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:
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:
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:
This ensures you’re never caught unawares by tyranny or similar.
Next up, Known Plots:
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.
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!