular tooltips, generally speaking. You would mainly see the difference in-game by looking at the tooltip headers and the structure of the tooltip. Most of the time, a Cooltip has an icon in the top left corner with a larger header and a type concept in the top right corner, while the regular tooltip has no icon and only a regular text header. If the tooltip feels a bit nicer and a bit more structured, it is most likely a Cooltip, even though we do have some nice regular tooltips out there as well of course.

We took the time to move all of the above Diplomatic Actions over to a Cooltip, meaning we (especially I) get more direct agency over these tooltips, what they contain and how they are structured. The Diplomatic Actions are still very text heavy tooltips, but I will bring this up again later when we talk about Power Blocs and you will see more of the neat power of Cooltips.

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The “Guarantee Independence” Diplomatic Action as a typical regular tooltip with a normal header, a breaking line followed by the rest of the tooltip content. In this case, most of it is coming from code making it difficult for me as a UX designer to change anything on the go.

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The same action as a typical Cooltip with an icon and a larger header that easily can be made contextual. In this case, we are hovering the button for an ongoing “Guaranteeing Independence” action and it gives us the action prompt of “Stop doing this” rather than just the name of the action. In the Cooltip, I can be the one adding this contextual header, while in a regular tooltip I could not and I would have to steal precious time from one of our programmers. This goes for all you modders out there as well, go crazy!

In a similar fashion, we have worked on the confirmation popups for the Diplomatic Actions to be consistent with the tooltips and clearly show the difference of starting and stopping an action.
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The confirmation popup for “Stop Guarantee Independence”.

Lobbies​

Political Lobbies are a quite straightforward feature from a UX perspective (read more about Lobbies here).

While you probably will encounter Lobbies more often in Events and Journal entries, or by seeing their reactions to various diplomatic actions, they also have an info panel when selected.
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The new Lobby info panel.

In the Lobby info panel, you can see each Interest Group that supports the Lobby along with their Approval (since it is directly impacted by the Lobby’s overall Appeasement).

Most importantly, you can also see all actions that would affect this Lobby’s Appeasement. While the Lobbies that are in the game currently are somewhat straightforward (Pro-Lobbies encourage you to do friendly actions towards their favored Country). This is something we have the potential to greatly expand upon in the future and make it more involved.

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An Interest Groups’ support of this Lobby.

You can also see why a certain Interest Group is supporting this Lobby. While it might be unlikely that you can force an Interest Group out of a Lobby due to their reasons, it does mean it is easier to tell why Lobbies form in the first place.

We also wanted players to be able to see Lobbies outside their own Country. While this may not affect your decisions as often as your own Lobbies, it is still nice to see the people of other Countries reacting to your benevolent power projection. As such we use the map mode in the Political Lens to show your Lobbies, along with any Lobbies from other Countries that concern your Country.

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Map markers for your Lobbies targeting other countries and other countries Lobbies targeting you in either a pro or anti way.

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Lobbies in Foreign Countries appear in their respective Countries’ Info Panel.

Building Ownership Revision & Foreign Investment​

When we started development of the Building Ownership Revision & Foreign investment (read more about the feature specifics here), we had to create several early prototypes to see if this is feasible to communicate in a good and intuitive way before giving this feature the green light. Buildings are such a fundamental piece of our game and making any major changes to them must be made with care. The prototypes showed that the struggle will definitely be to illustrate who owns what of a specific building and how much, but also the opposite perspective, when looking at a Financial District for example, which buildings the Financial District owns and how much of each building, from which country, and so on. This is also where we have spent the most time to ensure it is properly communicated to the player.

We ended up with a combination of ways of illustrating this division of a building’s ownership. Some more clear than others, but our hope is that the combination of all of them will make it intuitive.

To visually represent the combination of ownership of a specific building, we used a horizontal bar divided by ownership:
  • The icon on the bar will represent one of the following:
    • Owning Country
    • Owning Pop Type
    • Owning Building
  • The color of the bar represents where the ownership is:
    • Orange: Your government
    • Light Blue: Your pops
    • Gray/white: Local population or government
    • Yellow: Foreign investors that are not you
    • We have tried using colors that work best for most color blindnesses.

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If you look at the horizontal bar in the middle, you can see the representation of different ownership based on the instructions above. Also note that you can filter this whole list on “Owner” in the filters to the left. Filters being: All | Nationally Owned | Privately Owned | Foreignly Owned.

Similarly, we use the same kind of horizontal bar for Financial Districts and Manor Houses that owns other buildings, but then it is divided by the buildings it owns:
  • The icon on the bar will represent the building it owns.
  • The color is from the country of the building it owns.
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Note the Manor Houses with their red horizontal bars indicating that all buildings they own are buildings in Great Britain as Great Britain's map color is red.

These specific patterns might not be intuitive to start with when you do not know them and have no one explaining them to you, but the intention is for it to become a subconscious thing that you learn as you play. In the end, you will probably not notice when and how this helps you see the different ownerships since you have been exposed to them through the whole game and gradually learnt them, all the while you now only glance at the bar and instantly know what owns what (insert Praying Patrick meme here).

We have also experimented with putting some visualization of ownership on the map, working with arrows pointing from the owned building to the owning building. While doing so, we ended up adding visualization to input and output of Goods to a building as well. It all resulted in a big mix of arrows pointing and animating in all kinds of directions on the map. It felt a tad bit overwhelming at first, so we tweaked and toned it down slightly, and after playing with it for a while many of us felt we could not play without it.


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In the example of looking at the Tooling Workshop in Burgundy above you can see all of the following on the map:
  • Ownership arrows are yellow and they go from the building’s State to the owning Building (Manor House or Financial District).​
  • Ownership arrows are red if the owning building is a Government building and the arrows then go from your Capital State to the building instead.​
  • Input Goods arrows are orange.​
  • Output Goods arrows are green.​
  • Arrows are thick if in the same state, a bit thinner if in a neighboring state, and very thin and transparent if further away.​

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For Financial Districts, you get a visual representation on the map of where in the world it has invested its money by looking at the animating yellow arrows.

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Arrows for Input and Output of Goods animating to or out from the selected building, and oh yes, you can cycle through the associated buildings more easily now as all buildings that have anything to do with the selected building show up as map markers on the map and you can click them.

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This Financial District owns a whole bunch of stuff for sure! Indicated by all the animated arrows going to this Financial District. The specific number of building levels owned by this Financial District are shown as a number on each of the owned buildings on the map with the accumulated total being the total level of the Financial District (25 in this case).

Power Blocs​

One new left side menu button, a whole new panel, several new popups, and several new large scale visualizations on the map. This feature is grand. Trying to tie it all together UX wise has been a lovely challenge. You can read the specifics about Power Blocs here, but also a shout out to the awesome Art we have seen from the Art team especially for this feature as Max is telling you all about in the Art of Sphere of Influence.

Being in a Power Bloc is a grand thing. We want you to experience that and clearly feel how it is affecting you in all its pros and cons (mostly pros). Since Power Blocs are such grand things, we have worked a lot with the visual representation of them on the map, giving you full customizability of your Power Bloc if you happen to form one or be the leader of one, to give each Power Bloc its true unique feeling and look. This is of course mirrored in the mechanics as the different Central Identity Pillars are profoundly different from each other in what they do and unlock. Add the Principles to the mix and the options are quite varied, and I need to make tooltips that fits all this variation! As you may imagine, all the possible versions of a Power Bloc have been a challenge to present in a way that does not mean custom solutions for each version. One way we have tackled this is early structuring of game concepts and being consistent in the use of them. An example of this is the way we have structured the Central Identity Pillar’s cooltip into segments based on the game concepts of: Power Bloc, All Bloc Members, Bloc Leader, and Non-leader Bloc Members. This structure is then reused in all other identities’ cooltips with a segment potentially being removed if there are no effects for that specific game concept / group in that Identity.

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The cooltip for the Central Identity Pillar “Military Treaty”.

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The cooltip for the Central Identity Pillar “Religious Convocation”. To tie this back to how neat Cooltips are, if you look at the Primary Principle Groups in the above cooltips, you get to see the true power of the Cooltips as we have the ability to put larger icons, boxes, and basically whatever we feel like into the tooltip itself. This would not be possible in a regular tooltip that is text only.

As a more general thing for update 1.7, we have worked a lot with making sure most of the new concepts and values we have added have icons associated with them for better recognizability and coherence. New concepts like Leverage, Cohesion, and Power Bloc Members all get their unique icon as you can see below.

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The WIP list of all Power Blocs at the start of the game. Each Power Bloc rocking its own style.

General Improvements for 1.7​

Those icons work as a perfect segway to the more general UX improvements coming in the free update 1.7 accompanying the expansion. First out, the Outliner. In 1.6 we were sooo done with the old chonky outliner and replaced it with something new and fresh. As always when you replace anything with something new, there are a lot of edges to smooth out and the outliner was no exception. In 1.7, we have taken another pass and delved into more of these edges and details. Among many smaller tweaks, the outliner has been compacted even more with additional dropdown menus. Both ongoing diplomatic actions and the list of players (in multiplayer) are now under their own dropdown menus if there are more than one at any time. Some of the already existing dropdowns such as Interest Groups have also been changed to be closed by default.

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The outliner with some ongoing diplomatic actions under a dropdown menu.​

Next up, in association with the Foreign Investment feature, we have taken a pass on the construction queue. One thing we noticed during early playtesting was the lack of feedback when foreign investment is happening and where it is happening. This was both from the perspective of you doing the foreign investment and others investing in you. We then took the liberty to split the construction queue up into clearer parts. A national queue and a foreign queue, the national queue includes everything you or your pops are building both domestically and abroad while the foreign queue includes everything other Countries or their pops are building in your Country. We added filters to your national queue for both the location (domestic or abroad) and funding (where does the money come from).

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Your national queue with the filters open.

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In a second tab of the Construction panel, you find all foreign queues in your country grouped by country.

Apart from these larger general UX improvements, we have been working hard with tweaking the UI and UX based on your feedback from the forums and discord, so please do not be shy and keep the feedback coming. We might not be responding to it all, but we for sure are collecting and reading all of it. For now, I hope you enjoyed getting a small glimpse from a UX perspective of Victoria 3’s first major expansion. You will have to wait for the patch notes to see all of the UX and UI improvements in detail. Take care until then or come back next week to delve deeper into the Power Bloc feature with our lead game designer Lino!
 
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Has anything been done to make it easier to tell what type of unit is being created with each level of barracks or naval bases that’s in the construction queue? That’s one of the things I wish we could see more easily as it would make it much easier to change their positions in the queue without unbalancing your army or fleet compositions. I find I have to remember what order I created them in if I need to adjust construction priorities when it would better if the unit type was indicated somewhere on the bar in the queue. Even just having the general type like infantry/artillery/cavalry for armies and light ship/capital ship/support ship for navies would be helpful compared to what we have now.
That is great feedback! I will definitely investigate it. Thank you for pointing it out.
 
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The common actions such as “Go-to country”, “Pin country to Outliner”, and “Zoom-to country” have been moved to the headers with simple icon buttons, following the standard we already have set up for them in other panels.
Please, please tell me that those “simple icon buttons” have tooltips that state what those buttons actually do.


Also, with regards to the new outliner, will it be concealed by those alerts that pop up in the lower right corner? IIRC, those two UI elements had a habit of fighting for screen real estate. (I’ve always wondered why the placement that CK2 used for those messages hasn’t been used in newer games, putting them in a designated area in the upper right corner where they have their own space and don’t interfere with any other ui elements.)
 
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Yes, you can deselect all Government Buildings in the filters and sort the list by Productivity.
Hey, thanks for your reply. But productivity does not necessarily mean the same than weekly balance right? I want to see all bulidings that cant sustain themselves cause of negative weekly balance.
 
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Do we really need a list of the subject types in an in-game menu? This feels like it should live in a in-game help or wiki. Even when reduced it will take up valuable menu space.
Why is Impose law not an overlord action?
Are there more Overlord actions than the 13 shown? If not could we use maybe 5 wide so as two reduce the chunk of blanks space?

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When did we add the "Improving Relation by +1 every 83 days" verbiage? I do not remember it and it doesn't represent what it occurring well (only accurate if nothing else is not affecting Relations) unless the underlying mechanic changed and each thing is filling its own box.

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Can you get to this tooltip while a guarantee is not active? Do we need the Currently active verbiage?
Does the 83 days value change if we are also bankrolling or either side is improving/harming relations? Does Improve relations have its own bucket that gets filled every 83 days (and wouldn't it be 83 1/3 days?)


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Is 'failing' the right word for this? What would the counterpart be? Maybe falling or faltering for down and rising or gathering for up would be better.
Another list that feels better placed elsewhere.
Can we at least have some indications of which of the items are currently possible? Telling me that forming an Alliance with Prussia will increase appeasement doesn't help much if I am already in an alliance with Prussia. Or that Breaking off a Trade Agreement will reduce it if I do not currently have a trade agreement with them.

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Can you switch 'Their' and 'They' to <Target Country Possessive> and <Target Country> i.e. 'Prussia's enacted laws' and 'Prussia is a Great Power'

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Need to better differentiate good vs bad. I like the making the whole banner red or green. It is also unclear where the 'pin' is located. Is there a pro France in France? And it took a minute to realize that the 4 stacked were all Great Britain.
Really, using the Drake meme feels too silly.

For the whole "Building Ownership Revision & Foreign Investment" it feels to busy but it might be something that I have to get my hand on before I could give any comment beyond that.

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Why is the 'goods' arrow size dependent on distance instead of amount of goods traded.


Whelp running out of time. I guess one last thing.

Really, drake meme icons? Squids and puzzle pieces? Random looking emblems (The British and Russian empires don't use their flags?)
 
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This might be a bit off-topic, but is there any plans to expand the content for the United States of Europe?
For example, if you take over all of, for example, Greece you get a decision to add them to the primary cultures.
Or maybe journal entry with little sub entries like:
"The Natural borders of Europe: control all states in the European continent as Central Europe/United States of Europe" Note: this is possible because I've done it several times.
"The Iberian Peninsula: control all the states on the Iberian peninsula".
"The Boot of Europe: Control all of Italy"
"The Albion Ambition: Control all of the British home isles"
"The European frontier: control all the states just beyond the Urals and Caucasuses"
"The Mediterranean Lake: control all the states bordering the Mediterranean"
You know, something for the player to do after they, more or less, already won the game.
 
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We have also experimented with putting some visualization of ownership on the map, working with arrows pointing from the owned building to the owning building. While doing so, we ended up adding visualization to input and output of Goods to a building as well. It all resulted in a big mix of arrows pointing and animating in all kinds of directions on the map. It felt a tad bit overwhelming at first, so we tweaked and toned it down slightly, and after playing with it for a while many of us felt we could not play without it.


View attachment 1133982
For Financial Districts, you get a visual representation on the map of where in the world it has invested its money by looking at the animating yellow arrows.

View attachment 1133983
Arrows for Input and Output of Goods animating to or out from the selected building, and oh yes, you can cycle through the associated buildings more easily now as all buildings that have anything to do with the selected building show up as map markers on the map and you can click them.

View attachment 1133984
This Financial District owns a whole bunch of stuff for sure! Indicated by all the animated arrows going to this Financial District. The specific number of building levels owned by this Financial District are shown as a number on each of the owned buildings on the map with the accumulated total being the total level of the Financial District (25 in this case).

↔️ARROWS!↔️

I love these arrows. Very happy that you managed to implement it without major performance drawbacks.

For arrows I wish to suggest for consideration:

➡️Do you remember how In Vic2 you could select a state in migration mode and get red and green arrows reflecting migration in and out of your country as well as the size of the arrow corresponding with the size of the migration? Could this system potentially be used for a reintroduction of that? Big-green-arrow is almost as big of a dopamine boost as gdp graph!

➡️ Experiment with making the size of the arrows not reflect how close they are, but the size of the thing the arrow is pointing to (import/export/ammount of levels owned)?

➡️ Consider adding arrows like this for trade routes in the future!

➡️ Consider it for sources of war reps / vassal income / bankrolls to and from your country!

➡️ More Arrows!
 
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This is likely going to be something they add later on. Power Blocs are just Vicky 3’s version of Vicky 2’s Spheres of Influence. Can be disappointing of course bc the game does need international organizations like the ones you described but sadly that’s probably something that’s going to be added in a future DLC. Having them work like the EU5 ones that were just shown off would be awesome tho, I hope we eventually get something like that as it’s needed to represent the German Confederation and the League of Nations among other things.

This is what's disappointing to me about this expansion. It feels so... muddied in concept and so video gamey in execution. When I hear the phrase "power bloc", my mind goes to the Triple Entente and the Central Powers, NATO and the Warsaw Pact, The Triple Alliance, the Napoleonic era Coalitions, the German Confederation, that sort of thing. Large organizations of numerous states of all different levels of power coming together as [nominal] equals by some common cause [usually an ideology and / or a commitment for mutual defense against a competing nation / ideology / power bloc]. But the actual thing we are being shown here isn't that, it's just the spheres of influence of Great Powers. Which is a very important thing to be in the game and I am happy that they are being added, but why are they called one thing if they are so clearly a different thing? There's no clear incentive for any great power or even most major powers to be part of another Power Bloc, and at game start they are all broken up. So why roadblock yourself out of adding actual multi-state power blocs down the road by calling your sphere of influence mechanic a 'power bloc'?

It's just strange. I really do enjoy Victoria III and do play it a lot, but sometimes the design choices they make are just baffling. And there's this consistent feeling of adding new mechanics and ideas that feel unfinished and simplistic in their execution [agitators, companies, the military rework, now power blocs], on the hope that they will become more fleshed out, balanced, and engaging at some unknown point in the future. I know this is to be somewhat expected of all PDX games, but with Vicky III the feeling of the game being in a perpetual beta is really strong.
 
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As part of UX changes, will we also be able to see state-specific bonuses when in the construction menu? And I didn't really get to see on the screenshots, but on the updated ledger is there a way to drill down to view states that have availability for specific resources for determining MAPI states (ideal states for papermills, etc..)? At least - I hope thats whats under the state heading

Also, can we get more maps, divided between national/gloabal? such as global turmoil?
 
This is what's disappointing to me about this expansion. It feels so... muddied in concept and so video gamey in execution. When I hear the phrase "power bloc", my mind goes to the Triple Entente and the Central Powers, NATO and the Warsaw Pact, The Triple Alliance, the Napoleonic era Coalitions, the German Confederation, that sort of thing. Large organizations of numerous states of all different levels of power coming together as [nominal] equals by some common cause [usually an ideology and / or a commitment for mutual defense against a competing nation / ideology / power bloc]. But the actual thing we are being shown here isn't that, it's just the spheres of influence of Great Powers. Which is a very important thing to be in the game and I am happy that they are being added, but why are they called one thing if they are so clearly a different thing? There's no clear incentive for any great power or even most major powers to be part of another Power Bloc, and at game start they are all broken up. So why roadblock yourself out of adding actual multi-state power blocs down the road by calling your sphere of influence mechanic a 'power bloc'?

It's just strange. I really do enjoy Victoria III and do play it a lot, but sometimes the design choices they make are just baffling. And there's this consistent feeling of adding new mechanics and ideas that feel unfinished and simplistic in their execution [agitators, companies, the military rework, now power blocs], on the hope that they will become more fleshed out, balanced, and engaging at some unknown point in the future. I know this is to be somewhat expected of all PDX games, but with Vicky III the feeling of the game being in a perpetual beta is really strong.
I see your point. But we still have Alliances though. They are not going anywhere if I am not mistaken. Triple Entete or Central Powers can be quite well represented as a tripple-alliance in Vic3, if you manage to create and keep it.

NATO or Warsaw Pact no so much, that´s true. But they are from another era, anyway :) So my point is it is no that bad, the layer of stategic cooperation you are asking for is not missing completely. Its just not that detailed as powerblocs. But its there.
 
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Hey, first of all, I really like the new and reworked UX, it seems much easier to filter out the information a player want at the moment. I especially like the cooltips, both the aesthetics and name. I have just one suggestion for the building queue. And that is to have three main tabs, government, private, and foreign, see figure 1. The reason I suggest this split is that it more clearly seperates the origins of the building to be constructed. It would also look more neat. Furthermore, it would make it possible to show more detailed information about the cost of construction for each queue; the national government, national private funding, and foreign funding, depending on how that interacts with construction. If I missed an obvious reason why this is not feasible, please ignore this comment.


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Figure 1, where government and private queue can be moved to.

My suggestion enables both the government and private queue to look more like the foreign queue UX-wise. The design of which I like more then the national queue. Only the funding type should be replaced with the flag of the nation in which the building is located, see figure 2. The flag could then be removed from within the building element. The only issue I find with this suggestion is whether the priority of the government queue building would properly fit into the UX.

construction_queue_2.1.png

Figure 2, alternative private construction queue. With the type of funding replaced by the origin, either national or foreign, represented by a flag. Alternatively in the future, another symbol could be introduced to represent whether citizens or a company invested in a particular building.

Also, quick question for figure 2, I assumed that the number in front of the building meant the order of the queue, but then some numbers appear multiple times, is it because it is a WIP?
 

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Also, quick question for figure 2, I assumed that the number in front of the building meant the order of the queue, but then some numbers appear multiple times, is it because it is a WIP?
Seems to be location in their construction queue, as they are building those buildings
 
Do I spy with my little eye a yet more decentralised US west?
 
Great dev diary, I am seeing that religion is becoming more important in the game with it receiving its own power bloc theme. Currently there is no map to view religion so are there any plans to add religion as a map mode?