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Victoria 3 - Dev Diary #104 - Quality of Life improvements in 1.6

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Hello and welcome to this Dev Diary that will mainly focus on the Quality of Life improvements we will add to the game with 1.6. The improvements for this update are mainly focused on three areas: Diplomacy, the Outliner and the Census Data panel, with some additional bug fixes and improvements sprinkled on top.

Diplomacy​

The “Start Diplomatic Play” popup has gotten an overhaul that should make it much easier to get an idea of how likely any Country is to side for or against you. The “Relative Preference for Country” tooltip has also been polished up. It now gives you more information on the first level of the tooltip, which in turn should make it clearer which factors go into the AI’s decision making process.

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The tooltip for a Country has gotten completely reworked to include better contextual information, more data and clearer information hierarchy.

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The Country details panel has gotten a slight tweak to the layout, which makes it possible to see both the Country’s Attitude towards you, and their current Strategies at a glance. Since these factors are important in the AI’s decision making process, having them more easily accessible should help make a Country’s behavior more comprehensible.

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The Diplomacy Map Mode has gotten a new Map Marker that shows any ongoing Pacts you have with that Country, their Attitude towards you and Relations (+ any eventual rate of change)

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Diplomatic Pacts have been reworked to more clearly state what could cause them to break. This change is also reflected in the “Pact has broken” Notifications, making them easier to understand.

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Outliner rework​

The Outliner now has tabs (Pinned / Economy / Politics / Diplomacy / Military / All). Most Outliner items also had a design pass, and most of them now show some additional information. We have also added a new Outliner item for Countries, showing their Rank, Attitude towards you and Relations.

In addition to these changes, you are now able to unpin Political Movements, Diplomatic Plays etc, giving you more control over what is shown in the Outliner. We have also added an option to move the Notification feed to the left of the Outliner, similar to what Nugget’s mod “Notifications not over Outliner” does.

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Notifications are now color-coded to give you more information at a glance.

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The Census Data panel, formerly known as The Pop Browser​

In the previous Dev Diary we introduced the Pop Browser (which has been renamed to the “Census Data” panel, based on a suggestion by forum user Buladelu). Since then we have also added Literacy, Job Satisfaction and Needs as columns in a second “page” in the spreadsheet. The common suggestion of visualization of Interest Group membership sadly had to be postponed to a later date due to implementation difficulties and performance concerns. You can of course still see which pops are part of an Interest Group through the Population tab and on the relevant Interest Group details panels, like before. For upcoming updates we are looking at the feasibility of implementing similar screens for other central types of data, with Buildings, States, Countries, and Goods currently being in the very earliest stages of planning.

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Showing columns for Radicals, Loyalists, Standard of Living, Political Strength and Interest Groups

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Showing columns for Literacy, Job Satisfaction and Needs

Misc improvements​

Scroll positions within the left-side panels are now saved and restored when opening/closing or navigating between panels, which results in less unnecessary scrolling.

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Input Goods Shortage Map Markers are now collected per State on mid zoom level, similar to Construction, reducing the overall map clutter

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An “Upgrade All” button has been added, both for Upgrading all Formations in your Country, and for Upgrading all Units within a particular Unit Group in a Formation

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The Employment Indicator has gotten a reworked tooltip that more clearly explains why a Building is able to hire or not.

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The way we display Qualifications has also received some significant changes. Previously, we would display all Qualifications for a particular profession in the State Panel, regardless of whether the Pops that held those Qualifications actually had any real chance of becoming that Profession. For example, your Capitalists might very well have tons of Machinist qualifications, but it’s not too likely that they are going to quit their jobs and make the switch from factory owner to factory worker. Adding to this confusion, the ‘Insufficient Qualifications’ warning when constructing a building or changing a PM would only look at Qualifications among Peasants and the Unemployed, meaning its predictions would often not play out that way in practice.

In 1.6, we now always show something we call ‘Employable Qualifications’, which is Qualifications held by Pops that are reasonably able to take a job, defined by meeting the following criteria:
  • Isn't already the relevant pop type
  • Is unemployed or a jobseeker
  • Is not enslaved
  • Isn't working in a government building or subsidized building
  • If employed, wouldn't consider the change in pop type to be a downgrade (ie, Aristocrat qualifications for Farmers aren't likely to be considered - based on wage weight and how well their current workplace is paying)

What this means is that when you get a warning for a building that’s to be constructed not having enough Qualifications to fill, that warning can actually be trusted, and you’ll have a much easier time determining which Professions are a bottleneck for your industrialization efforts.

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The tooltip for changing Production Methods now has much more accurate predictions as it now takes more factors into account than before (Employment changes, Throughput, State Traits among others), plus had a few bugs fixed.

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The Construction Interaction now has two modes for the list items: “Condensed” (which is what is currently in game in 1.5) and the new “Full” mode, which has additional information like State Traits, Employment, Production Methods and Local Prices for Input and Output Goods.

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The Transfer Units panel has gotten some extra functionality compared to what is currently available in 1.5 based on many requests from our players. First and foremost, you can now with one quick button press move all or half of the Units and Commanders over to the other side. You may of course want to be more detailed when setting up your transfers, something we now provide additional tools for, namely:
  • Text input box (write the number you want immediately)
  • Slider + Arrow buttons (slide the number to whatever you need it to be)
  • A list of all individual Units (if you want to be really nitty gritty and select/deselect individual units)
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We want to have most lists sortable and/or filterable by suitable factors in our game, which is becoming more and more of a standard for us to help you find the exact thing you want especially in lists with more than 10 entries. In the Transfer Unit window we have included a filter for you to get the Units from a specific State in the selected Formation.

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During one of our Personal Development Time days we finally made a working prototype for what has internally been referred to as the Holy Grail of Tooltips UX: Tables in Tooltips. This implementation is only used in two places as of 1.6, but we’ll most likely start using these more often in the future, as they make it much easier to present certain types of information with greater clarity.

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Closing thoughts​

Working on the Quality of Life improvements for 1.6 has been both really fun and rewarding, as it includes some improvements with a high positive impact on the overall UX of the game. The high point for me was either finally seeing the Census Data panel take shape (after having been one of those features that we have had scheduled for “the next patch” for a very long time) or solving how to move the Start Diplomatic Play predictions out from the tooltips into the popup panel.

That’s it for this week! In two weeks Alex will discuss the upcoming changes to the migration mechanics and their impact on game performance.
 
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The Outliner now has tabs (Pinned / Economy / Politics / Diplomacy / Military / All).
In addition to these changes, you are now able to unpin Political Movements, Diplomatic Plays etc, giving you more control over what is shown in the Outliner.

Question
Does the new Outliner work the same as Stellaris? That is, you can customize each tab.
added the ability to fully customize your Outliner tabs. In your Outliner Options, there is now a toggle for Custom Outliner Tab, which will let you select any elements you wish to show on that particular tab. This should allow you to set up your tabs however you desire, including putting everything on a single tab or duplicating the same information across different tabs if you wish. (For example, if you want a "Peace" and "War" tab, with different information or sorting.)
 
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Please show attitudes towards both nations on the diplomatic play UI, show us the ideologies of generals in the outliner, let us change imports/exports tariffs on the list of goods, and tell us if there's unused capacity in factories/mines when a production method change says it'll raise prices for a good.. Thank you for the construction UI overhaul.

Yes, the tariff direct effects should be more visible and easier to access in the main trading screen. Some of the trade information is a bit hidden, especially the breakdown of what keeps trading from growing.
 
In the build queue, there was a button mentioned to push a building to the top priority. What about changing the build order by dragging and dropping the list items via mouse, like in HOI4? I find myself changing the build order all the time, and that would be super helpful and much more comfortable than pressing the buttons.
 
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Another addition that I meant to post yesterday: Consolidated Military Formation mapmarkers should now also be making it into 1.6! It combines all formations from Allies/Enemies at the same location into a single box each, with combined/averaged statistics. Clicking a consolidated marker gives you a selection menu for the formations it contains. Your own formations still have one map marker each, so it's easier to order them around.

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Another addition that I meant to post yesterday: Consolidated Military Formation mapmarkers should now also be making it into 1.6! It combines all formations from Allies/Enemies at the same location into a single box each, with combined/averaged statistics. Clicking a consolidated marker gives you a selection menu for the formations it contains. Your own formations still have one map marker each, so it's easier to order them around.

View attachment 1079831View attachment 1079832View attachment 1079833
Could we get a central command center for allies so the war leader can set the front orders for all parties?

Also, If I remember well, in one DD it was discussed that borrowing troops while advancing would be an option for the player.

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Both options will help with fronts management.
 
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I understand that the game uses averages to show the offense and defence values of armies.

Now that we will have information of even more diverse battalions consolidated in the military formation mapmarkers, can the game display the median offense and defence instead of the average?

For example, in this front we have the following armies:

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The average offense for all armies can be calculated as ( 106 x 31 + 96 x 31 + 31 x 34 + 27 * 29 + 27 * 31 + 9 * 30 ) / ( 106 + 96 + 31 + 27 + 27 + 8 ) = 31,21

However if we calculate the median value of all troops present in the front line we obtain 29.

Fronts are populated with armies with different technologies and units and these differences are usually exacerbated with more nations being involved. Even if battles involve the best units available from the pool of shared armies (defence) or the best units in the advancing army, more often than not all battalions will be engaged in battle. This being the case, the averages could give the player an impression of stronger or weaker forces than the median.

A right-skewed army will be less good than the average will imply, while a left-skewed army will be better than the average will show:

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For example, in this left-skewed setup for offense, the average offense is 37 but the median is 39. Two thirds of the army will deal 39 or higher damage against enemy units. On the other hand, defence average is 33,3 but the median is only 29.

The average offense/defence of 38/33 is not showing the real picture how this composition will fare in a battle. The player will be better informed with the median values of 39/29 to describe this army capabilities.

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I have had a lot of issues with Victoria III's UI and UX from the moment it was released, enough-so that I'm restraining myself from going all in on the celebrations. I will confirm my excitement when it's released and when I get to try it. And I strongly hope that even after this the UI team does not rest on their laurels even if it is everything they hope, because there are always further steps you can take to streamline the transfer of information from the game to the player.

But! I will concede there is some very promising stuff in here. So often so far it has seemed like the people who handle V3's UI don't understand what information the player wants to have communicated to them, or don't appreciate that handing information to the player quickly, easily, recognizably, and predictably is essentially their foremost job.

Count me as cautiously optimistic and very excited - arguably the most excited I've been after reading any of Victoria III's 104 DDs so far.
 
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For the infamy indicator, I think it should be colour coded, depending on the AI thresholds. White for <25, yellow for <50, and red above 50, or something like that.
I would believe that the icon changes depending on the level as it does in the tab it is currently displayed. I am hoping that hover would indicate the rate of change also (maybe a chart?).

I am worried about the announcement that we will see more tables crammed into more tooltips.
I would say that there are a lot of lists in tooltips that would improve substantially just being able to use tables for formatting and become more readable/understandable. For this alone I like 'tables in tooltips'.
 
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Any chance we can get resonable import/export recommendations? Way too often I look at there "recommendations" and they're all lv 1 with negative productivity
Do you mean the "goods with high X potential"? I always figured it was just looking at cost or relative buy/sell volume in your own market, not actually looking for advantageous deals. Like a good that is expensive in your market has "good import potential" because that will bring the price down, not because someone else is necessarily selling it cheap.
 
Do you mean the "goods with high X potential"? I always figured it was just looking at cost or relative buy/sell volume in your own market, not actually looking for advantageous deals. Like a good that is expensive in your market has "good import potential" because that will bring the price down, not because someone else is necessarily selling it cheap.

I meant this.
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And by unresonable mean this.

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Unless you're a tiny tiny country, a lv 1 trade route with negative productivity is BAD. It's a waste of bureocracy and convoys and makes your traders poorer. Any recommentation for these route, no matter your internal price situation, is also bad. Yes, I might have a local surplus or deficit of a good, but it just doesn't matter if the rest of the world has the same or worse imbalance and there's no one who can actually buy/sell what I need.

Sometimes these recommendations work. But way too often looking at them is a waste of time and clicks.
 
I meant this.
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And by unresonable mean this.

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Unless you're a tiny tiny country, a lv 1 trade route with negative productivity is BAD. It's a waste of bureocracy and convoys and makes your traders poorer. Any recommentation for these route, no matter your internal price situation, is also bad. Yes, I might have a local surplus or deficit of a good, but it just doesn't matter if the rest of the world has the same or worse imbalance and there's no one who can actually buy/sell what I need.

Sometimes these recommendations work. But way too often looking at them is a waste of time and clicks.
Yeah, that's what I thought you meant, forgot the exact game terms. I'm with you 100% on it needing improvement.
 
Yeah, that's what I thought you meant, forgot the exact game terms. I'm with you 100% on it needing improvement.
Myself, I'd like to be able to see which goods can be traded between myself and a specific other market. Eg let's say I want Spain in my customs union, to do so you need to increase trade volume. I end up having to click through every good to figure out the 3 or 4 goods that can be traded between us.
 
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I'd never thought of it before but some simple toggles on the trade UI would be absolutely fantastic; the option to automatically remove any goods which can't be traded at a profit, or to only show goods which can be traded profitably with a specific selected country, would remove perhaps 90% of the tedium of setting up trade routes.
 
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