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Also I hadn't thought of it until now: EU4's notification banners have a drop shadow, adding a little bit of visual depth to separate them from the background. EU5's UI doesn't seem like it does.

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I don't know. Elements in EU4's UI just seem easier to tell apart from one another. I could just be biased by familiarity though.

Also there is there no minimap in EU5? With the EU4 minimap, you could click around the world to quickly pan from one region to another. What's the matter, consoles couldn't use it? (yes).
Many icons here and in some other parts of UI seem to be more difficult to read than in EUIV.
I've noticed it before and I wondered if that could be result of messing around with screenshots (enlarging), but apparently not.

Can anyone pin down where it comes from? Colours not clear enough? Contours not clear enough?
 
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I was and remain enthralled with the overall level of polish, depth, artistry and ambiance of CK3. Unfortunately this may have set an unrealistically high bar for pretty much every other modern strategy game for me, especially reworked titles by Paradox. The marketing material certainly implies that's what EUV wants to deliver, but the screenshots feel like 2012 all over again. Perhaps the gameplay will compensate but as that requires an even greater attention to detail, my expectations may need to ratchet down a notch or ten before buying into the next EU franchise with any confidence. Fingers crossed that it only gets better from here.
 
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Many icons here and in some other parts of UI seem to be more difficult to read than in EUIV.
I've noticed it before and I wondered if that could be result of messing around with screenshots (enlarging), but apparently not.

Can anyone pin down where it comes from? Colours not clear enough? Contours not clear enough?
There's a definite blurriness to the icons, like they're low res and have been upscaled, or something. There's very little space between the icon and the vertical edges, which might not help. There's also way too much empty space above and below the icons.

I'd like to see the banners shortened by about a quarter to a third and widened by a handful of pixels, but the icons themselves I am sure are the most WIP thing we've seen on the screen. Some of those are just EU4 icons that I'm almost certain are placeholders

Just for a taste of how much shorter I could get them with some hack-job editing which a designer would do much better:

Banners.png


You could even have the banners extend to their full lengths if you mouse-over them, or something, which would be a nice touch.
 
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I dislike the "hold left click while this action charges up" style of UX that seems to be implemented for some actions. I am on a PC. The correct way to do it is to add a click effect on button down and execute the action on button up. I you want to cancel the action you can hold down the button and move the mouse off the button. Maybe a option should be added for the delay of the click that you can set to 0.
There is an option for Are you sure? box or hold click until charged.
 
I hadn't been a big fan of the map before but after seeing it in action, I quite like it. I do agree with others that objects on the map (whether its cities or units) are way too large. Perhaps or should be a game setting to allow choosing the scale of objects.
 
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I would make the portrait frames different colors depending on the rank of the character like in CK3. The purple bands on the golden frame remind me of an emperor more than a king.
 
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My initial thoughts:
  • I like seeing my nation's current ruler, but I agree the flag placement is awkward. I hope they can modify the flag placement without removing the ruler. One would assume you can click on the ruler to view information such as his stats, family, etc.
  • The UI is cluttered, especially the estates and notifications. Playing on a large monitor won't be a problem, but I question how it would look on a laptop
  • After @Sulphurologist comment about the topography, I can't unsee it
  • I like the sprawl and visualization of armies. At a glance, you can tell how populous a location or army is. I'm indifferent about the size.
Overall, I like the direction, but the UI can use some work.
 
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Not as pretty as imperator but definitely better than crusader kings and Victoria, I'm sure modders will be able to make it even more vibrant and beautiful. Love the way the armies look on the map.

I was hoping for something as pretty as I:R
 
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The cities here look good, but perhaps a little too large. I suspect this is a side-effect of high development, but slightly smaller models would not hurt in my eyes.
I think this is exacerbated by the fact that every second location in Italy is a town or city, so buildings crowd out the rural locations. It doesn't look so bad elsewhere
 
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I do agree with moving the control groups (which seems to be what the icons floating in the bottom-middle represent) to the bottom of the screen. It's a bit off they're the only permanent part of the UI floating over the middle.
 
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I was and remain enthralled with the overall level of polish, depth, artistry and ambiance of CK3. Unfortunately this may have set an unrealistically high bar for pretty much every other modern strategy game for me, especially reworked titles by Paradox. The marketing material certainly implies that's what EUV wants to deliver, but the screenshots feel like 2012 all over again. Perhaps the gameplay will compensate but as that requires an even greater attention to detail, my expectations may need to ratchet down a notch or ten before buying into the next EU franchise with any confidence. Fingers crossed that it only gets better from here.
they should get that art team to do a once over on the UI. The thing I'm realizing is that a game like CK3 had a unified voice in its design, whereas EU5's UI design feels more haphazard (maybe because of the abundance of the color palette, or some windows being more ornate with others being bland sharp boxes).

Like CK3's UI was like "early medieval stone castle" and ran with it. EU5 needs to be like "ok 16th century renaissance palace" and run with that for every element.

Vic3's UI is controversial, but a great example of this is the pause/speed buttons in that game. It is literally a gear that turns and creates steam when you interact with it.
 
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Vic3's UI is controversial, but a great example of this is the pause/speed buttons in that game. It is literally a gear that turns and creates steam when you interact with it.
Reading that, my mind went to a UI element where changing the game's speed would adjust rigging ropes from a ship, the hammer of a flintlock, the number of coins in a pile, or something similar. It'd be a lovely touch to see something themed like that rather than the bland boxes we see now.

It turns out I can't draw ropes, but for a very rough sketch of what a flintlock speed control might look like:
Flintlock-Speedcontrol.png
 
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The city models are too huge. Also, cities in the East should have more walls. Please forgive me for using maps from other games as examples. PS: probably have more mountains.
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japan city
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china city
 
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Specific question for the cities : will the forts remain the same everywhere ? First one I saw was in London "great, they've got the Tower", but then Rome has the exact same one, and Amsterdam has something very similar, ...

At least for the main buildings (mainly the fort in the images I've seen) for the historically important cities, it would be great if they got individually identifiable models...