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Hello everybody, and welcome to the first development diary for Europa Universalis IV. We've been working on this project for quite a long time, with the first design dicussions starting not long after Divine Wind was released. During last year we spent a lot of time working on the design concepts, and late in 2011, the core team was assembled, and actual development started.

Earlier this month, we announced the game at Gamescom, and showed a minor subset of the features for the game. Today we start a series of weekly development diaries where we'll go into detail about the game. Our goal is to release an entry each friday, with breaks for holidays.

The subject of todays diary is 'Why do Europa Universalis IV and what is our goal with the game?'.

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Why are we working on a sequel to Europa Universalis?

Well, first of all, the team we are all major fans of this series, with me personally being the core guy behind the original game, back in the late 90's, and the others being involved for quite a lot of time on it. We are a group who love playing Europa Universalis (EU), both in singleplayer and in multiplayer together, so you could definitely say it is the favorite series for the people working on Europa Universalis IV.

Originally EU1 started development in 1997, EU2 in 2001, EU3 started in 2005, so we were overdue a new take on the genre. During those years we've accumulated quite a lot of ideas, and discarded far more. We've come to understand what Europa Universalis is about for a lot of people, and what it means for ourselves.

One important thing though, is that while we had lots of cool and interesting ideas for EU, we simply couldn't just add them all in, as the game would become an unwieldly mass. EU has a complexity level we do not want to dramatically increase and while improving the interface can reduce it a fair bit, it is a very fine balance when it comes to designing a game.

So we took a step back and looked at what Europa Universalis was and what we wanted to do, and since its a new game, we had quite a large amount of flexibility. We could rewrite entire systems from scratch, and do some paradigm shifts. One such example is the complete removal of the old trade system with centers of trade, which was replaced with a new trade system with dynamic flow of trade. This flexibility has been a great benefit when it comes to designing the game.


So then, what is our goal with Europa Universalis IV?

In all our games we aim to have believable mechanics. When playing a Grand Strategy game it should be about immersion and suspension of disbelief. You should feel like you are playing a country in the time period. This is something all our EU games have managed to achieve, and it is very important that EU4 will have that same feeling.

The game should, as we mentioned earlier, not increase its complexity levels dramatically. We are happy with the level of complexity the Eu-series has, and want to keep it at this level.

One of the most important aspects of EU4 is to make an interface that is both easier to get into, and less hassle for an expert user. This a fine line to balance, and we are rather happy with the interfaces we have done so far for EU4.

We also want to make sure that players feel that this is a new game, that this is worth paying money for, and this comes from new mechanics and better interfaces. With detailed dev-diaries every week until release, we are rather confident that you'll all be excited about it when its finally ready.

So, now we've just talked about history and visions, I'll try to clarify a confusion about sandbox, historical events and plausibility. Europa Universalis have always been about historically plausible outcomes, as I mentioned over six years ago , and EU4 is no different in that regard. No determenism or full sandbox will ever be in the EU series. In EU3 we scrapped historical events and added lots and lots of system and mechanics to create more plausible gameplay. While we are continuing on that concept and keep making more plausible mechanics, we are in EU4 doing something new...

We'e adding in Dynamic Historical Events. We'll have more of those than we had historical in EU2, and together with a fair amount of other planned features, this is creating an even more immersive type of gameplay, where countries feel far more unique than they did in any previous game in the series. A 'dynamic historical event', or DHE for short, is an event that has some rather rigid triggers that they feel plausible to happen with, ie, no Spanish Bankruptcy just because its a certain date, but events that tie into mechanics rather heavily.

The example I want to talk about is War of the Roses for England. At any point of time, before 1500, if England lacks an heir, then the chain for War of the Roses can start, which creates a lot of interesting situations for the player, as well as giving unique historical immersion.

Next week we'll talk more about the map, so enjoy for now!


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I'm not saying EU3 doesn't have the mechanics, I think you misunderstood me there. But we are talking about EU4 now - a totally new game. If they already program a new game, I'd rather that they actually make new mechanics rather than just add events that arbitrarily simulate some historical events. Mods have to do it this way as they cannot mod in mechanics - it's a roundabout way. EU4 should really introduce many new mechanics rather than events.

Agreed.

EU4 would surely be an improvement over EU3 in almost any respect, but gameplay-wise - it seems that paradox plays it safe. Not adding more complexity, and relying on events, doesn't seem to be very ambitious or revolutionary. Some people are disappointed, I think that especially those who were watching development of (perhaps overambitious) Magna Mundi. CK1 to CK2 or Victoria 1 to Victoria 2 were both huge, succesful leaps forward for these titles, and so far EU4 doesn't look like such a big leap - more like relaxed step.
 
We'll see. If they'll succeed at simulating Commonwealth's political system, with foreign monarchs being elected, scheming magnates, rebellious Cossacks, and general difficulty to centralise power in order to survive - that would be awesome!


I suspect that Johan means big 8 blobs of late 18th century. Whole 'more historical' model seems to be aiming at recreating them. Add to that his comment that PLC was basically destined to be unlucky.

I'm still on the fence about buying EU4 as I still believe EU3 has some shelf-life through the modding community, but if they do add these things, I guarantee I will be among the first ones to pre-order. :D


Also I don't think Noble Republic needs to be changed. Just have a special Elective Monarchy government type for Poland-Lithuania.
 
I like how people can jump to conclusions this quickly, based on a small amount of information.

What else can we do at this point? :D

And, quoting from OP:

EU has a complexity level we do not want to dramatically increase and while improving the interface can reduce it a fair bit, it is a very fine balance when it comes to designing a game.

Kind of understandable though, since EU3 was your best-selling title AFAIK, so why dramatically change something that works/sells.
 
You know what Johan? This is a great addition!

I just plead that you make it moddable. (Even if the mechanics will remain hard coded, atleast the ability to mod which tags can get what DHE's, and allow DHE's for more than one tag.)

You can make country-specific events right now in EU3 ...

The reason people usually don't make them is because they, while adding "flavour", are also rather inflexible. You're a Russian-culture, orthodox country spanning the whole of eastern Europe with a capital in St. Petersburg? Sorry, unless your tag is exactly "RUS", no DHEs for you!
 
What else can we do at this point? :D

And, quoting from OP

Kind of understandable though, since EU3 was your best-selling title AFAIK, so why dramatically change something that works/sells.
I would guess he is referring to the second part of your statement.

You can make country-specific events right now in EU3 ...

The reason people usually don't make them is because they, while adding "flavour", are also rather inflexible. You're a Russian-culture, orthodox country spanning the whole of eastern Europe with a capital in St. Petersburg? Sorry, unless your tag is exactly "RUS", no DHEs for you!

What do you mean people don't usually make them? I think all the major mods all lots of them.
 
Dear Paradox,

I'm really looking forward to EU4 as EU3 is probably me and my friends' favorite game. I realize that the scope of the game is Europe and I absolutely love playing as nations like Poland with its Winged Hussars and Venice with its grand fleet of galleys...but could the nations of the new world get a tiny bit of love :(.

It's sad that after 6 years and 4 expansions a human player still can't even expand to their historical size as most of them and the game is basically sitting around waiting for Europeans then praying that they don't decide to attack you. Can those nations get a tiny bit of love so that a determined skilled human player could come out on top?
 
(Country-specific events)

What do you mean people don't usually make them? I think all the major mods all lots of them.

Yes. They also have an order of magnitude or more of culture-, religion- or region-specific events. That's the difference between "tag = RUS" and "culture = russian, religion = orthodox, capital = { in_region = russia }".
 
Yes. They also have an order of magnitude or more of culture-, religion- or region-specific events. That's the difference between "tag = RUS" and "culture = russian, religion = orthodox, capital = { in_region = russia }".

That makes sense for things farther into the game, but near the beginning, it makes sense to use tags. Hopefully they do do this though too.
 
Events are a lazy way to program a game. They are inherently boring. Can you state one game which relies as much on events as EU3? Can you imagine an event-driven Sim City for instance? Or any other game? I am not the game designer, but Paradox should rather work on programming mechanics that work and are not too complex. Simply creating an event chain is the easy, boring way out. Like someone else stated, events should just add some flavor, nothing else. Substituting them for mechanics is not a good prognosis for EU4.

But events ARE game mechanics. If you do look at it from a pure design perspective, every roll of the die is really an "event".

And as for the big historical events in EU3, they contribute greatly to create interesting situations and dilemmas for the player, as well as to give that epic, historical feel - the latter happens precisely because they are important and do affect the game world a lot. If they were only "flavor items" and not a real game mechanic, the game would be much less interesting in my opinion.
 
You can make country-specific events right now in EU3 ...

The reason people usually don't make them is because they, while adding "flavour", are also rather inflexible. You're a Russian-culture, orthodox country spanning the whole of eastern Europe with a capital in St. Petersburg? Sorry, unless your tag is exactly "RUS", no DHEs for you!

If you're a Russian-culture orthodox country spanning all of Eastern Europe, then you've probably tag switched to RUS ;).
 
I like how people can jump to conclusions this quickly, based on a small amount of information.

Since you've focused on those dynamic historical events. They seem like a convenient way to avoid adding any proper mechanics. Civil wars? Nah, we have all the historical ones covered by DHEs. Some other mechanics? Nah, why add them if they can be modelled by DHEs.
 
I like how people can jump to conclusions this quickly, based on a small amount of information.

Did you see the part where they concluded that DHE will all be based on exact history and happen in every playthrough from the single reference to War of the Roses? That was fun. ;)
But events ARE game mechanics. If you do look at it from a pure design perspective, every roll of the die is really an "event".

And as for the big historical events in EU3, they contribute greatly to create interesting situations and dilemmas for the player, as well as to give that epic, historical feel - the latter happens precisely because they are important and do affect the game world a lot. If they were only "flavor items" and not a real game mechanic, the game would be much less interesting in my opinion.

Events are a mechanics, but a very unfocused one. It covers a Wide array of elements from internal politics, through lifestyle, religion, dynasties, diplomacy, economics to exploration and trade. Basically, they span the entirety of the building blocks of history. As such they tend to be very generalised and hard to see through. Separate mechanics can make thing much more understandable for the player as well as more immersive and give at least the impression of control (if not outright control). Many decisions, including all nation-forming ones, used to be events and they worked, but introducing a new mechanics (decisions) made them work much better by allowing players to make more conscientous choices rather than half-blind ones.

Probably is not the same as always. What if I'm a culture-switched POL and like my current tag?

The real question is: what if I'm united HRE and can't tag swich?

Since you've focused on those dynamic historical events. They seem like a convenient way to avoid adding any proper mechanics. Civil wars? Nah, we have all the historical ones covered by DHEs. Some other mechanics? Nah, why add them if they can be modelled by DHEs.

That's based on the assumption that the Devs are interested only in making the game at the least effort possible. What makes you believe that to be true?
 
I'm not saying EU3 doesn't have the mechanics, I think you misunderstood me there. But we are talking about EU4 now - a totally new game. If they already program a new game, I'd rather that they actually make new mechanics rather than just add events that arbitrarily simulate some historical events. Mods have to do it this way as they cannot mod in mechanics - it's a roundabout way. EU4 should really introduce many new mechanics rather than events.

Ok, this I agree.
The thing is: we still don´t know how many new mechanics the game will have. They have already said that the trade mechanic will be changed, the military part of the game will be overhauled, and the BB concept will probably be gone. Also, the Monarch Power mechanic will be added, and the diplomacy is being overhauled too. With all those new things in the game, the gameplay may be quite different from EU3. So, the historical events seem like just one feature they are adding, among many others.
 
My favorite type of EU modding is definitely event writing, from simple random events to complex event chains, and im fairly certain those new dynamic events will serve as great source of inspiration to all modders :)

Its a great idea and i cant wait to get my hands on event code.
 
My favorite type of EU modding is definitely event writing, from simple random events to complex event chains, and im fairly certain those new dynamic events will serve as great source of inspiration to all modders :)

Its a great idea and i cant wait to get my hands on event code.

I know. It's rather exciting. If anyone seriously thinks events are cop out to making actual mechanics, then I suggest they do some real modding and realize all the amazing crazy things you can pull off with just events.
 
I know. It's rather exciting. If anyone seriously thinks events are cop out to making actual mechanics, then I suggest they do some real modding and realize all the amazing crazy things you can pull off with just events.

Honestly id say the only other kind of modding thats comparable to event writing, is map alterations. And even then, you can change map by quite a bit, load a game, and boom one event fires and the world is changed forever :)