CK2 Dev Diary #32: Intriguing quality of life changes

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Mike Louis

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@Meneth, On the Decisions screen there's the "Promote Commander" decision? Is that a upcoming feature and if it is, what does it do?
 

chrnno

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Meneth

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On the Backed Plots page, would it be possible to see the strength of your backed plots? If the strength is at 20%, I might not want to join. But if it is at 90%, then I'll probably jump in to bump it over the threshold.
Good idea. I'll note it down. No promises that it'll happen.

@Meneth, On the Decisions screen there's the "Promote Commander" decision? Is that a upcoming feature and if it is, what does it do?
That's an existing decision (it's been around for years. Possibly since release) that generates a character with a martial education.
 
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Aoki4444

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That's an existing decision (it's been around for years. Possibly since release) that generates a character with a martial education.
I believe it's not since release, but since minor title of commander was implemented.
 
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Asiak

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Honestly as much it could be done with an extra button or two.

Do we really need a mass castrate / blind button? I mean who has the opinion built up or the purpose to blind or castrate more than a few people?
 
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Keizer Harm

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Honestly as much it could be done with an extra button or two.

Do we really need a mass castrate / blind button? I mean who has the opinion built up or the purpose to blind or castrate more than a few people?
Speak for yourself - I had a demon spawn campaign where I ate everybody. Game gets quite easy when everyone has -100 opinion of you :)
 

Zanza

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Quality of life improvements are good, but what's much more important is a) transparency on why certain plots (revoke, murder) are available and others of the same category are not available and b) a way to bring those plots below 100% above it somehow.
 
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loup99

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Good changes! I presume the is_high_prio modding option will remain, given that it could be used for the default important decisions.
 

vandevere

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One thing I've been asking for for *YEARS* is for when you get the "Legitimate Arrest" Icon. All it tells you is that the vassal "Acted Dishonorably". But it doesn't tell you what the vassal did to earn that Legitimate Arrest Icon.

Call me a Lunatic if you must, but I prefer to know *WHAT* the perp did before I arrest him/her.

Could be some penny ante thing that isn't worth the time or effort.
 
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KhaineFH

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Any chance to have the same kind of QoL improvements for the character finder tool ?
It would be great to set up your own custom filters, depending on what you are looking for (wife, husband, new vassal... ).
And a reset default button would be nice too, this would also save lots of clicks.
 

Unready

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Small suggestion for threat page - a button "send money" to vassal (and different icon if I can't do it) - it is easy way to fight big factions, because factions page is overloaded when you have big realm with up-to-limit vassals and they are angry.
 

Metz

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What about an option to auto-hire next best character for your cabinet and an option to auto-continue mission (research, fabricate claim, train, etc.)?

These could be tick boxes which are optional for those who like to micromanage everything and at the same time it gives an option to those who would rather focus on other parts of the games undistracted by appointing characters.
 

Metz

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Also, an extended kin notifier would be nice too. Like being able to see your more distant relatives (cousins and such).

Examples: Grandfather's first cousin, Mother's second cousin, Nephew's son, etc.
 
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RelVleDy

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The ability to join other AI plots is something that was sorely needed. I always wondered why I had to wait for an AI to ask me to join their plot when I already knew it existed! :)
 
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Rags17

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The mass actions are currently limited to the three I mentioned. No mass castration or blinding, I'm afraid.

There goes my idea for setting up my own prairie oyster franchise . . .
 

Giraffe Upon Z

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Next, let’s go to the Prisoners screen:
View attachment 221146
At #1, 2, and 3 you can see the new prisoner mass actions. These allow you to release, ransom, or execute all prisoners currently shown on the screen, except those that have been marked as locked using the button you see at #4.

Ok, couple of points
  • I'd have expected the exact oppositeresult of the process if I hadn't been told this. Ticking multiple checkboxes and clicking a button to apply to all of them is something I've seen in UI's for years, this is selecting exceptions and applying a command to the rest.
  • This is only applying to the visible prisoners in the menu, not all the prisoners? That's unintuitive too. I can't think of another program that uses visibility determined by scrollbars to create a working subgroup to apply actions to.
  • This may be a way that requires less clicks to achieve a desired result once it's learned, but isn't an intuitive way of applying an action to a group. This is going to add to the all ready steep learning curve of a complex game in the genre of grand strategy.
Please try and design the UI and actions around habits and assumptions computer users probably already have.
 
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Meneth

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I'd have expected the exact oppositeresult of the process if I hadn't been told this. Ticking multiple checkboxes and clicking a button to apply to all of them is something I've seen in UI's for years, this is selecting exceptions and applying a command to the rest.
Wanting to exclude someone is a less common usecase than wanting to include someone, thus everyone is included by default.

This is only applying to the visible prisoners in the menu, not all the prisoners? That's unintuitive too. I can't think of another program that uses visibility determined by scrollbars to create a working subgroup to apply actions to.
It isn't determined by the scrollbars, of course. By "visible" I mean not filtered out. I should probably have written "listed" instead.
 
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