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hwoosh

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Aug 5, 2013
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Title. I micromanage my troop movements, and when I'm in an obsessive mood I don't like to miss even a single day. We have a notification for "building completed" so it's only logical to have one for ships and regiments.
 
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Another useful notification would be "Our subject's armies have successfully sieged [Province name]".

Currently, if my vassal sieges a province halfway across the map, I hear the "clink" of loot but it's not always easy to tell which province just fell.
 
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I don't know that a notification for every built army/ship makes sense, but one for subjects sieging definitely does.
 
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I don't know that a notification for every built army/ship makes sense, but one for subjects sieging definitely does.

As the poster said (not that i am saying that somehow makes it a requirement) he likes to micromanage and i can see where he is coming from. If you are going into the smallest of details then you want to be notified of every little event happening.

So the question is, does it take a lot of effort to insert a notification for this? What is stopping you, coding time, localization, QA, personal bias?
And if it's about log spam, one could potentially merge the message under "X ships/land units finished" if they completed on the same day.

Outright questioning the use of something because it doesn't make sense to you doesn't mean it's a useless feature. Instead, question what use it would have to a certain % of players and weigh it against how much work it is to implement.

Which of course goes right back at the OP, while it would be neat to have that as a micromanager, does it warrant spending X units of time implementing for the (presumably) small number of players who would be using it?
 
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The messages interface is already cluttered, adding every single notification anyone could possibly think of would make it more so. When considering whether to add something to the game, the question should be 'why', not 'why not'.
 
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The messages interface is already cluttered, adding every single notification anyone could possibly think of would make it more so. When considering whether to add something to the game, the question should be 'why', not 'why not'.

That's fair, thank you for the response!
 
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The messages interface is already cluttered, adding every single notification anyone could possibly think of would make it more so. When considering whether to add something to the game, the question should be 'why', not 'why not'.
Let me start off with saying, i do agree with the reasoning here.

A separate suggestion could then potentially be (not wanting to hijack thread but...) to de-clutter the messages interface.

Personally i already considered writing a quick configuration app for the messages already in place with features such as:
  • Set all of a certain type to YES/NO.
  • Real time search, REGEX capable, results update in real time when valid search term.
  • Better categorization.
  • More documentation, what is popup, what is icon, what is log.
  • Predefined templates for various play styles.
I mean, it's easy to do... But i'd rather play the game i paid a substantial amount of cash for with almost all DLC included.

The "why" as i see it has already been answered, it is useful for a small subset of players.
It's the how that is the problem, adding options for say 2,000 different messages would be a lot of work and it would completely destroy the messages interface.
Which is where such options, if any added, should end up in a separate "extra messages" config file for power players.