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CK2 Dev Diary #32: Intriguing quality of life changes

Good afternoon. I’m Magne Skjæran, and you might remember me from my modding and optimization dev diary at the end of summer. My last day at Paradox was a few days after that, but since I had a great time working there this summer, I returned to the CK2 team about a month ago to work on the game part-time.
Today I will be covering a topic that’s been briefly mentioned earlier in the Easing Executions dev diary: quality of life changes in regards to the intrigue screen and plotting.

While the image shown in that dev diary was a mockup, the planned changes have now been implemented. However, the actual art isn’t done yet, so most images in this dev diary are touched up based on mockups rather than showing my programmer art. There is after all a reason I work as a programmer rather than an artist.

So let’s go through all the changes we’ve made to the Intrigue screen in detail:
upload_2016-11-28_14-56-40.png

I’ve numbered the changed aspects.

First, at #1, we’ve got the new decisions menu. It now shows 6 decisions at once rather than the old 4, making it easier to find what you’re looking for.

At #2, you can see that each decision now has a button allowing you to mark it as important or not important, thus allowing you to control which decisions you get alerts for. Marking a decision as important will change the background to gold, enable alerts, and move it to the top of the list. The last bit only happens once you exit and return to the decisions screen, since decisions jumping around when you click on them would be rather annoying.

#3 is a button allowing you to reset the priority settings to default.
What decisions are important is saved across campaigns, so you won’t have to mark decisions as important or not important every single game.

Further, at #4, we have a new tab: My Plots. This mostly just moves the plot functionality out of the way to give more space to the decisions list, but it does have one new addition: you can now clearly see who the target of each backed plot is, shown at #5.

Next, let’s go to the Prisoners screen:
upload_2016-11-28_14-59-28.png

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.

Further, prisoners can now be filtered by the eight different criteria you see at and below #6. This can then of course be reset back to being unfiltered using the button at #5.
A minor change is that this tab now fits 6 prisoners at once rather than 5.

When using the mass actions you’ll be asked to confirm and told about the ramifications of your actions:
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This ensures you’re never caught unawares by tyranny or similar.

Next up, Known Plots:
upload_2016-11-28_14-58-2.png

Here there’s two new additions. At #1, we’ve got a new button that lets you ask the plotter to end their plot, saving you a few clicks.

At #2 we’ve got a new feature: if you know about a plot and you’re in the group of people that’s possible to invite, you can ask to join. The AI will always accept this, while if you’re playing multiplayer the other player can refuse if they want to.

The “auto stop plots” button has also been moved to only show up within this tab.
As to the Threats tab there’s nothing new there except for six threats being shown at once rather than five.

That’s it for the Intrigue screen, but we still have a couple of tidbits related to plotting left.
upload_2016-11-28_14-58-36.png

When invited to a plot you’ll now be able to see who the target is, saving you from having to use the character or title finder in order to figure it out.

Finally, when a plotter tries and fails to kill your spymaster due to them discovering their plot, you now have the option to keep the plot a secret, which is ideal for cases where you would rather join the plot than expose it.

That sums up all the changes we’ve made to make the intrigue aspects of the game simpler to interact with, and providing you the information you need to make decisions. Hopefully you’ve found this dev diary as intriguing to read as it was to write!
 
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Thank you.
 
You don't have to INTRIGUE quality of life changes. Just add a scale-able UI to the game and you will have done far more than minimizing clicks required in game. That will be the BIGGEST quality of life change you will have ever implemented in the game. Currently the UI is either microscopic and unreadable or gigantic and pixelated. Pretty game breaking when you can't read properly the text of the game nor see the UI clearly, at least in HOI-IV you have added the UI scale option.
 
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You don't have to INTRIGUE quality of life changes. Just add a scale-able UI to the game and you will have done far more than minimizing clicks required in game. That will be the BIGGEST quality of life change you will have ever implemented in the game. Currently the UI is either microscopic and unreadable or gigantic and pixelated. Pretty game breaking when you can't read properly the text of the game nor see the UI clearly, at least in HOI-IV you have added the UI scale option.
No then I will lose the only ingame advantage I have over you rich people. :p

But yeah once the others did it I expected CK2 to soon follow and was surprised to see nothing.
 
Amazing changes!!! Thanks so much!
Agreed!

1) Some sort of ability to 'pardon' a person with whom you have righteous imprisonment.
Would be nice, but not a huge issue. But then, I usually play on speed 2 and frequently pause to check stuff like that during turbulent times.

2) Please stop bothering us with the education events for all the little foreign-culture foreign-religion children in our prisons.
Mostly agree, but there are times when it can be useful. Maybe an alert to set educator upon imprisonment? Or a minor position like regent getting the assignment automatically?

3) That same amazing 'reset' button you've added to the new screens *needs* to be added to the find character interface. And preferably some sort of button that will allow us to save frequently used settings. Give us 2-4 boxes we can use as 'saved settings'.
Yes. Reset button for sure. Frequent or preset setting I can live without, as I imagine they'd suck to code and suck to squeeze into the UI.

6) We need some sort of ability to raze holdings that we don't want.
That would be nice on rare occasion. I would say it's too rare of a need to be worth the development effort, but on that rare occasion (as in your example), it's kinda important!

7) Please split up the minor titles tab in the council page into two separate tabs. Why use a checkbox to filter half out instead of just having two tabs?
Pretty minor thing to me anyway, only worth it if it's easy to implement.

8) Please allow us to see all commanders at all times when trying to appoint them to a flank. There are situations where they don't show up in the list of available commanders.
That one annoys me too. I often feel as though I don't have enough commanders to go around to start with!

9) Can we please get rid of the whole siege leader/movement speed generals MUST be in the center of the army to do anything at all with their stats?
I'm not sure on this. At first glance I agree, but then I think that if they do that, they should also limit "teleportation," which I suspect would be all kinds of problematic.

12) There should be a button to filter out your commanders from your list of eligible characters for council positions (and vice versa).
That would be nice for sure.

13) There should be a button to filter out commanders that are already appointed to other armies when trying to select a commander for a flank.
Ditto.
 
Is there an option to excempt specific plots from the 'Auto Stop Plots' option? For example if I wanted the plot to kill character A to continue without having to pay attention to other plots so they don't harm me.