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Arca__

Recruit
5 Badges
Jan 21, 2025
6
44
  • Crusader Kings II
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Common Sense
  • Crusader Kings III
INTRODUCTION :
First of all, I have to preface that I spent somewhere around 2h writing all of that. It started as a YouTube comment rant, but I felt like it could be interesting feedback for the devs and came over here to see that few people had done that already. I've read a bit on those threads and agreed with several things said there, but I feel like most of my gripe with the EU5 UI wasn't talked about there, so I'm posting the whole rant here.

(bit more context : as it wasn't meant for a forum at first, it has no images yet, I'll post them a bit later)
(and a little disclaimer : I realized I based my opinion solely on YouTube 1080p viewings, and didn't get to see better screenshots until later when I got here so my opinion might be a bit harsh. However, I think that most criticism still applies if you have smaller screen and lower resolution users in mind)



THE RANT :
"Regarding UI, I feel like there are several issues I'll try to tackle 1 by 1.

First of all, it feels as if the UI team has taken inspiration from VIC3 and CK3 without really capturing what makes them so good (in my opinion, those are the best UI from Paradox). But at the same time they didn’t really bring to EU5 what made EU4 interfaces recognizable with that "luscious" and “royal” feel.

I think that one of the biggest challenges in developing a UI for EU5 is that there are LOTS of icons, more than in any other Paradox Games (I might be wrong on that tho). And all of that is what brings most of the issues I’ll be tackling after, namely :

1- Fonts choice and treatment
2- Icons vs Images
3- Lack of contrast / Oversaturation
4- Hierarchy / Continuity


====

1- FONTS CHOICE AND TREATMENT
Before starting here, I want to exclude the font chosen for the countries’ names, that’s working PER-FECT-LY.

But apart from that, all of the other fonts aren’t working for me.
The main one isn’t really legible at small sizes and in low contrast situations. It’s changing size all the time, from one line to another and that doesn’t help AT ALL (see in “Economy Tab > Balance > Expenses” how “Diplomatic Spending” is smaller? Lots of other exemples I’ll tackle later). Those serifs aren't the best choice and the font doesn’t feel like it’s made to be used at small sizes (like in the overview panel on the right side of the screen).

There are also too many different fonts. In the top bar I can count at least 3, and again they aren’t used coherently. You can’t mix and have two fonts alternating between being used for the points, modifiers, and so on.

That’s where you should take inspiration in VIC3 for exemple. In the Market Tab, you’ve got a display victorian font for the name of the market, the main serif font for everything else you see at first glance AND the sans serif for the smaller plentiful text you get on hover with the details. Precise and concise use of the fonts, each perfectly fitting for their role.

Oh and PLEASE, we don’t need random italisation. I’m talking about Advances Tree’s advances’ names and the current date.


2- ICON VS IMAGES
So so so many icons, everywhere. I’m not sure if all of them are needed. You sometimes can have only one, but it means something different depending on its color (not very colorblind friendly tho). I reckon it’s a really difficult job, and here it falls a bit flat.

The huge issue I see here is that they’re treated like big images you’d see displayed at 250px, when in fact they’ll be displayed at 30px or even less. They need to be more defined, and either more legible or displayed bigger.

To illustrate how it is a problem, try to tell what happens on the right-hand side overview tab without looking at the text. Hard to do. Same goes for the “Production > Buildings” tab, with the Potters’ guild, Spinners’ guild or Weaponsmith having 70% of their icon being the SAME building over and over again. Instead, you can at least shift that percentage, or even better just show what they’re producing.

And what’s funny is that we encounter the opposite issue in the Advances Tree. Here we see each advance with an icon illustrating it, but they look a bit sad on a blue solid background sometimes. I don’t think it’s a finished state but that’s a perfect moment to take a look at EU4 missions and mimic the illustration going along with them, as it brings so much more personality.


3- LACK OF CONTRAST / OVERSATURATION
I started writing this point while looking at the “Society > Culture Tab” and I don’t see it as much everywhere else. Still I feel like some background colors don’t contrast enough with the text that’s being displayed above it. To come back to my previous exemple as well, the Culture’s overview is displayed above a cool illustration but it’s a bit too present to allow the player to read it well at first glance. And that’s where CK3 inspiration comes in as they do it quite a lot, in the “Character overview > Titles” tab for exemple, or when you’re looking at a holding, or basically everywhere else. It’s a subtle vignette effect, along with smart artwork composition allowing you to put the text where it won’t clash with the image.

On another point, I feel like color-coding stuff like Pops or Diplomatic actions (or shape-coding for colorblind accessibility) is a good idea and is pretty well done here. It’s something that already works very well in CK3 with the different stats. However, I feel like the fact that tabs' backgrounds are a bit too saturated clashes with the colorful touches brought by this color-coding and makes it “a bit much”.


4- HIERARCHY, HARMONIZATION & CONTINUITY
To get straight back to what I was saying in part 1 : font size, letter spacing … That’s something you NEED to harmonize or else it makes your eye stumble all the time. Same goes for text alignment where YOU HAVE TO take into account if there will be an icon or not before or after the text. I don’t remember that being a problem in EU4, VIC3 or CK3 so I think it’s a thing that will be ironed out at one point, but it really tires the eye at one point and makes it hard to efficiently find pieces of information.

Now that’s it done, we need to address one of the biggest challenges of creating a UI. It’s that it’s not a finite system, first of all it has to be made with several screen sizes in mind. But the worst part is the overflowing text, meaning : “What happens if there is too much text, for too little space?”. And here, I have to say that the choice isn’t the right one. (I have in front of me the “Advances Tree > Experience of the Baltic Crusaders”, and “Overview > Government > Integrating Upper Macedo…” exemples)

Changing the font size to fit in the space makes it so you lose all continuity within your graphic chart : “a title has to be this font size, a text has to be this font size” and so on. To deal with that, I feel like there are a few better ways. The first is to plan for it, and allow for you to have text on several lines, and not cram it on a single one. The second one is to cut the text and add “...”. You can leave it like that or allow for a full display on click or on hover for example.



I’d also argue there are quite a few issues with size contrast with the portraits and several other places. Or with the top interface, with Pops / Stability / Legitimacy that takes WAY TOO MUCH SPACE with the capacity cursors at the bottom that you could just display on hover or something else. But that’s a bit much to tackle here.
"


CONCLUSION :
That's it for the ramble, thanks for reading. I'll try to improve the feedback by illustrating my thoughts and even maybe do a few Photoshop modifications to show more clearly what I meant. Apart from that I’m really hyped for the game to launch and can’t wait to see how these new mechanics will flow together!

(edit : formatting)
 
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I'll add the lack of good looking style (no, dark blue squares is not good looking style) and general pretty-ness is also missing. I never ever knew how important those golden ornaments and thingies were in eu4 until i checked some eu5 gameplay and saw THIS UI.
 
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It feels like a UI that doesn’t have an overall consistent vision to it. Which is why some windows feel better than others, as if they were designed in isolation. Those other games you mentioned have pretty consistant design philosophies in comparison, from the text, to icons, saturation, more restricted colour palette etc. I think having an art team look at it would make a big difference. You can tell the UI of CK3 for example had a strong artistic vision that guided the UI and made it feel cohesive in visuals and layout.

It’s worth saying that the actual artwork of the events, BG images in EU5 are incredible. I think the UI art direction needs to meet that standard.
 
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I didn't realize that until you pointed it out but you're right! It feels like every window was made by a different person with similar assets (I'm thinking of the artworks and the ornaments – that are really cool by the way) and that it hasn't been harmonized.

I'm not familiar with the process in game development, but I know that in graphic design once the intentions have been fixed we tend to work with a "graphic bible" we decline. Here it seems that the guideline weren't defined sharply enough.

There is another point of the design philosophy I'm not sure I agree with : having everything visible at first glance.
It's important to have indicators, and important informations to be able to quickly assess how your country is doing. However, one of the pros of designing for an interactive media is that you can bring interactions in the mix, to layer informations levels. That's yet another thing that I feel is well done in VIC3 and CK3, and that could benefit EU5 (especially this part – see under)

1746956369936.png


Here, the screen is CLUTTERED. Your ressources aren't visible enough (too small?) and the modifier (and the bar) takes too much space. Maybe the bar can be redone and instead be transparent in the background of the points boxes ? Maybe we don't need to see at first glance how much we're gaining of each ressource all the time ? A simple ( ++ / + / = / - / --) system would be enough. Or even simpler, changing the ressource color depending on whether you're gaining (green), stagnating (white) or losing (red).

The screen above also highlight another issue : the interface is not compact enough. As if it feared to go as far as EU4 used to (see under for comparaison).

1746956872489.png
vs
1746956960116.png


SO MUCH LOST SPACE!
Most of the time you need to leave space for your design to breathe, however here the space doesn't feel purposeful. You don't even use the full length of your button and scale down the text for "The 3rd Phase of the Hundred Years War" ... WTF??

Another great exemple of concise information in EU4 is this screen, on the right :

1746957967155.png



And what's crazy is that's, they went for concise information for EU5 in other windows such as here :

1746957338500.png


Even tho I'd argue those lines still are a bit too tall, it still is a step in the right direction.
However, on the same screenshot - I don't have time to point out all of what feels wrong but what is that :

1746957541254.png


It feels like a scam pop-up on a random website : the stars don't look like the rest of icons, the bottom left icons are not legible, the text is not properly aligned ANYWHERE, neither are the icons it seems like (middle left part). I'm being really harsh but there is no way this window is finished.


I just feel like there is SO MUCH POTENTIAL when you look at this image from Steam :

1746957746606.png


You expect grandeur, glory and wealth. The art is beautiful, the composition is epic. Same goes with the trailer, the art style is great!
And then you get an UI that's nothing like it, with muddy browns everywhere.
 
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I'll add the lack of good looking style (no, dark blue squares is not good looking style) and general pretty-ness is also missing. I never ever knew how important those golden ornaments and thingies were in eu4 until i checked some eu5 gameplay and saw THIS UI.
Yea, just bring back the golden ornaments to the ui
 
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Yea, just bring back the golden ornaments to the ui

To be honest, from what I got reading at the EU4 Golden Ornaments argument is not that them missing IS the problem. It's the lack of coherence, in its design (alignments, coherence, spacing ...) and time period (crests, tapestries, swooshes and ornaments).

There has been interesting work in EU5's ornaments with tapestries in the background for exemple (see under), but it stopped there. The rest of it (especially the buttons) are sad looking, plain and not coherent between them.

1746959340271.png

1746959361472.png
 
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To be honest, from what I got reading at the EU4 Golden Ornaments argument is not that them missing IS the problem. It's the lack of coherence, in its design (alignments, coherence, spacing ...) and time period (crests, tapestries, swooshes and ornaments).

There has been interesting work in EU5's ornaments with tapestries in the background for exemple (see under), but it stopped there. The rest of it (especially the buttons) are sad looking, plain and not coherent between them.

View attachment 1295763
View attachment 1295764
The problem is these decorations are background decoration, I would prefer some outside decorations too

As right now every ui is a box I
Would prefer some ornaments around the frame not just inside the frame for background
 
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To be honest, from what I got reading at the EU4 Golden Ornaments argument is not that them missing IS the problem. It's the lack of coherence, in its design (alignments, coherence, spacing ...) and time period (crests, tapestries, swooshes and ornaments).

There has been interesting work in EU5's ornaments with tapestries in the background for exemple (see under), but it stopped there. The rest of it (especially the buttons) are sad looking, plain and not coherent between them.

View attachment 1295763
View attachment 1295764
the problem is - those cool ornaments just..... end. The texture stops, it has to have some kind of border. And places where EU5 does have actual borders look fine-ish.
 
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And what's crazy is that's, they went for concise information for EU5 in other windows such as here :

View attachment 1295753

Even tho I'd argue those lines still are a bit too tall, it still is a step in the right direction.
However, on the same screenshot - I don't have time to point out all of what feels wrong but what is that :

View attachment 1295755

It feels like a scam pop-up on a random website : the stars don't look like the rest of icons, the bottom left icons are not legible, the text is not properly aligned ANYWHERE, neither are the icons it seems like (middle left part). I'm being really harsh but there is no way this window is finished.
Yeah, the bottom 2/3rds here are more or less fine. A bit bland, but overall passable, the upper half though is such a shitshow omg. Just look at the STARS, ew.
 
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The city/settlement screen is definitely the worst offender. Way too many icons just thrown on top of the nice artwork instead of having their own dedicated clean spaces. If we need all this info, I’m sure it can be placed somewhere else or in a more graceful way, even if it means tabs or something. It’s a stark contrast in appeal and readability to CK3 for example:
IMG_2850.png
IMG_2849.png
 
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The city/settlement screen is definitely the worst offender. Way too many icons just thrown on top of the nice artwork instead of having their own dedicated clean spaces. If we need all this info, I’m sure it can be placed somewhere else or in a more graceful way, even if it means tabs or something. It’s a stark contrast in appeal and readability to CK3 for example:
View attachment 1296148View attachment 1296150
You know it's bad when people bring up CK3 UI, which was also dunked upon for being a big step down style-wise from CK2 and being kinda bad at showing relevant things and hiding them in submenus.

But even that is at least clean and not visually repulsive unlike the mess on the left.
 
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You know it's bad when people bring up CK3 UI, which was also dunked upon for being a big step down style-wise from CK2 and being kinda bad at showing relevant things and hiding them in submenus.

But even that is at least clean and not visually repulsive unlike the mess on the left.
Yeah what I think happened is they tried to avoid menus having too many clicks/submenus (which I get), but took it way too far. I think there is a way of balancing it to just prioritize the most relevant info to keep the screen clean.
 
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Yeah what I think happened is they tried to avoid menus having too many clicks/submenus (which I get), but took it way too far. I think there is a way of balancing it to just prioritize the most relevant info to keep the screen clean.
so they gave them more scrolling? Don't sound like an improvement.
Also did you see how many clicks it took the streamers needed to do for diplomatic actions
 
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The problem is these decorations are background decoration, I would prefer some outside decorations too

As right now every ui is a box I
Would prefer some ornaments around the frame not just inside the frame for background
There is a decorative border on the left and right of every window in that panel. Sure it’s not on the outside technically but it fulfills the same category of box-edge decoration.
 
You know it's bad when people bring up CK3 UI, which was also dunked upon for being a big step down style-wise from CK2 and being kinda bad at showing relevant things and hiding them in submenus.

It's interesting to hear that, as I couldn't play more than 10 or 20 hours to CK2 (around 2017 I think) as I felt the UI was horrendous. To me, it felt like a relic at the time, with the font not being legible.

Meanwhile CK3 feels really welcoming. It's quite easy to find information and the UI doesn't tire your eye for long period of gameplay.
 
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It's interesting to hear that, as I couldn't play more than 10 or 20 hours to CK2 (around 2017 I think) as I felt the UI was horrendous. To me, it felt like a relic at the time, with the font not being legible.

Meanwhile CK3 feels really welcoming. It's quite easy to find information and the UI doesn't tire your eye for long period of gameplay.
I said it was a step-down in terms of style. Sure, it is way easier to navigate through but it's also literally just grey boxes.
 
There is a decorative border on the left and right of every window in that panel. Sure it’s not on the outside technically but it fulfills the same category of box-edge decoration.
But it doesn't tie back to anything else. There is no cohesion. Each chunk was designed independent of the style of the rest.
 
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