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EU4 - Development Diary - 18th of December 2018

Good day all and welcome to this week's Dev Diary for EUIV. It's also our final one of the year and as such it's going to be a meaty one. Indeed today is my last day in the office before I take a decadently long Christmas and New Year vacation. I'll be burning some whisky barrels on the open fireplace and melting to my sofa while my cats and dog lay with me in the freezing wastes of the Scottish Highlands. With that to look forward to, I'll get on with today's matter at hand: we're going to talk about reflections on the year, including Rule Britannia, Dharma and Golden Century, how we use forum feedback and suggestions, as well as our plans going forward into 2019. This'll be a big one, so buckle up.


2018_recap.jpg



This year started strong with the release of Rule Britannia in March. It was our second Immersion pack and our way of confirming if we wanted to keep going forward with the Immersion Pack model for EU4. We had released Third Rome as an Immersion Pack before, and while both its sales and reception were lukewarm, its release was right alongside our price change debacle. With Rule Britannia, we were able to try an Immersion Pack again in clearer conditions. Again, we wanted to make a DLC for the game, smaller and tighter in scope, where we focused on Britain, and making features and content which was lighter on Code, and heavier on Script and Art. To this end, it pioneered the new Mission Trees, came with unit models and music as well as some new gameplay features for half the price of a regular expansion.


Rule Britannia exceeded all our expectations, performing record-breakingly well in sales for EUIV, while also gaining favourable reception. It was clear to us that there was a place for these types of DLC. While the sales and reception were great, there was still feedback by way of the content not being deep or meaningful enough, particularly for our core fanbase (If you're reading this, then that's you guys) So our decision was to produce both large expansions and tighter Immersion Packs, meaning Dharma was up next.


Ah Dharma. I remember standing up on the stage at PDXCon, having been asked to do a presentation about it. I don't remember what I said up there and I certainly didn't know what I was going to say. I knew I wanted to just say the word “Dharma” with conviction, and the rest would probably follow. I don't recall the audience getting up and leaving, so the presentation probably went well.


Dharma released in September and was a typical $20 expansion with the usual array of features and an Indian focus. It came with an unusual level of re-working old features, but also took the unorthodox (for EU4) direction of taking old content and making it free. We freed up the Estates feature, shook it up a touch and this, I feel, comes with the unspoken promise of continuing to support and work on this feature.


All well and good, but how do we look at the release from our perspective at Paradox? While Rule Britannia set some records for EUIV, Dharma came and broke them again. It proved to sell extremely well, but it then opened up some interesting discussion, because it reviewed fairly terribly, at (another record-breaking) 35% on Steam at time of writing.


Now the honest truth here from my perspective is that reviews weigh ounces while sales weigh pounds. One cannot put food on the table with a good review, but they can with good sales. If I was asked if I want a release to sell well or I want it to review well, I'll ask for both, but if I may only have one, I'll take the sales numbers. I'm telling you that not (only) because I am a terribly greedy individual, but because that is how we weigh up success and I'd rather be clear with you on that than give some fuzzy, corporate response.


This comes with one massive however. This is not to say that we do not take feedback and reviews into account. Far from it. I've personally read every single review we've had on this year's releases, positive, negative, even Google Translated if need be. We do set aside some real time to check what people enjoyed, what they did not and address what we can. Case in point, there was a huge amount of feedback, both before release and in reviews, slamming the free patch that shipped with Dharma, particularly with the Corruption from Territories and Religious Conversion changes. In this case, we made a redesign of the conversions, making a small change in the followup 1.27 Poland Update to allow conversions with Religious Ideas, then when time was more permitting, making a change to how conversions cost for 1.28. There is still dissatisfaction about how corruption in territories work, I've certainly been reading the threads with interest, but this is in line with our vision for the game. Complaints are not without merit, but it's unlikely that the mechanic will change any time soon.


After Dharma we put out the 1.27 Poland Update, and fittingly had one of our biggest events of the year for the game at the Polish LAN party. It was an amazing time and the absolute most fun one can have playing the game in my humble opinion, I'll cast the limelight over to others who have covered the event in their own ways


EU IV event 2018 (12 of 18).jpg
This beat the office Streaming Studio in terms of grandeur solidly

EU IV event 2018 (16 of 18).jpg

Flags, props and amazing cosplay all around

EU IV event 2018 (18 of 18).jpg

Groogy wore some of his casual attire for the event

After the aforementioned Poland update came Golden Century, another Immersion Pack, so the same vein as Rule Britannia and Third Rome. This went live just 7 days ago, and while that's a pretty short timeframe to draw many conclusions on a DLC release, I'm going to live dangerously and draw them anyway.


Let's not beat around the bush, there has been plenty of dissatisfaction in the community on Golden Century. We've not been blind to the plethora of comments, posts, threads and ratings showing that the Immersion Pack we've been making and delivered is not what you have been anticipating, and there's no amount of fancy talking I can do to dismiss that. There have been particular concerns about lacking focus on Spain/Portugal, wanting deeper changes to Colonization, overall feeling that the Immersion Pack is feature-light, feedback being ignored and plenty others.


Certainly, I put my hands up and say that yes, there were certainly some ill-placed priorities on Golden Century. Most glaring of these were that we talked about what we were doing and planning with you, the community, much too late. It compounded most other issues, so that expectations about what we were going to do were not set from the start, our design and features were too locked-in for much iteration, and the feedback and suggestions that we got, many of which were really good were just not implemented, not because we didn't like them, but because we'd already gotten to a point where we weren't in a position to act on them. Unfortunately (or fortunately, depending on which side of verification&QA you're on) we don't tend to keep working on a release up to the week/day/hour of release.


That doesn't account for all things though. There are certainly those who feel that they weren't getting what they wanted in terms of deep mechanical reworks or large changes to the game. On this I have to put up a defense. Immersion Packs are designed to deliver content for the focus regions and specifically not large gameplay reworks. You'll not see a Government Overhaul or an Empire of China+Tributaries in an Immersion Pack. In an Immersion Pack you'll certainly find new Music for the region, new unit models, Dynamic Historical Events, features for the focused nation, map changes and other revisions. If what you're wanting from an Immersion Pack are the features of the magnitude that we put in our larger expansions, then we will not be able to meet that expectation. With that said, Golden Century did not match up to the level of quality that you've come to expect, and for that we need to do better.


I don't want to completely drop the point about feedback and suggestions though. A sad outcome from this is that people are feeling their suggestions are just not listened to. This couldn't be much farther from the truth, and I'll be getting back to this just a little further down.


All said and done though, Golden Century was released last week and, while the reviews are not so hot, it's performing admirably as releases go, telling us that we can continue to deliver successful Immersion Packs, but we absolutely need to handle development and communication better.


From now though, there are precious few days before the company as a whole shuts down and only the bravest of souls march into the office to keep the gears of development turning. That'll bring a wrap to 2018, which has been a pretty great year for the EUIV Team. Said team has seen its members come and go, but remain in high spirits and committed to delivering exciting content for the game. In particular this year we have seen the swelling of our ranks with new blood, either new to the company or new to the project (people can and do switch from project to project) while giving bittersweet farewells to those who have left the project such as @Trin Tragula who slipped into a time vortex and ended up long before the Birth of Christ, to live out his Roman fantasies in Imperator.


With that as a reflection on 2018, let's turn to the topic of Suggestions and Feedback. Recently I spied a post which went along the lines of “can we have a dev diary on suggestions” and I think that's a great idea.


So we have a suggestions subforum here where many threads get put up. Users post their ideas on how the game can be improved and what features or balances they would like to see in the game. It's a wonderful place where, regardless if the proposed solution is something we want to directly implement, gives us inspiration and ideas and also highlights what people see as issues in our game in a highly constructive manner.


A considerably chunk of my time, as well as @Groogy and @neondt 's is spent looking through these suggestions. We don't give feedback on everything we read there, and indeed it would be criminal mismanagement of time to do so, but we do read and read often. Suggestions there, both big and small get made and sometimes result in tangible change for the game. A question we've had before is “What does it take for a suggestion to be implemented”. There's hardly a single answer to this, and a variety of ways things get implemented. Sometimes a suggestion can result in a different inspired solution to a problem that's being cited, sometimes mechanics emerge which are similar to those posted. In rare cases, entire suggestions are so good they get face-lifted straight into the game. Let's take a look at some examples, and talk best practices.



Here is an example of a suggestion so good they we had to implement it near enough as-is. A remarkably well constructed post, highlighting all necessary changes that should be made, including province layout, trade goods, city placement and more, as well as containing local information that is harder for us to source to back them up.


Another great and well constructed proposal which covers nearly all bases. It contains a plethora of ideas, not all of which are likely to make it into the game, but a solid suggestion which will no doubt see some manifestation in the game.


Of course, these are fairly massive suggestion post examples, and are not what everyone is expecting or expected to bring the table. We also have lots of smaller suggestions and compilation suggestions which prove useful. A notable example is the achievement compilation thread


Often the smaller gameplay suggestions such as events you could see being improved are great for us to see. The important thing in any suggestion is to Identify the issue and then explain what your improvement is. Often it’s getting the finger on exactly what needs improvement is more important than the fine details on what should be done, as the latter often has many different approaches.


@neondt recently posted a good framework for such suggestions, particularly for events:

Example:
Event name:
Clergy condemns philosopher as heretic

Event ID (if known):
724

Perceived Issue:
Event essentially unchanged from EU3. Unavoidable stability hit is overly punishing and doesn't necessarily fit the flavour.

Suggested Improvement:
Remove stabhit, make penalties better/harsher for each opposed choice


Now, one particular comment that I've been chewing on over the last few weeks was (paraphrased) thus: “I feel like I cannot make the best suggestions I can in a meaningful time when we don't know what the EUIV team is working on until they're pretty much done with it” Now this is something that ties wonderfully into our next topic for today's monster dev diary: Our plans going forward. Previously I've been hesitant to post much of a public roadmap of what EUIV has planned or has ambition for, but I'll not have it said that I'm too hard-headed to change my mind.


Taking it from the top, 2019 will be a very different year of development for EUIV. We will be slowing down development of new features and expansions, at least for the first half of the year. We shall be taking time to focus on two main things in EUIV: Tech Debt and Quality of Life


Tech Debt covers all sorts of things that accumulate over time when we develop our games. It's things like bugs that accumulate (truce timers not lining up with the tooltip? That's tech debt), performance (new features and map updates slowing the game down? That's tech debt) systems that we put in place being cumbersome to work with and slowing down other development? That's tech debt. Generally we set time aside every release to tackle this, but over the past 5+ years of post-release development, we have accumulated more than we've chewed through. To this end, we will be taking a very serious stab at issues and working through the issues that have been building up over this time.


Quality of Life are those usability issues that make you stop for a moment and glare at the game. It's when the tooltip for taking gold covers the green checkmark in the peace deal screen, or when you want to tell your auto-diplomats to deal with a specific bunch of nations but you cannot specify them. We get many suggestions of these in the forums, we have many ideas on them internally, and we get subtly reminded of them in fangatherings. Indeed, those who were at the Polish LAN party were kind enough to give me one or two game suggestions themselves, which will no doubt find their way on our internal list to work through. We will be making a list of the most pressing QoL issues, and working through them with reckless abandon.


suggestions 01.jpg

Me reading suggestions from the Poland event. First I saw the auto trade company toggle suggestion

suggestions 02.jpg

Then I saw the Balkan Cultures suggestion


This tech debt and quality of life work will manifest themselves in an expansion release we are planning towards the end of the year. We will be working on a massive European expansion, with a scope of pretty much everything from Bretton Brest to Byzantine Constantinople. While it'll be some time before we go into detail on what we want to do with this expansion, we have our own internal wishlist of things to tackle. This is not a guarantee that all will be dealt with in said expansion, but it is what we wish to achieve.

  • Endless, immortal mercenaries need to be reigned in
  • the HRE system, which is largely unchanged from EU3 needs to evolve
  • Expand Estates mechanic
  • Make Catholicism and the Pope feel like a force to be reckoned with, rather than just another colour of Christianity and country
  • Flesh out mission trees for more countries.
  • Make manpower and attrition more meaningful
  • Improve custom nation options.
  • Up the standard of the map across Europe, including Balkans, Italy, France and Germany.
There will no doubt be more to come, but I want to give a general idea of what we're looking at in 2019. Tech Debt, Quality of Life and a massive European Expansion. There will be some smaller patches along the way, likely bugfixes and perhaps a small content update along the way, as well as some new surprises, but the bulk of 2019 is going towards this one big release.


And we want to make sure that you are involved along the way. No doubt there will be people with their own fixes, quality of life features or European changes they want to see in the game. We'll be taking in feedback and suggestions moreso than ever, and hopefully clarifying that this will be a long development cycle will ensure that changes and iteration can take place in a timely manner. I encourage such quality of life requests and longstanding bugs to be posted up or brought forward to us, and we shall be doing our utmost to crush the bugs and implement the QoLs (hopefully in that order)


Of course, this means that, particularly in early 2019, we're going to see some quieter dev diaries, where we may just highlight some particular fixes and QoL changes we make, before we ramp up towards the meat of what's coming in the European Expansion. There'll also be some other surprise things that we'll be talking about as we start picking up steam again next year.


And that's our final, and likely longest dev diary for the year. I hope we've managed to shed some light on previously nebulous places, and before I jet off to the cold and unforgiving Highlands I'll stick around to field any questions you may have for the rest of the day, listing them below.

I have compiled my chief complaints here.

Thanks. It's a good concise list of actionable improvements. I'll review what can be done with them.

will be anything added to Iberian countries or changed, especially to Portugal, or it is completely done and critique of GC will be completely unanswered

So I've seen this concern that, since we've done Golden Century, we'll not touch or look at Iberia again. This is not the case: if we feel like making further improvements to the region we will, and given 1.28 reception, I think that's quite likely.

Can we expect ai improvements? I feel the ai is lacking putting up much of a fight even compared to Eu3

AI improvements is a very vague vague term, with different people having very different ideas on what would be an improvement. If you have clear reports with savefiles of where the AI acted in a dis-satisfactory way, then that is something we can definitely look into.

Of course, AI improvements are on our to-do list, but they tend to be specifics, such as "Improve AI's homeland defense in times of war" or "stop AI from dragging out wars which are already won"

Well what can I say, reading this made me happy.
And if it happens like it was outlined here, it will make me even more happy.

I've been putting together 2019 plans for a wee while. I certainly expect them to happen as outlined and it will make me happy too.

I feel a Europe-map suggestion thread coming.

Now would certainly be the time. I've been impressed with the quality of your map suggestions (and putting together the SEA compilation)

Well, it seems that the massive Central Italy focused thread and Papacy overhaul that I’ll be posting this afternoon will drop at the right time after all ;)

The time has never been riper.

So no new big expansion till the end of next year? wow.

This is the plan. Disappointing perhaps for those always hungry for more content, but we have a large scope for this one, and will take the time it needs.

- Improve Vassals. I believe there was already a great vassal topic made some time ago in suggestion forum so I wont go into to much detail but this one is important for an European expansion

If you have the link to such, I'd like to give it a read.

EU4: DUES VULT coming December 2019?

There's not yet a name for such an expansion, but I think it won't be that.

I'll give the devs all my money if they finally put belgium into the game

Previously Belgium has been a hard "no" but...how much money are we talking?

Will there be free patch like Hungary and Denmark for Golden century?

Between now and the release of our big 2019 expansion, there is likely to be at least one free update, if nothing else to clear up some outstanding 2018 bugs. The bulk of work, fixes and improvements will be coming with the big expansions and update at the end of the year.

@DDRJake good thread :) as a fellow Briton. Could we introduce shires into Britain? Cambridgeshire rather than Cambridge etc?? Please ? Thank you.

I know I can change it each game but it’s a bit of a pain in the arse

I do personally prefer such names like Aberdeenshire but it is contrary to our naming convention. I had this discussion with our content designers at the time.

So, probably another year without DLC for Southeast Asia. Well, as a person with Half-full Glass view, I am still going to appreciate your update on Burma, make Palembang playable, and the monsoon system (plus the elephants

Yes, much as SEA needs attention, Europe is the main focus for 2019

In perfect world, your content should be that good no suggestions should appear. But this is not the case.

We may have to agree to disagree on that point. No product on the complexity level of a videogame, no matter how brilliant, is beyond refinement.

A good dev diary with lots of good goals, but I will remain sceptical until I see the results.

Healthy scepticism is exactly that: healthy. We have stated our goals, and expect to be held accountable towards reaching them.

It might seem impatient, but almost a year for bug fixes and an expansion seems like a very long time. Will we see patch(es) that will iron out the current

While the number of them and their scope is still to be decided, we will see one or two free updates along the way, primarily with bugfixes. The focus for 2019 remain on the big expansion though.

Byzantine Constantinople? Is it just me, or did the community actually manage to make a byzaboo out of Jake?:D

Never.

Jake, you missed out on a crucial part: Starting 2019, will there be another dev clash?

While I'd love to get back into the swing of things with the EU4 Dev Clash, it seems that the Imperator Signup has just led to the confirmation of an Imperator dev clash. Since our limiting factor on clashes is sheer manpower&time, rather than willpower, the Romans will likely steal the limelight, as Stellaris have done.

Kinda off-topic- but DDRJake sort of looks like my cousin.

Please, I need fewer people thinking me German, rather than more.

Any plans for improved text rendering / high resolution display support as part of the QoL changes in 2019?

This is on a (my) wishlist for 2019 too.

***** writing style
****- humor
memes, check.
being the main focus of discontent but still wear the right attire for the right situation, check.
****- statement/information given in dev diary

now go and follow through with your word. i am excited for the first time since mare nostrum.

I dread to ask, but how many stars am I rated out of here?

This could be as simple as adding a natural habour modifier to New York and a few other provinces that suffer from the same deficiency (e.g. Charleston and Quebec), this is what you did for New Orleans when the update was released and would certainly be warranted for New York which has one of the best natural habours in the world, in fact, that was the reason why the dutch settled there in the first place. Alternatively, it would be very interesting to have a feature whereby you could found a CoT anywhere if certain conditions where met. This could be e.g. no other trade centre in the state, minimum diplomatic development level of 10 and minimum total development of say 25, as well as a cost of 1000 gold.

Good suggestions here, thanks.

I'm quite looking forward to seeing various bugs etc resolved, even it means no new content. If anything gives me a proper chance to catch up on doing my mod.

I've got a few ideas on how to improve the govt reforms which I'll make a thread for in a few days. Would it be worth me remaking some of my old suggestions for various small fixes? Things like name/trade good fixes for Britain or my suggestion for how to make it so that colonial nations don't expand a ridiculous amount into other colonial regions.

In addition, how would you feel about suggestions on opening up certain bits of hardcoded DLC content (or even non-DLC content like the HRE mechanics) to be modded? I've had some great ideas but they'd basically involve making a copy of the Native American confederations/trade leagues/HRE and then changing certain things so as to not disrupt the originals but it's all hardcoded.

Government Reform suggestions are certainly welcome, and when it comes to suggestions which touch on "hardcoded DLC content" there's nothing wrong with being bold. We may even make those changes if they seem right for the game, or at least provide inspiration for other avenues to address what you are suggesting.

+1 is disgusting watching how a relevant nation for the period like Hungary uses vanilla skins

I completely agree.

Boy, does this exites me.
Estates are, to me, the mechanic with the biggest untapped potential in the game.

Yes they are. I'm just thinking out loud here, but Imagine if calling a diet..called an actual diet.

Speaking about QoL changes, do you plan to improve the launcher? I've made couple of suggestions about it here: https://forum.paradoxplaza.com/foru...ns-changelogs-and-tweaks-in-launcher.1040670/
(Yeah, I know "modlist/mod list" is rather better name than "mod playlist".)

Thanks. Without giving to much away: yes the launcher is in scope.

It's one thing to say it, and another thing to see it, so I don't want to hand out cookies just yet, but - but! - this is a good step. I do think it's concerning that you've had so many things that were received as misses. I know it's selling well, but do you have figures for how many people keep playing the game after, say, the first week of purchase? My worry is that Steam only gives you 2 hours with a product before you can choose to return it, and 2 hours in any Paradox game is not a long time. My fear is that you are pleased based on sales of games that aren't being played when people find that they lack depth.

You may have more information than me on this though, and if so feel free to disregard that. But it's niggling in the back of my mind too much to leave it unsaid.



I'm glad that you recognize that being free wasn't enough. I would personally love an attempt to start reining in the more shallow, 4x-esque elements of the game and putting in more fun, deep, even roleplayish aspects into the game, and I think this is a great place to start. The game's fellow Paradox releases are, generally speaking, leagues ahead of EU4 in that respect, largely because they aren't afraid to go back and look at extremely core, fundamental aspects of the game and think "well, we can do that better". I hope this willingness by the EU4 team to admit they, too, can do better doesn't go away.

Does community engagement extend to more fundamental changes than what the map should look like, or what achievements there should be? Does it reach all the way to fundamental design choices? I assume you cited those two choices because those were the two where you lifted most directly, but honestly I would love a random dev diary to just illustrate the process by which a suggestion someone makes gets morphed into something completely else in the game.

These were indeed some of the easier suggestion posts to cite, but the suggestions we look into and take on extend to every facet of the game.

As for player information, we do see player patterns, and track the active playerbase, allowing me to confirm things like "more people are playing EUIV in 2018 than ever before"

On a different note, with a massive Holy Fury-esque update being planned, what about the artists? Will there just be a similarly sized content pack at the end of the year alongside it or is there a possibility of some smaller unit pack or vanilla model improvements released separately?

Almost every release is accompanied with unit packs in some manner. How this will manifest in 2019 is not yet nailed down. Traditionally we have released Content Packs alongside expansions, and Immersion Packs include such unit models.

Here's my question. You've said that you plan to rework the HRE and I am wondering what ideas you have for this? I understand if this is too early to ask about it, however I was curious.

It is our ambition to do so. Exactly how is not yet decided. That'll be down to what myself and @Groogy come up with, alongside input from other team members and, quite possible, input we get from community suggestions.

Does this mean that the bulk of the changes will come later in the year with the large expansion? As in, paid for?

The bulk of what we talk about this year will be coming at the release at the end of the year, although it will follow the typical structure of a free update with bug fixes and free content (like Mughals Update) and paid content+mechanics in the accompanying expansion (like Dharma)

I f I may make a suggestion, maybe add a fourth reaction to the forum, something like "thank you for the feedback" or "read", "noted", "acknowledge"... that kind of things. While not giving feedback on our feedback, it would at least help alleviate the feeling of being ignored some feels and take only the time of a button click.

I have poked the Forum team to add such a mechanism. I shall continue my poking.
 
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Many of the criticisms are nationalism, you can not have 70 provinces in Iberia, as long as there are 60-65 in France.
Portugal can not have 150 development while Naples has 90.
How many Spaniards ask for a mercury mine instead of gold? How many ask for the separation between Kingdom of Aragon and Kingdom of Naples at the death of the king? (historical and happened in 1455) how many ask for disaster of the war of 80 years?

Anyway, people talk about Pirate DLC and I think it's an exaggeration, to be a pirate DLC:

- 16 new provinces and 60 more development in Iberia

- Castilian and Spanish ideas

- Many missions, some like those of Plus Ultra is a very big success, it had not occurred to me.

- Hernan Cortes and Pizarro appear.

- There is an event that you can give to Isabel very soon

- The religious orders as an idea is good.

- Portugal has many missions. By the way, I have read complaints from "Recover Portugal" but not from the "Lusitanian Empire". A little nationalism, right? Disguised as forms of expression but nationalism.

- The pirates of North Africa are more than good in this DLC. The population was afraid to live on the coast, there is a very famous Spanish expression "No hay moros en la costa" ("there are no Moors on the coast")

- The Cortes or Decretos de Nueva Planta have been introduced.

- Militarily, Spain has been made stronger at the beginning of the game

- Exquisite work with Aragon with states, provinces, development, missions ...

- I have not played, but it seems to me that Granada can also be very good. Who knows if I will convert Spain into a Muslim, I do not refuse.

- More provinces in America. This means that in 1650-1700 it is not completely colonized.

- New graphics of units, (not only pirates)

However, I think that evidently it is not a 10/10, there have been mistakes and in general it could be improved:

- There were gross errors with the provinces.

- Portugal has been given very little. Giving some military idea is not going to turn it into Prussia.
It could also have some plus at the beginning of the game.

- The climate should be modified, change a text in 12-13 provinces, no more than 10 minutes.

- Create a new product, mercury, and a couple of price events, is not more than 30 minutes.

- 100% of users saw at least one more province in Portugal and that Extremadura is a state in Castilla / Spain. If you have to put 2 more provinces in Morocco and 5 more in the south of France, then do it.

- Maybe they've spent a little bit with Aragon.

- Make the famous event in Naples, historic event of 1455, I do not think it was a drama. Castilla / Spain has been reinforced. Daria game to your events that never appear from the Italian wars of 1500-1550. The war of 30 years was much later.

- The Cortes and the New Plant Decree, gave for more.

- I honestly believe that the merino wool and the mesta (I have not seen it yet, I do not even know what is going on), they gave for more.

- When the province of Avila has been talked about it was made of mountains, it is a bit of a joke that is plains.
- Galicia was the most developed area in 1800, had linen and salt industry, in the game yes, they have put 4 provinces, but 3 fish. It's a little joke.

- The mission to expel the Andalusians is a joke.

Andalusians - Christians in Castile Andalusia
Mudejares - Muslims in Castilla
Mozarabes- Christians in Al-Andalus
Moriscos- Muslims from 1502 in Spain

Kingdom of Granada mudejar culture or Moorish culture after the conquest.

- Some special government is missing.
 
@DDRJake
Personally I advocated for the new Immersion Packs meta for EU4, because I think the game is a bit bloated with almost meaningless and shallow features and lots and lots of huge exploits. My initial suggestions were to focus on specific regions to add:
  • map changes
  • flavor: events, government
  • graphics update
  • while fixing some core features
Rule Britannia and Dharma were brilliant in terms on first 3 paragraphs, while the last one was almost completely ignored, but that was enough for their success. However Golden Century and free Poland update has failed in terms of delivering map changes and even flavor (they were at leas lacking compared to previous 2 DLCs). Looks like you've lowered your own quality standards and rushed for ducats to get as much possible from Christmas sales.

And here is CEO's of CD Projekt Red opinion:
We need to publish extraordinary games, and that’s exactly what we are planning. Gamers, it seems, tend to focus more and more on hit releases. There’s only so much time one can devote to videogames, and while there gaming community is growing, time cannot be stretched. There is – well, maybe not a surfeit, but a fair deal of good games out there, and playing them consumes a lot of time. So it pays to be among the best – that’s how you get a nice fat slice of cake, businesswise, and the same cannot be said for the lower leagues.
and now let's compare to your on vision:
Now the honest truth here from my perspective is that reviews weigh ounces while sales weigh pounds. One cannot put food on the table with a good review, but they can with good sales. If I was asked if I want a release to sell well or I want it to review well, I'll ask for both, but if I may only have one, I'll take the sales numbers. I'm telling you that not (only) because I am a terribly greedy individual, but because that is how we weigh up success and I'd rather be clear with you on that than give some fuzzy, corporate response.

See the difference? I really hope it's not a tendency or a trend.

Now I'd like to touch a very sensitive topic here. I've started playing EU4 ~5 years ago and now I have 6000 hours /played. Around 4000 of them I've spent in MP and ~1000 more while developing and testing various mods for MP. It's astonishing 250 days total! Without MP I would quit the game after first initial 1000 hours. I don't think I need to describe what are large-scale MP campaigns in essence: 25-45 players that spend 8-10 hours every week for a couple of months. Some of these campaigns are extremely competitive and some players use whatever necessary to win, including bugs and exploits. And boy oh boy, there so many of them in MP. In my own rule set there are 18 exploits listed that are known to common people and that have game-breaking effect. It really feels like you guys literally don't test EU4 for bugs in MP environment, otherwise most of them wouldn't exist for longer than a year. It really is amazing how 2 people in collaboration may screw and twist game mechanics. If you want, I'll list all those bugs here or in Bug Reports section.

And my final opinion on game balance: the problem with EU4 balance lies in infinite loopholes, perpetuum mobiles or magic numbers that get out of nowhere. For example you've finally recognized what the problem with mercenaries and manpower unimportance in current meta, but we also have extremely mild bankruptcy and huge income from trade that snowballs players and turns gold into a minor resource. So the warfare dubs down to "hire mercs => fight battles => merge mercs => hire more mercs".

P.S. I also forgot "TALL" gameplay! While it's still possible to play tall, it's not viable and highly sub-optimal in current meta. After a few world conquests done players will definitely want to try something new, and "tall" gameplay is extremely shallow, bland and boring.
 
- Nations attacking into the HRE without considering the emperor a co belligerent. Especially Burgundy loves to attack a nation like Liege (if they survive their first war against Provence) thinking they would only be fighting Liege, maybe 1 of their allies and Austria. Because of that, Burgundy often declares a suicidal attack on it's own against Liege, Austria and all of their allies which they always lose. The effects can change the entire game as it can either trigger the Burgundian Inheritance, ruins Burgundy completely and assures Austria's re election as emperor as everyone loves Austria for a long time for coming to the defence of the empire. Burgundy does it the most often, but I do remember Denmark and Poland making that mistake once or twice.

This very specific point is mostly triggered by Duke Charles having the bold fighter trait which means he'll always tend to underestimate enemy strength. I didn't see other countries than Burgundy declaring suicidal wars on HRE for a very long time now.
 
@DDRJake
If there ever were a QoL suggestion I could make, it'd be to consolidate and then overhaul the UI. Maybe compile a map of the game's buttons, all the elements of the UI, the various screens and panes they're found on etc. Then see what's redundant, what's in the wrong place, and so on. Maybe you'll even find that entire features could be merged, moved around to better places, and so on.

Then I think the UI could really use a step into the modern era. I don't know how viable this is, but playing Stellaris has really made me feel spoiled with all its fancy draggable windows and stuff. Even HoI4 has clicking and dragging to rearrange armies now. Imagine if we could shift-click a group of regiments and drag them back and forth between armies instead of clicking one at a time? Imagine if I could reorder the outliner by dragging categories around?

Oh, wait, maybe there's one more thing: MAKE ALL MAP MODES AVAILABLE ON THE COUNTRY SELECT SCREEN!
 
This very specific point is mostly triggered by Duke Charles having the bold fighter trait which means he'll always tend to underestimate enemy strength. I didn't see other countries than Burgundy declaring suicidal wars on HRE for a very long time now.

It might have something to do with it, but Charles often dies rather quick in my game. His successors usually have no issues declaring the war against Liege afterwards either. In fact, I think in almost all cases Charles is long gone the moment the war against Liege is declared as they always go for Provence first and have to recover afterwards if they manage to win.

I remember Poland declaring war on an independent Silesia once, but it's indeed a lot more rare.
 
Good day all and welcome to this week's Dev Diary for EUIV. It's also our final one of the year and as such it's going to be a meaty one. Indeed today is my last day in the office before I take a decadently long Christmas and New Year vacation. I'll be burning some whisky barrels on the open fireplace and melting to my sofa while my cats and dog lay with me in the freezing wastes of the Scottish Highlands. With that to look forward to, I'll get on with today's matter at hand: we're going to talk about reflections on the year, including Rule Britannia, Dharma and Golden Century, how we use forum feedback and suggestions, as well as our plans going forward into 2019. This'll be a big one, so buckle up.


View attachment 431190


This year started strong with the release of Rule Britannia in March. It was our second Immersion pack and our way of confirming if we wanted to keep going forward with the Immersion Pack model for EU4. We had released Third Rome as an Immersion Pack before, and while both its sales and reception were lukewarm, its release was right alongside our price change debacle. With Rule Britannia, we were able to try an Immersion Pack again in clearer conditions. Again, we wanted to make a DLC for the game, smaller and tighter in scope, where we focused on Britain, and making features and content which was lighter on Code, and heavier on Script and Art. To this end, it pioneered the new Mission Trees, came with unit models and music as well as some new gameplay features for half the price of a regular expansion.


Rule Britannia exceeded all our expectations, performing record-breakingly well in sales for EUIV, while also gaining favourable reception. It was clear to us that there was a place for these types of DLC. While the sales and reception were great, there was still feedback by way of the content not being deep or meaningful enough, particularly for our core fanbase (If you're reading this, then that's you guys) So our decision was to produce both large expansions and tighter Immersion Packs, meaning Dharma was up next.


Ah Dharma. I remember standing up on the stage at PDXCon, having been asked to do a presentation about it. I don't remember what I said up there and I certainly didn't know what I was going to say. I knew I wanted to just say the word “Dharma” with conviction, and the rest would probably follow. I don't recall the audience getting up and leaving, so the presentation probably went well.


Dharma released in September and was a typical $20 expansion with the usual array of features and an Indian focus. It came with an unusual level of re-working old features, but also took the unorthodox (for EU4) direction of taking old content and making it free. We freed up the Estates feature, shook it up a touch and this, I feel, comes with the unspoken promise of continuing to support and work on this feature.


All well and good, but how do we look at the release from our perspective at Paradox? While Rule Britannia set some records for EUIV, Dharma came and broke them again. It proved to sell extremely well, but it then opened up some interesting discussion, because it reviewed fairly terribly, at (another record-breaking) 35% on Steam at time of writing.


Now the honest truth here from my perspective is that reviews weigh ounces while sales weigh pounds. One cannot put food on the table with a good review, but they can with good sales. If I was asked if I want a release to sell well or I want it to review well, I'll ask for both, but if I may only have one, I'll take the sales numbers. I'm telling you that not (only) because I am a terribly greedy individual, but because that is how we weigh up success and I'd rather be clear with you on that than give some fuzzy, corporate response.


This comes with one massive however. This is not to say that we do not take feedback and reviews into account. Far from it. I've personally read every single review we've had on this year's releases, positive, negative, even Google Translated if need be. We do set aside some real time to check what people enjoyed, what they did not and address what we can. Case in point, there was a huge amount of feedback, both before release and in reviews, slamming the free patch that shipped with Dharma, particularly with the Corruption from Territories and Religious Conversion changes. In this case, we made a redesign of the conversions, making a small change in the followup 1.27 Poland Update to allow conversions with Religious Ideas, then when time was more permitting, making a change to how conversions cost for 1.28. There is still dissatisfaction about how corruption in territories work, I've certainly been reading the threads with interest, but this is in line with our vision for the game. Complaints are not without merit, but it's unlikely that the mechanic will change any time soon.


After Dharma we put out the 1.27 Poland Update, and fittingly had one of our biggest events of the year for the game at the Polish LAN party. It was an amazing time and the absolute most fun one can have playing the game in my humble opinion, I'll cast the limelight over to others who have covered the event in their own ways


View attachment 431172 This beat the office Streaming Studio in terms of grandeur solidly

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Flags, props and amazing cosplay all around

View attachment 431174
Groogy wore some of his casual attire for the event

After the aforementioned Poland update came Golden Century, another Immersion Pack, so the same vein as Rule Britannia and Third Rome. This went live just 7 days ago, and while that's a pretty short timeframe to draw many conclusions on a DLC release, I'm going to live dangerously and draw them anyway.


Let's not beat around the bush, there has been plenty of dissatisfaction in the community on Golden Century. We've not been blind to the plethora of comments, posts, threads and ratings showing that the Immersion Pack we've been making and delivered is not what you have been anticipating, and there's no amount of fancy talking I can do to dismiss that. There have been particular concerns about lacking focus on Spain/Portugal, wanting deeper changes to Colonization, overall feeling that the Immersion Pack is feature-light, feedback being ignored and plenty others.


Certainly, I put my hands up and say that yes, there were certainly some ill-placed priorities on Golden Century. Most glaring of these were that we talked about what we were doing and planning with you, the community, much too late. It compounded most other issues, so that expectations about what we were going to do were not set from the start, our design and features were too locked-in for much iteration, and the feedback and suggestions that we got, many of which were really good were just not implemented, not because we didn't like them, but because we'd already gotten to a point where we weren't in a position to act on them. Unfortunately (or fortunately, depending on which side of verification&QA you're on) we don't tend to keep working on a release up to the week/day/hour of release.


That doesn't account for all things though. There are certainly those who feel that they weren't getting what they wanted in terms of deep mechanical reworks or large changes to the game. On this I have to put up a defense. Immersion Packs are designed to deliver content for the focus regions and specifically not large gameplay reworks. You'll not see a Government Overhaul or an Empire of China+Tributaries in an Immersion Pack. In an Immersion Pack you'll certainly find new Music for the region, new unit models, Dynamic Historical Events, features for the focused nation, map changes and other revisions. If what you're wanting from an Immersion Pack are the features of the magnitude that we put in our larger expansions, then we will not be able to meet that expectation. With that said, Golden Century did not match up to the level of quality that you've come to expect, and for that we need to do better.


I don't want to completely drop the point about feedback and suggestions though. A sad outcome from this is that people are feeling their suggestions are just not listened to. This couldn't be much farther from the truth, and I'll be getting back to this just a little further down.


All said and done though, Golden Century was released last week and, while the reviews are not so hot, it's performing admirably as releases go, telling us that we can continue to deliver successful Immersion Packs, but we absolutely need to handle development and communication better.


From now though, there are precious few days before the company as a whole shuts down and only the bravest of souls march into the office to keep the gears of development turning. That'll bring a wrap to 2018, which has been a pretty great year for the EUIV Team. Said team has seen its members come and go, but remain in high spirits and committed to delivering exciting content for the game. In particular this year we have seen the swelling of our ranks with new blood, either new to the company or new to the project (people can and do switch from project to project) while giving bittersweet farewells to those who have left the project such as @Trin Tragula who slipped into a time vortex and ended up long before the Birth of Christ, to live out his Roman fantasies in Imperator.


With that as a reflection on 2018, let's turn to the topic of Suggestions and Feedback. Recently I spied a post which went along the lines of “can we have a dev diary on suggestions” and I think that's a great idea.


So we have a suggestions subforum here where many threads get put up. Users post their ideas on how the game can be improved and what features or balances they would like to see in the game. It's a wonderful place where, regardless if the proposed solution is something we want to directly implement, gives us inspiration and ideas and also highlights what people see as issues in our game in a highly constructive manner.


A considerably chunk of my time, as well as @Groogy and @neondt 's is spent looking through these suggestions. We don't give feedback on everything we read there, and indeed it would be criminal mismanagement of time to do so, but we do read and read often. Suggestions there, both big and small get made and sometimes result in tangible change for the game. A question we've had before is “What does it take for a suggestion to be implemented”. There's hardly a single answer to this, and a variety of ways things get implemented. Sometimes a suggestion can result in a different inspired solution to a problem that's being cited, sometimes mechanics emerge which are similar to those posted. In rare cases, entire suggestions are so good they get face-lifted straight into the game. Let's take a look at some examples, and talk best practices.



Here is an example of a suggestion so good they we had to implement it near enough as-is. A remarkably well constructed post, highlighting all necessary changes that should be made, including province layout, trade goods, city placement and more, as well as containing local information that is harder for us to source to back them up.


Another great and well constructed proposal which covers nearly all bases. It contains a plethora of ideas, not all of which are likely to make it into the game, but a solid suggestion which will no doubt see some manifestation in the game.


Of course, these are fairly massive suggestion post examples, and are not what everyone is expecting or expected to bring the table. We also have lots of smaller suggestions and compilation suggestions which prove useful. A notable example is the achievement compilation thread


Often the smaller gameplay suggestions such as events you could see being improved are great for us to see. The important thing in any suggestion is to Identify the issue and then explain what your improvement is. Often it’s getting the finger on exactly what needs improvement is more important than the fine details on what should be done, as the latter often has many different approaches.


@neondt recently posted a good framework for such suggestions, particularly for events:

Example:



Now, one particular comment that I've been chewing on over the last few weeks was (paraphrased) thus: “I feel like I cannot make the best suggestions I can in a meaningful time when we don't know what the EUIV team is working on until they're pretty much done with it” Now this is something that ties wonderfully into our next topic for today's monster dev diary: Our plans going forward. Previously I've been hesitant to post much of a public roadmap of what EUIV has planned or has ambition for, but I'll not have it said that I'm too hard-headed to change my mind.


Taking it from the top, 2019 will be a very different year of development for EUIV. We will be slowing down development of new features and expansions, at least for the first half of the year. We shall be taking time to focus on two main things in EUIV: Tech Debt and Quality of Life


Tech Debt covers all sorts of things that accumulate over time when we develop our games. It's things like bugs that accumulate (truce timers not lining up with the tooltip? That's tech debt), performance (new features and map updates slowing the game down? That's tech debt) systems that we put in place being cumbersome to work with and slowing down other development? That's tech debt. Generally we set time aside every release to tackle this, but over the past 5+ years of post-release development, we have accumulated more than we've chewed through. To this end, we will be taking a very serious stab at issues and working through the issues that have been building up over this time.


Quality of Life are those usability issues that make you stop for a moment and glare at the game. It's when the tooltip for taking gold covers the green checkmark in the peace deal screen, or when you want to tell your auto-diplomats to deal with a specific bunch of nations but you cannot specify them. We get many suggestions of these in the forums, we have many ideas on them internally, and we get subtly reminded of them in fangatherings. Indeed, those who were at the Polish LAN party were kind enough to give me one or two game suggestions themselves, which will no doubt find their way on our internal list to work through. We will be making a list of the most pressing QoL issues, and working through them with reckless abandon.


View attachment 431628
Me reading suggestions from the Poland event. First I saw the auto trade company toggle suggestion

View attachment 431627
Then I saw the Balkan Cultures suggestion


This tech debt and quality of life work will manifest themselves in an expansion release we are planning towards the end of the year. We will be working on a massive European expansion, with a scope of pretty much everything from Bretton Brest to Byzantine Constantinople. While it'll be some time before we go into detail on what we want to do with this expansion, we have our own internal wishlist of things to tackle. This is not a guarantee that all will be dealt with in said expansion, but it is what we wish to achieve.

  • Endless, immortal mercenaries need to be reigned in
  • the HRE system, which is largely unchanged from EU3 needs to evolve
  • Expand Estates mechanic
  • Make Catholicism and the Pope feel like a force to be reckoned with, rather than just another colour of Christianity and country
  • Flesh out mission trees for more countries.
  • Make manpower and attrition more meaningful
  • Improve custom nation options.
  • Up the standard of the map across Europe, including Balkans, Italy, France and Germany.
There will no doubt be more to come, but I want to give a general idea of what we're looking at in 2019. Tech Debt, Quality of Life and a massive European Expansion. There will be some smaller patches along the way, likely bugfixes and perhaps a small content update along the way, as well as some new surprises, but the bulk of 2019 is going towards this one big release.


And we want to make sure that you are involved along the way. No doubt there will be people with their own fixes, quality of life features or European changes they want to see in the game. We'll be taking in feedback and suggestions moreso than ever, and hopefully clarifying that this will be a long development cycle will ensure that changes and iteration can take place in a timely manner. I encourage such quality of life requests and longstanding bugs to be posted up or brought forward to us, and we shall be doing our utmost to crush the bugs and implement the QoLs (hopefully in that order)


Of course, this means that, particularly in early 2019, we're going to see some quieter dev diaries, where we may just highlight some particular fixes and QoL changes we make, before we ramp up towards the meat of what's coming in the European Expansion. There'll also be some other surprise things that we'll be talking about as we start picking up steam again next year.


And that's our final, and likely longest dev diary for the year. I hope we've managed to shed some light on previously nebulous places, and before I jet off to the cold and unforgiving Highlands I'll stick around to field any questions you may have for the rest of the day, listing them below.

It may be my Spanish origins, but I would point that part of the criticism of Golden Century was a certain "cultural difference" that meant a misalignment between what the community saw as the focus of the DLC and what the developer team saw as priority.

Just think of the following hypothetical scenario: Paradox, as a Swedish company decides to do a Danish-focused DLC. However, during the Development Diaries, it start to get more and more Scania focused content and Kalmar union content. I think there will be quite a lot of gossip about it being more content for Sweden.

I think DDRJake pointed very well in the thread today that community feedback was unfortunately only available late in the development. However, it seems that by that point what developers and the users expected had diverged:
  • Developers wanted a more friendly approach to what a more casual English speaker public would associate with the Spanish Empire (pirates, inquisition, etc). I think it is understandable: for a lower price, it may stll bring a decent amount of hours of game for many users
  • At least part of community was expecting a deeper content about the Spanish interaction with Europe (italian wars, Spanish Milan, Netherlands independence wars, spanish involvement in the HRE and France, more interlinked events with Berbers or Ottomans...) or flavour for a Spain game (the golden century is actually consider the Spanish cultural golden zenit). I think many people of spanish background like myself were expecting something like this. It may have had a similar value for the players but the potential buyers would be a different set of the community.
I think many new features were underappreciated or overcritiziced because of that divergence. The Spanish goverment, the religious orders or the Portuguese marine infantery received critics because of that feeling ("not what I wanted but what a foreigner thought I wanted. And +1 fire bonus does not fix it"). And the Vasa joke was similarly unfairly criticized because of it, despite being a potentially nice easter egg. I'd say that there was a general feeling that if Iberia was done in this DLC and the content actually became a "Pirates of Caribbean"-themed DLC, there would fall from the list of potential improvements for the second content. That's why I think there was so rude reaction from many people. Unfortunately, Spain has a complex political sensitivity about these issues that may have amplified that feeling. In the same way the swedish/danish rivalry may encourage gossips, some of the choices actually may have political connotations for Spanish people.

I'd be very interested in knowing if there will be more oportunities to Spain may still get more depth in the general reform of Europe outlined here or the DLC means there will be excluded from the focus in the short term. Maybe without the pressure of expectation you could get a warmer feedback.
 
But that is exactly what they are going to do, the pattern is clear for everyone to see; if it wasn´t corruption from territories would be ditched but since it is here to stay one can safely conclude that any change made to mercenaries mean even more speed 5 which is fine for ppl that like to stare at the map but terrible for ppl that actually want to have something fun to do (i.e. play the game. Unless ofc these days pressing the space bar and clicking pop-ups is playing a grand strategy game).
You're arguably the best EUIV player, but you complain of the game getting harder because of corruption from territories or attrition and manpower having more of an impact... This really surprises me. Don't you want a harder game, a more challenging game?
 
There is still dissatisfaction about how corruption in territories work, I've certainly been reading the threads with interest, but this is in line with our vision for the game.
What is your vision for the game? Because so far to many people it seems like your vision of the game is to stack modifiers and then conquer as much land as possible
 
But that is exactly what they are going to do, the pattern is clear for everyone to see; if it wasn´t corruption from territories would be ditched but since it is here to stay one can safely conclude that any change made to mercenaries mean even more speed 5 which is fine for ppl that like to stare at the map but terrible for ppl that actually want to have something fun to do (i.e. play the game. Unless ofc these days pressing the space bar and clicking pop-ups is playing a grand strategy game).

the problem is that conquering should not be only fun thing in the game. EU period was more the time of developing nation - culturally, religiously and with law, constitution, not only army marching and battles.
 
Personally. The one thing that gets me most excited is more statistics.
Like a ledger that shows which nation has improved the most by expanding. Or who has gotten smaller.
Which nation grows the most in wealth (ducats a month)

It would also be nice to give a bigger advantage to nations who have been peacefull for a long time or helped out their neighbours in a war. I know it is also in place in some form. But perhaps give extra diplomatic reputation. Or more trustworthy.

Say i’m planning to expand. And my ally gets attacked or wants to expand in an erea that is not in my interest. I often feel penalised for helping out. And delay my plans.
 
Oh also I think you're being completely unfair to people who ask for more mechanical depth by pointing out that GC was an immersion pack, you didn't add any more mechanical depth in Dharma either and that was a full blown expansion pack supposedly
 
Hm. Taking the time away from releases to make the aforementioned changes seems like a good idea; I thought Golden Century seemed to be rushed out far too after Dharma.

My personal poinion is that by comparison to the expansions for the other three GSG, the last three EUIV expansions or so were... Not as exciting. Apparently, I must be in a minoirty, given the sales, but... With Meagcorp, Holy Fury and Man the Guns, I have been in a state where I didn't even want to play the games until they came out. Not so with EUIV. So maybe a good long break will give you time to work up something similarly ground-breaking and hopefully literally game-changing.



Otherwise, my concerns at the moment, for what it's worth, is that a lot of the balance changes seem to be making things... Less sandboxy. That there appears to be a decreasing number of ways to - effectively - do stuff, and not much to replace them (I used estates for the first time in my last game, and was very underwhelming; I'm glad that now they've been integrated to the main game they are theorhetically less hassle) except longer waiting times (which is more "Nintendo hard" than interesting hard) between being able to do stuff again (or worse, more rebel-suppression busy-work).




You're arguably the best EUIV player, but you complain of the game getting harder because of corruption from territories or attrition and manpower having more of an impact... This really surprises me. Don't you want a harder game, a more challenging game?

I would hazard that he means that "longer periods or staring at the map while waiting for timers or numbers to tick down or up" makes the game "harder" in the sense it means it is less likely for you to be able to do things within the timeframe, but does not make it more challenging.



And personally, I would say, as someone who DOESN'T play games for the challenge (if I want a challenge, that's what I play my tabletop wargames for), I would be a little concerned that if the gentleman in question is one of the best players and is concerned about this, as someone at the opposite end of the scale.
 
You're arguably the best EUIV player, but you complain of the game getting harder because of corruption from territories or attrition and manpower having more of an impact... This really surprises me. Don't you want a harder game, a more challenging game?
Thanks for the compliment but it is a huge misconception that the game is harder because of those changes. The only thing it really does is to railroad the gameplay and slow things down or else. For example in 1.26 by ~1590 I had the whole conquered with the exception of west Africa and the new world but gave up on the game due to a massive ~70 corruption. I was not even trying to do a very fast WC; I was just playing normally without min maxing much. I ended up giving up on it as the increased waiting for points made it incredibly boring and tedious to continue. This is why I say corruption from territories is nothing but a massive invitation to stop playing.

Any change to manpower that limits the availability of mercs however has the potential to make the game even easier (due to the player being way better at managing the armies by comparison with the AI) but also incredibly tedious as the supply limits are not adequate in most provinces considering the combat width demands for a good army composition. Having lots of mercenaries allowed the AI infinite replacements whenever it loses its army whenever it derps and some slack to the player not wanting to min max their regular manpower to death. All in all while also not liking the merc spam form an historical POV it makes sense from a gameplay perspective if the objective is to make the game fun and as challenging as possible.
 
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I'm glad a long time will be taken for a huge dlc that we know about so early to give suggestions on! Also glad to read that time will be taken to optimise the game and polish things.

Really looking forward to a better HRE and Papacy.

I think the map changes should always be shown ASAP - this allows for feedback from the community which could lead to more detailed and more accurate changes.
 
First I saw the auto trade company toggle suggestion

- Make more systems automated instead of click buttons.
I'll add to that: Make all system automated - optionally. For instance, if I don't like managing Merchants & Trade Nodes, click to leave it to the AI (even if it will make some bad decisions). If I don't like Naval Combat, Advisers, Core Construction, Building Construction - automate everything.

In essence, allow the player to control only those game aspects that he\she enjoys and leave everything else to the AI. Again, no matter how inefficient the AI might be at doing it.
 
I really think you need to sit down and actually playtest your expansions and Immersion packs outside of multiplayer Jake. It's very apparent that you don't give the game a thorough testing with the new additions you've been making over the past few expansions. All I ask is that you and the team put more time and effort into looking at the game through the eyes of a player again instead of strictly as a developer. Corruption mechanic is extremely boring, the religious changes are non-immersive and unfun. Everything looks like you balanced it through multiplayer dev clashes and are ignoring the single player mechanics.