That's 12 total, and you could probably cut it to 11 by leaving eastern/traditional european for a flavor expansion and having them use western european illustrations.
native american migratory / pacific islander When dealing with generic images needing to have a specific cultural look, I would strongly favor having a lower number of unique images that get reused more across events, but having each of them in the 10 or so variations needed to cover every highest tier culture group (what Heritages are?), and using the culturally appropriate version whenever called.Īs far as I know you should be able to make the visuals of every culture more or less fit into roughly these groups: Regarding illustrations, it's great that you're culturally inclusive. Anything else is just torture for anyone without perfect vision.Īnd that's the entirety of my criticism for the game's development so far. Only use fonts that make the entirety of every symbol uniformly and reasonably thick. At a minimum you need to purge all fonts that randomly make some parts of the letters and numbers very thin. I'm nearsighted, please dont murder my eyes. Of everything I've seen in the dev diaries so far, the interface is the only thing I think is a downgrade from V2.īeyond the color, I'm also stunned by the combination of excessive amounts of wasted space and extremely tiny and unreadable text and numbers in some of the screens. What you're showing here looks like it belongs in Stellaris or literally any other contemporary space strategy game. I want my familiar and comforting beige from Vicky 2. No amount of fancypants design terminology that goes way over my head is going to make the interface look any less generic, uninviting and out of place, I'm sorry.