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EU4 - Development Diary - 21st of April 2016: Meet the Team + 1.17

Hi all!


In this Dev Diary I'll present the EU4-team as it looks currently.

The Team
  • Johan, still game director, creating the high-level design for the expansions.

  • Anona, I’m the new project lead, making sure planning and priorities are made, as well as keeping deadline and being on budget. Been with Paradox for 2,5 years and hope you look forward to the upcoming expansions!

  • Gnivom, I’m a new recruit to Paradox who loves EU4. I am a junior programmer who just graduated from High School.

  • Chaingun. Programmer on EU4. Conveniently, I used to play EU2 in my early teenage years.

  • Trin Tragula, Content Designer. I used to be a modder for PDS games and later became a research alpha/beta for EU4 (mainly doing both pre-AoW and post-AoW India). I joined the EU4 team during the development of Art Of War and my work includes creating and researching most events, missions, decisions, etc in the game as well as any changes to the map.

  • LittleFido, embedded QA for EU4, I've been at Paradox for almost two years now and been attached to EU for over a year of that time. I love seeing the project grow and trying to find, reproduce and help solve bugs we encounter. Seeing a new patch or DLC release is at the same time the most exciting and stressful time for me! I hope you all enjoy the game as much as I do!

  • I’m DDRJake, QA turned Junior Designer for EU4. I’ve been part of the Paradox family for over a year now after years of sacrificing sleep and other necessities to stare at maps. Continuing to play the game to ensure it is enjoyable and interesting is an important role of mine, as well as writing and refining future designs for EU4. You’ll catch me lurking in the suggestions forum and the bug reports section, taking in community feedback on improving Europa.

  • r_lazer, lead programmer on the EU4 team. Started on the EU4 team around 1.5 years ago and have enjoyed working on every DLC since then. El Dorado was a favourite where I got to implement the Nation Designer.

  • StarNaN, Embedded QA for EU4. Started working at Paradox last year in December. I’ve been playing Europa Universalis since early EU3 and loved Svea Rike 1 and 2 as a child, therefore I want EU4 to be as good as it can be. My part in doing this is the same as LittleFido, I try to find, reproduce and help solve bugs.

  • The Real Timor, I’m the rather odd artist who makes things look nice and neat. Or at least as neat as they can be in a screen with 50+ icons, numerous stats, and tooltips to blot out the sun. Aaah, the beauty of EU4. And let’s not forget the cute Big Blue Blob achievement.

1.17
We’re currently working on the upcoming 1.17 patch which we we’ll release when it’s ready. The patch will contain bugfixes and crash fixes for Mare Nostrum such as:

  • Christian Hordes will reform into Eastern technology

  • Disbanding ships in port will return Sailors to the Sailor Pool

  • Fix for the 0Kb savegame crash

  • Republican Sufferance impacts sailor gain

  • Performance optimization

  • Fixed Central African Lakes

  • Refining Naval Missions

  • OOS fix

  • Tightened up AI budgeting to help prevent debt spirals.


Ideas for Dev Diaries
If you have ideas for upcoming dev diaries, feel free to write them below.


/The EU4-Team
 
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The only DLC that I can think of would be a diseases and Africa/New World focused one. Especially since diseases had a big affect on the way the world turned out. It would be nice to see Africa not be so easy to colonize and to see the Americas not so empty. I don't know how you would balance it for fun gameplay though. It might seem unfair to have your already behind native american empire get absolutely ravaged by disease which you have no control over as Europeans pour into your land. I figure y'all could do it though.
 
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I get the impression that it is Johan who "Designs the game".

How do you decide on new features and changes in the game? Do you hold meetings were everyone comes with there ideas and then you expand on the good ones? Or is it more like Johan as a few ideas, maybe asks for input, and then the programmers implements them?
I'm going to go with the last option, i doubt that anyone REALLY thinks that Fort system is working as its intend, if it was working as intend, there wouldn't 50 topics on the forum complaining about it.
 
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This would require a bunch of pretty tedious map work (the Americas would need to be vertically realigned) and some engine work (AIUI the engine currently chokes if you try to feed it a map larger than the current one) just to add what is, frankly, a bunch of mechanically-useless frozen hellscape.

Too bad
 
Have you ever considered making a post patch DD basically made of explanations why you implemented each specific change? I always tend to give you guys benefit of the doubt when something controversial is released, but every once in a while I just can't even remotely grasp the thought process behind certain things. So I'm curious to learn more about general thought process behind patches and feel like a post patch dd would be a perfect format to shed some light on it.
 
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Interesting to know that Crusaders Kings 2 and Europa Universalis have the same project lead. As for dev diary suggestions, I'd love to read some statistics again, as well as information on how you proceed with historical research as others also suggested.
 
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If it's still planned, I would like a dev diary in the future on the prospect of a negotiated peace interface (basically demand tribute and offer tribute from all participants in the same peace) so that European style peace treaties where "humiliating" a nation was generally avoided could be better modelled. I know this has been brought up and I suppose it's a question of how the AI could handle it.

This has never been planned and they have repeatedly said it will never happen...
 
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For future dev diaries:

What are the most difficult decisions that you have had to make through the course of EU4's development, and what do your choices say about the kind of game that EU4 is supposed to be?
 
Do a special Dev Diary video before your next multiplayer session where you guys all pick your next nations, and we have people explain their goals for the session, what the early diplomatic playing field might be like, etc. keep up the good work Paradox!
 
I'd like to see a DD on idea groups and the thoughts behind them. Like why Naval idea groups haven't been trashed to buffed and thoughts in improving Innovative ideas. Additional thoughts on why idea groups are the way they are (your philosophies) would be awesome.
 
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I don't have many ideas for dev diaries, but I know I would like to see two things: dynamic centers of trade, where a nation could choose to develop a center of trade gradually over a time in a node where they are present. Since we can already overdevelop land that was never really develop, why not go a step further and make random provinces centers of trade?

I would also like more attention to the nation designer, currently some ideas are missing, it would be neat if we could actually put the value we want for an idea ourselves, allow double ideas for custom nations (it would be nice to be able to put Global Trade Power +10% and Trade Range +15% in the same idea, which would of course cost more). More colors for custom nations would also be nice. In general, just refining it I guess.

Keep up the good work, it's nice to see the complete team!
 
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how about adding Antarctica

This would require a bunch of pretty tedious map work (the Americas would need to be vertically realigned) and some engine work (AIUI the engine currently chokes if you try to feed it a map larger than the current one) just to add what is, frankly, a bunch of mechanically-useless frozen hellscape.

But.... native uprisings by penguins with 11 ferocity!
 
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