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EU4 - Development Diary - 9th of January 2018

2018 and EUIV


Greetings everyone! I hope all of you have enjoyed the holidays and had a wonderful New Year. Here’s for a new year with plenty of opportunities and fun from the EUIV team and me, Firebolt, Product Manager for EUIV! Just like Fogbound mentioned in the last Dev Diary, if you are eagerly waiting for details on what new content will will introduce to the game, this is one is not for you. I will leave that task to @DDRJake who will be back next week. But for those of you curious to know a bit more about how we organize ourselves to bring EUIV to you and our general plans for the year to come, please stay awhile and listen!


Role of the Product Manager
So what does a Product Manager do? My role is to make sure that we can deliver the best possible game to you whilst ensuring that the teams involved get the resources they need to do so.

In the case of EU IV, I work closely together with the core Product Team, consisting of the Game Director (DDRJake),the Project Lead (millenss) and the Product Marketing Manager who coordinates all the activities dealing with the marketing & sales department. It is in this constellation we discuss what we need to do for upcoming months/year (other people and departments are also involved depending on the particular subject at hand).

The Game Director is the one who is responsible for coming up with ideas for the expansion(s), the Project Lead works out when we can deliver these and the PMM is in charge of how we market the expansion in question. And I am responsible for the budget.

Normally we plan for what we want to do in the next 12 months (we also have a more long term vision of where we want to take the game).

This is an iterative process where we look at:

- the content we want to add to the game (i.e. what each expansion should be),

- what staff is required to do this (no of programmers, content designers, QA, marketing etc),

- the optimal timing of release and the cost of marketing to make you, the players, aware of the expansion (competing releases, campaigns such as the Paradox Weekend on Steam and various trade shows etc.),

- and finally the business case for all of the above.

When all of this is done I look at the budget requirements and compare that to my initial estimates and goals. Hopefully those match, or else I have to revisit and change the plans or I need to request additional funds from management, be it that the developers need additional funds to add amazing new features to the expansion or that we want to take over GDC with a ridiculously large booth. ☺

So, in a world of infinite money and time, I would say yes to most requests, but alas it is also for me to sometimes set tighter deadlines and/or budgets due to whatever constraints we may face. Normally we sit down and try to agree together on how to best proceed. But that GDC booth will probably not happen...but I can tell you what will happen!


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“We should focus the next expansion to just about here!”


So what about 2018?

We are very happy and grateful that more of you than ever are playing EUIV. Without your continued support and feedback, we would not be writing these diaries. I just checked in the Wiki and this seems to be our 244th dev diary for EUIV which is quite crazy! So once again, thanks for being a fantastic community giving us both praise and critique, inspiring us to do even better. Our hope is that we can continue to bring you fun and exciting moments that you can share with your friends and with the community in 2018.


We had a busy 2017 with three expansion releases; Mandate of Heaven, Third Rome and Cradle of Civilization and two Patches; Hungary and Japan. While all performed well, Third Rome was the one that was met with the most scepticism. It was the one expansion that differed from our typical releases and, in hindsight, perhaps we did not explain the rationale for it well enough. We named it an “Immersion Pack” to distinguish it from our regular, larger expansions that usually cost around USD 20 (or the equivalent in your local currency).


So why did we introduce a new type of expansion? As you may know EUIV is on its fourth year now and some may wonder if we there really are more things that we can introduce to the game. Even though there may be as many opinions as there are players on the value of each expansion that we have released over the years, we believe that there are still aspects of the game that can be improved upon, fleshed out or just given a bit more attention.


And that was the exact purpose of the Third Rome Immersion Pack. We wanted to bring you more tightly themed content focusing on a specific area, in this case Russia, to give the possibility to delve deeper, try out a new nation or new strategies, i.e. “immerse” yourself a bit more into that particular region, all in the hope that we can bring you something that helps keeping the game feel fresh and interesting. We know that a more narrow scope may not interest everyone, but the ambition is that we can give some of you something to sink your teeth into without having to wait to integrate it into a full fledged USD 20 expansion. These larger expansions usually contain quite complex changes to the game mechanics and hence take longer to code, get tested and finally out to you.


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Immerse yourself!


Something we learned from the release of Third Rome and your feedback on it, it is that we should have content that can be more universally applied eg: is available for nations other than just those focused on in the Immersion back in order to ensure that once you have finished playing that particular campaign, there is still value from the Immersion Pack regardless of where or what you are playing the next time. This means that even though some of the new content may be primarily constructed to be used in the region/country that the Immersion Pack covers, the basic mechanic should be possible and interesting to use elsewhere in the game.


So why am I spending time discussing Immersion Packs? Primarily because we do plan to release more Immersion Packs going forward, all themed around a region or a concept. It does not mean that we will stop releasing larger expansions, but they will be interspersed with smaller packs. The next DLC coming out will be an Immersion Pack...the question is what region or theme it will focus on? Suffice to say that it will be focusing on one of the most played starting countries and it is in Europe…I am sure that DDRJake will reveal more in next week’s Dev Diary! So stay tuned!


With those words I wish you all an excellent start to the new year and happy gaming!


/Firebolt
 
Ok another immersion pack for a specific region. It's fine and probably new mechanics will be added.

Please dont forget to release a "game immersion pack" too EXTENDING already existing concepts in game for ALL nations.
Not asking NEW features, but improving those we have in game.

Just for explain what I mean, maybe you can give more DEPTH to HOW the Royal marriages and Claims Thrones works in game.
Something that answer to questions like how many legal heirs I have? If I disinherit my heir, do I have another one?
Who's the mother of my Heir? Can I claim a throne\have a casus belli if The consort of a country is the sister of my King and she is the regent for my nephew?

This is just for Royal Marriage, but there are many others underrated already existing game concepts in your amazing game.
 
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2018 and EUIV
The next DLC coming out will be an Immersion Pack...the question is what region or theme it will focus on? Suffice to say that it will be focusing on one of the most played starting countries
To reiterate some things that other people have said:

- Please focus on regions, not countries. Third Rome boiled down to a race for Russian countries (mostly just Muscovy) to gain empire status and a bunch of buffs. If you're going to do immersion packs, add flavor to other countries (e.g. Brittany, Provence and Burgundy for a France pack; Aragon, Portugal and Granada for an Iberia pack; Scotland and Ireland for a Britain pack)

- Flavor shouldn't mean buffs. If you make, for instance, a decentralized France with more flavor, it should be a France that is harder to play and harder to blob with than the France that exists now. If you do an Iberia pack, make it harder for a unified Spain to attack and conquer Portugal. In a Britain pack, make it harder for England to conquer or assimilate Irish, Scottish, and Welsh provinces. Conversely, impediments to easy growth shouldn't be country- or time period-specific. The liberty desire decrease you gave to the Timurids during the reign of their starting ruler made the game more historical, but it was a one-off band-aid fix. Instead, you could have, for instance, given every country in the world a 0.5% decrease in subject liberty desire for every monarch skill point the country's ruler has. Maybe even changed this value or different government types (0.5% for feudal monarchies, 0.25% for administrative monarchies, 1% for hordes, etc.).

- Global mechanics are nice, but don't add them for the sake of adding mechanics. Corruption was good global mechanic because it added a way to represent something that was missing from the game. Ages weren't as a great of a global mechanic because they added new ways to blob, but not intrinsically important mechanics. Sure, they sometimes created historical outcomes (e.g. faster Portuguese colonization), but those outcomes could have also been achieved in less clunky ways (e.g. an event for Portugal that makes colonization easier for 50 years under certain conditions).

- Improvements to existing mechanics are better for the game and get better reception from players. Institutions received an extremely positive response from the community because they fixed a mechanic (technology) that wasn't balanced. The one part of Third Rome that I've seen get better than a mixed response were the changes to the Orthodox religion. Use immersion packs as opportunities to update old mechanics, especially if they are particularly relevant to a specific region (vassals for France, trade or trade companies for India, colonization for Iberia, etc.).

- Separate content packs from immersion packs. Part of what made Third Rome feel like a cash grab was the fact that I was forced to buy cosmetic DLC along with the mechanics DLC I actually cared about.

- Don't forget about modders. A huge reason for EU4's "long tail" of profitability and replayability comes from mods. The MEIOU and Taxes mod is half the reason I still play the game. Modders and players will thank you adding new modding goodies each update.
 
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- Separate content packs from immersion packs. Part of what made Third Rome feel like a cash grab was the fact that I was forced to buy cosmetic DLC along with the mechanics DLC I actually cared about.
I kind of disagree with this point. I think including more unit models and music to flesh out that region is fine, as long as it doesn't bump the price up too much.
 
Big blue blob pack!

I actually never played as france and It could be England or Castille aswell. But Personally I'd be mostly hyped about france, and I think that is the likeliest candidate. The french region feels like it could be done more with, bringing in french vassals and burgundy/netherlands, savoy....and still England through the hyw could be included.

When they do Iberia I'd hope it'd be more of a mediteranean patch. I would have loved a Aragon/mediteranean thalassocracy patch.
 
France and surrouding region sorely needs a rework right now, many like myself can argue that it is the least well represented country in Europe right now. It was not the centralised state in 1444 that it appears to be in game, and with more subject types being added from 1.20 I believe that France deserves its subjects back, but with a special subject type and a whole new flair to them to make them not just useless appanages that are annexed 10 years in.

Right now Orleans is the only French dukedom to have their own unique NIs, and it would be a huge missed opportunity to not add more for the other French subjects, if they become playable in 1444 (Auvergnat Ideas anyone?)

In terms of the current setup France is also not well represented, as one the most densely populated and richest regions of Europe the region could be fleshed out in greater detail(might not necessarily be a development boost).

There could even unique mechanics for France itself, relating to centralisation of the nation. The burden of France's subjects would make them a more engaging/challenging start in the beginning, but should they centralise they should be able to pose a significant threat to the Holy Roman Emperor in terms of power.

Also for a possible nerf, moving Elan to a later idea slot would imo not be a bad idea. The 20% morale boost, while ridiculously powerful, shouldn't be taken away from France - that's a big reason people play as France in the first place - so it could be moved for slightly later to constitute a nerf to France's early game power.
 
Please just stop with small, expensive DLC for now and work on removing all the shoehorned stuff added to try and make DLC sound more enticing and just give us EU 5 so I can be excited to play the game again. Then you guys can go back to the huge number of odd DLC that you guys release.

Right now EU 4 is just feeling way too bloated at the moment. I think the series would benefit greatly from a new, clean groundwork and updated engine. I feel like Paradox is milking us a little too much over a single game that is long overdue for a major update.
 
I'll take a punt on it being France (though it would be nice to get another British Isles rework as part of an England Immersion Pack).

Speaking of most popular countries, I found this old set of player stats that Johan put together about 4 years ago. Do those numbers still hold up today? Or have expansions/patches/new mods moved things around somewhat?

A british isles would be very good, especially since there is really no way for the game to replicate the English Civil war, and the Religious Tensions of Early Modern England (Fifthists and Diggers when?)

 
I admit, I expected a French expansion to come at some point for quite a while now.
 
Personally, I am hoping for an Austria immersion pack with more universal mechanics that apply for the HRE. They have hardly been touched from the games release and sorely need some sort of update.