Closed stackpoint closed 4 years ago
Estate interactions are reportedly a confusing mess for a newcomer. With a blessing, I'll be working on these ideas to improve the UX:
Color coding yes. Though my idea was that group them in files and explain how to change colors so a person can potentially change colors.
Order is fine imo just needs to be done for all estates in similar fashion
The argument for changing the order: it will look really weird when color coded if the colors are not grouped. I think they appear in order of appearance in name_of_estate.txt so that would be just a matter of rearranging them after the criteria for colors are established.
We can color first and figure out the specific order later.
Proof of concept unsorted: Following key was used for these Clergy interaction: (number in bracket, position in current code)
Impose a tax (2) Demand Administrative Support (6)
Send Emissary to Pope (3) Establish New World Missions (9) Recruit Minister x3 (15-17)
Recruit from Their Domain (7) Ask for Reform Support (8)
Make generous Donation (4) Clerical Congress (Gov Interaction) (10) Display Legitimacy (11) Display Prestige (12)
Make Promises (1) Seek Support of the Clergy (5) Grant Favor (13) Underline Privilege (14)
Confiscation of Lands (18) Execute Important Person (19) Limit Influence (20)
Other color options: g - grey b - black B - blue
Sorted:
It looks good and the reasoning is good. @afowl what do you think?
Issue: It's hard to see which interactions were clicked already. I can't find the gui for the interaction buttons. My intention was to modify the 'greyed out' effect, but it might be hardcoded. Anyone had any experience with that? On the picture below, starting with green Impose a Tax, everything below is cllicked/unavailable. Hard to see the cut.
Don't sort imo. I think they were sorted by some intention of how long between clicks are they and usefullness
That may have been so at the start, but those numbers (time between clicks) were modified already. I prefer sorted, even though it's more work for me ;). I will definitely color them all. Sorting will rearrange the order of interactions in name_of_estate.txt. Should I sort @stackpoint ?
I think we should leave it unsorted for now. There is still a bit of work to be done for the estates in terms of functionality which can issues and the specific order could use some work too.
Like recruit ministers should be the second to last group. And demand administrative support wants to be behind the add influence options to increase its output.
I definitely think you should commit the color changes to master though, very well thought out coloring scheme. And we can definitely draft orders and discuss why things should be in this or that order.
Something I've noticed is that a lot of the estates functionality seems baked in. Scripted triggers don't seem to work and I can't get custom localization working at all (expire date on title).
For reference Brahmins and Clergy. Order is just a mess. Switching between them is visually painful.
Yeah, once I do a pass on all the estates we can definitely figure out a specific order.
<I can't read code>
Moving the interactions from vanilla into the mod files.
Not sure what you mean by this.
Nevermind, I was incorrect.
church | nobility | burghers |
---|---|---|
Call Cortes | ||
Make Promises | Make Promises | Make Promises |
Impose a Tax | Impose a Tax | ASK FOR CONTRIBUTION* |
Send Emissary to Pope* | ||
MAKE GENEROUS DONATION* | Call Diet* | GRANT MONOPOLY CHARTER* |
Seek Support of Clergy* | ||
Demand Administrative Support* | Demand Military Support* | DEMAND SUPPORT BURGHERS* |
Recruit from their Domain | Recruit from their Domain | Recruit from their Domain |
Ask for Reform Support | Ask for Reform Support | Ask for Reform Support |
Establist New World Missions* | Grant General* | GRANT ADMIRALSHIP* |
Recruit Conquistador* | RECRUIT EXPLORER | |
GRANT NEW WORLD CHARTER* | ||
COMISSION MERCHANT SHIPS FOR WAR* | ||
Galleys | ||
Government Interaction | Government Interaction | Government Interaction |
Display Legitimacy | Display Legitimacy | Display Legitimacy |
Display Prestige | Display Prestige | Display Prestige |
Pass Reform | Pass Reform | Pass Reform |
Grant a Favour | Grant a Favour | Grant a Favour |
Underline Privileges | Underline Privileges | Underline Privileges |
Raise Additional Levies* | ||
Recruit Minister (Stability) | Recruit Minister (Improve Relations)* | Recruit Minister (naval reformer) |
Recruit Minister (National Unrest)* | Recruit Minister (Shock Damage) | RECRUIT MINISTER (master of mint)* |
Recruit Inquisitor* | ||
Confiscation of Lands | Confiscation of Lands | Confiscation of Lands |
Execute Important Person | Execute Important Person | Execute Important Person |
Limit Influence | Limit Influence | Limit Influence |
As mentioned earlier, the estate clicks outside the main three are completely unsorted and missing functionality. Before I get started adding functionality and ai_will_do logic to the other estates, I would like to figure out a general order to estates clicks so it's easier to work on the estates and figure out which functionality I should add in. In my above comment is the current estate interactions.
My idea of grouping 'by color' would be estetically pleasing. After going through almost all the interactions however, this schemet might get confusing with the more obscure estates. Those interactions are less clear cut than the standard and familiar IV ones, while colored the same. Sometimes there is a negative effect for you where you would expect a positive for example.
The 'by color' idea is essentially to group the interactions by their impact on loyalty and influence as described in the coloring scheme above. For example if a click increases your influence but decreases loyalty, they are grouped together. In addition to the colors in the post above, I used BLUE twice to denote interactions that make you just lose influence, and GREY once for an interaction in Rajputs, that's unrelated to loyalty/influence system.
Another idea is to group them by Vanilla Interactions first, IV Interactions later. This will put the familiar Paradox clicks on top, and then NEW shiny options - limiting confusion for a newcomer.
For the IV interactions ignoring other factors I propose the following order (based on my color scheme):
Impose a Tax
you want to press this on cooldown, put it on top
Recruit Minister
feels familiar and easily understood, should be high
Display Legitimacy
these give you loyalty at a price,
Display Prestige
I'm personally more likely to sac legit>prest>prog hence this order
Pass a Law
Make Promises
these give loyalty and influence and can be used to get above 75 inf easily
Underline Privileges
ordered by impact and likeliness of a click imo
Grant a Favour
This group could be switched with above
Recruit from their Domain
More likely to ask for troops then reform
Ask for Reform Support
Limit Influence
there are the bad interactions I don't really want to click
Confiscation of Lands
ordered by severity
Execute Important Person
As for Reform Clicks, these do different things based on estate, hard to point to a unified spot
NOTE: For effects of clicks, there is very little consistency with the order of effects in the tooltips (this depends on positioning in code).
The best consistent order here would be I think: Prestige/Legitimacy/Reform Support Cost (or any standard value really) Ducat Cost Custom Effect, like a timed modifier Effect on this estate LOYALTY Effect on this estate INFLUENCE Effects on other estated
Your proposed effects order sounds good to me. We should wait until all the interactions are consistent between estates before getting started on it though.
I believe the initial ordering was based on what order you'd want to click the buttons in, but the color coding in the same order does something similar.
I think that the ordering by color then most likely to use seems good.
Spreadsheet: LINK
It looks like there are functionally duplicate interactions: Seek Support of Clergy is a specific form of Display Legitimacy and Raise Additional Levies is a specific form of Recruit from their Domain. I will probably remove the generic version from their interactions like how the burghers don't have a Impose a Tax on top of their ASK FOR CONTRIBUTION.
Thanks @Grociu color coding looks great.
And instead of removing the overlapping decisions, I ended up just adding the tax option to the burghers since they use a different ducat calculation.
So I just finished going through all the estates and tried to sort them consistently and added ai_will_do to all of them. There was a lot of small edits so its very likely that there were mistakes made (as seen by my constant bugfixes while going through the estates)