u/Difficult-Nose-3772

▲ 40 r/EU5

Discussion: God I love the new trade system

It’s just so good, so intuitive and it’s easily to see how your choices are actually affecting your income.

that’s all I wanted to say. I don’t see a discussion on the system on this subreddit so I thought i’d start one: What’s everyone’s opinion on it? any weaknesses?

edit: to be clear: I mean the 1.4 beta trade system. The old system (1.3 and every one before it) was frankly dogshit

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u/Difficult-Nose-3772 — 11 days ago
▲ 34 r/EU5+1 crossposts

Crazy hot take: The UI for this type of game really needs to be absolutely perfect and it isn’t at the moment

This game is great. If you didn’t think so you probably wouldn’t have as many hours in it as you do. look deep down in your heart you know it’s true. but it has a big problem with pacing.

It’s getting better with 1.4 what with Johan aiming for a 40-50% increase in tick speed and the removal of hour ticks, but imo the biggest problem is the time spent in the UI. this is type of game where you pause constantly looking through the UI. Personally I’m paused any time doing anything important. It can take a while navigating the menus to get a good idea of the ecology of your economy and what you should do to increase it most effectively, and even more time to, say, change a law in your government, migrate your pops from a less desirable region to a more desirable region, or get your cabinet member to increase control in this region, build up specific buildings in a specific town, etc. For me, it’s the time spent with the game paused that makes my campaigns last so long.

u/GeneralistGaming put it well in his video on 1.4 where he said a big issue that slows pacing in this game is “the amount of clicks it takes to do the thing you want to do” and he hit it right on the money. the game’s UI, while MUCH better than it used to be, and not as bad as other GSGs, is not good. to be fair, I can’t imagine it would be easy to make a UI so-good-you-don’t-know-it’s-there for a game with the scale and intersystemic complexity of EU5 but it really should be top priority. The number one thing I dread when thinking about playing this game is thinking about the maze of menus and triple-nested tooltips I have to navigate just to play. Campaigns would zip by if I could develop my country with the same depth and precision in half as many button clicks. However, I’m not a visual design artist, so I couldn’t begin to know how but I’d like to know what others think could be done to fix the game’s UI issue.

I personally think the building interface is severely lacking, and knowing where best to build buildings frankly takes too many button clicks to asses, from checking available pops, pop demand, control, market access, production efficiency bonuses, etc just to make that decision. Another issue is the market overview screen, it just isn’t very intuitive although it would be hard to say how best to display the information.

That’s pretty much it though. thoughts?

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u/Difficult-Nose-3772 — 1 month ago