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Arheo

Game Director - Hearts of Iron
Paradox Staff
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Feb 13, 2018
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Greetings all,

At the risk of stating the obvious, the release of Graveyard of Empires has not gone the way we wanted. Today, I want to post a mini-retrospective that explains some of what happened leading up to the release, and how we plan on acting on the results of that and on subsequent feedback and reception moving forwards.

One of the most important parts of the pre-release process we perform in Studio Gold is the Go/No-Go meeting. This is where each discipline; QA, Tech, Design, Marketing, Business et al, present their perspective on the state of the game and expectations on the likely reception thereof. We do this so we’re all on the same page, and so we can jointly arrive at a consensus on whether to launch or not. In GoE’s case, while we identified some areas of uncertainty mostly relating to dev diary feedback, we agreed that there was nothing out of the ordinary here, and that a release at this stage was acceptable. I don’t want to diminish my role here or throw anyone under the bus: as Game Director I can overrule in either direction, and I did not - I did not see what I should have seen.

Collectively, and personally, we were quite clearly wrong. As an organization we were unaware of the issues present in this release, and this represents a serious need for some inward thinking on how we arrived at this decision, and how we reorganize ourselves to prevent it occurring again. I have few answers for you right now as we’re focusing on the short-term goals for putting Graveyard of Empires right, but we have no intention of sweeping this under the rug.

From a long term perspective, this is now the second release of a Country pack which has performed worse than expected. Review score is actually a surprisingly difficult metric to evaluate. It is better to think of it as a snapshot that, on balance, gives us an idea of how much of the community considers everything surrounding a release to be a net positive or negative. This can include price, quality, scope, overall opinion of a company, and many other things. What we tend to do is aggregate the key sentiments of negative and positive reviews and work out, on balance, where the main points for and against are. The two main negatives on Trial of Allegiance were, in first place the regional price adjustments in two specific markets, followed by scope. It’s a bit early to say for Graveyard of Empires, but first impressions are content direction & quality (as we’ve acknowledged), followed by scope.

Both regional pricing and content quality are things that I would hope are relevant only to the individual releases here. They’re localized. Scope, on the other hand, represents a clearer area where we need to offer more on a fundamental level. Scope in this context, is the nature of what we’re offering: focus trees, mechanics, 3d models; the whole package. Content-only releases are popular with some HoI fans, but on balance are not enough to resonate with the majority of the community. Once again, I don’t have an answer yet here, but we’re aware of it, and will be evaluating how to make these releases more exciting to more people.

And finally, in the short term, I want to address our plans for Graveyard of Empires. Beginning this week, we have a series of patches and updates planned for GoE as well as for the base game in order to both fix and improve content that you found lacking. I sincerely appreciate all those who have reached out with constructive suggestions. We have all hands on this endeavour right now.

Timeline:
  • 12th March - Patch (Operation HEAD)
  • 20th March - Patch (Operation KNEE)
  • Late March - War Effort (Operation SHOULDER)
  • April - Updates & Changes to GoE content

/Arheo

HOI-War-Effort-Roadmap-2025-2025.03.10.png
 
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Will these upcoming patches have major changes to the content for the GoE countries?

Everyone has a different interpretation of what constitutes "major", so I will say this: the latter patch in this cycle will contain changes of a larger nature than we would normally expect in a post-release cycle. It is intended to focus more on additions and changes to the existing content than bug fixes (which will be the domain of the preceding patches).

I understand that specifics would be more useful, but in short we're still working it out. And taking on board as much feedback as we can.
 
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The British communist tree is currently broken if India becomes independent before the AI/player does the decolonization focus for the Indian subcontinent. This results in a softlock and makes it impossible to avoid a civil war due to decolonization not being completed

We are aware of this, and have it fixed internally.
 
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Can you share in what way, if at all, there will be something related to the urban warfare rework?

Because I'd love for GoE to offer a mechanic for everyone, regardless of which nation you play.

While I'm not ruling anything out at this stage, systems-level changes tend to require a longer balance period than a couple of weeks. We're actively investigating it though.

I hope @Duke_Dave's and @SNKxAckerMan's suggestions (this and this) would be utmost prioritized to be implemented in HEAD and KNEE.

My Southeast Asian suggestions can wait, but i hope by Operation SHOULDER it would be implemented too.

Absolutely, we've seen @Duke_Dave's thread already, and we'll see what is possible there.
 
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I wonder if your team/studio has a workplace rule that punish people for playing HOI4. Because it looks like there simply no on in the team spent time playing the actual game, like, ever. If you have this kind of rule, please delete it. As a modder I understand the toll on making the game, but until you play a freshly started game, you never get the perspective of what kind of shit you wrote in the codes. I learnt it the hard way.

We do not. We have a lot of game fans on the team who play the game both during scheduled work sessions, and on their own time.

In terms of game direction, could we please get an updated version of this roadmap. the last time the community has been given an actual plan of where their game is going is seemingly 3 years ago.

I'll see what we can do after this situation is resolved.

And in terms of like locations, I seriously dont see the issue with announcing which countries are going to be in the next expansions now instead of like 2 months before release. It feels from AAT the releases have had shockingly bad flaws for every country narrative and missing key things for a variety of countries.

I don't think we'll ever be able to do that quite this early, but I am hoping to begin the dev diary cycle quite a lot earlier than we did for either Götterdämmerung or Graveyard of Empires in future.
 
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Could we get a response regarding the possibility of updating/reworking old content/mechanics? I find it frustrating that especially the last few years there seems to have been relatively little focus on maintaining/updating/reworking the core of the game like we see quite often with Vic3 and Stellaris, HOI used to at least do this a little bit, but never at the scale of those games and it seems like it has completely stopped these last few years.

We'll continue maintaining with War Effort patches. We have some plans to structure those a bit more clearly. For what it's worth, when we do restructure core mechanics, we tend to do that inside major releases unlike Stellaris. We often build a release around those reworks or features (Supply system, peace conferences, international market etc). Focus trees are not as easy to just casually overhaul. Restructuring a tree is about as much work as building a new one, and that can take many months - it does not work well at all with the Custodian-style initiative.

Thanks for your words. I think it's brave for you to recognize mistakes and look ahead in order to improve the game. As always, just ignore the destructive and rude critics and listen to those who made constructive suggestions.
My personal two things that I would like to be fixed are:
- There are missing cores in Formable nations like Arabia, Al-Andalus, Persia, Macedonia or the Reichkommisariats in the Middle East, in the new added states.
- Syria, Jordan and Burma, which are now starting countries, don't have any port, so they cannot trade, deploy ships or move troops if they become independent.

We've got some fixes for formables on the way! We'll take a look at the port situation.
 
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But arguably the last time there was a major mechanical overhaul was the peace deals with BBA, which was 2 and a half years ago.
Of course the arms market and special projects were added later, but I see these as new additions, not the kind of rework I'm asking about.
So are we still going to be seeing major reworks of existing core mechanics like the supply system with NSB or the naval system with MtG? Or are we past that point of HOI IV's lifecycle?

It certainly gets more difficult to do with time, but no we haven't seen the last of them. I would say MIOs were also something we considered a 'rework' albeit one of a very lightweight system.
 
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If you don't mind I have another question, it seems to me like HOI is quite a bit slower in releases and updates compared to the other PDS games.
I find this strange since HOI is by far the biggest. Does HOI not get more resources than the other games? Or is HOI just that much more complex to get anything done with?

This is a sentiment I've seen in a few places. I think it boils down to what we release, and the nature of the game itself. Content for HoI is almost exclusively focus tree driven, and those narrative structures take a long time to develop compared to most of our other games. So rather than several smaller releases, we work around a yearly cycle of larger releases.
 
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On the matter of MIOs, why didn't you expand the system to also cover industrial concerns? Seems like a natural evolution of the system.

We didn't really find a way in the design stage to make them sufficiently different enough from one another to be interesting. There's only so many times you can pick a 'more output' trait.
 
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I read this as focus trees taking a lot of resources to make, which leaves less for the rest of the game.
Which is disappointing to hear as someone who is more mechanic/simulation focused as I would obviously prefer more effort be directed to those aspects, but I know that probably makes me a minority in the larger playerbase.
Thank you for answering though.

Not really, the disciplines involved in producing mechanics don't overlap (much) with those creating focus trees.

Is this a definitive stance on the subject or could you revisit it on the future?

I say it because as it stands more and more nations keep getting new industrial concerns but only a couple ever get used, which is the same old problem that happened with military concerns previous to MIOs.

If we can find a way of making it diverse and interesting, I don't see why we wouldn't. I think there'd need to be more industrial levers to pull in order to make that work though, so only if accompanying a wider rework someday.
 
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Respectfully, I don't quite understand how that can be the case. Focus tree creation is not a time consuming process in itself, and I have done modding for that in the past: the time consuming aspect is the research and development behind creating paths and focuses that are fun to play and are historically founded (if not necessarily plausible), but I feel like that would still be rather simple compared to foundational revamps in the gameplay (Stellaris 3.0 had 6 months of dev diaries) or implementation of entirely new game mechanics (EU4's new mission tree system in Rule Britannia had 3 months). Yes, dev diary time is not representative of the total work time, but I don't think the focus tree based system of HOI4 is a valid reason as to why things take so long, unless there's a problem in a part of the chain of idea creation or implementation.

I was talking about content, rather than mechanical reworks, to be clear. And in other games' cases, while you can absolutely spend a few months creating anomaly chains in stellaris or mission trees in EU4, you can also split those up into whatever size releases you like. The content can be subdivided. You cannot subdivide a national focus tree.
 
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Why does HOI not have a custodian style team focused on reworking non focus tree elements of the game and fixing bugs then? Because in your earlier statement you said HOI updates less frequently because of focus trees being slower to develop, it seems larger bug fix patches or mechanical reworks could just be released between DLC releases, disconnected from narrative content/larger mechanical addition focused updates?
Or are most of the resources for HOI currently focused on narrative content like I thought I interpreted from your previous message?

Our war efforts were really intended to be the bugfixing element of that. And from my perspective while we have more war effort updates per cycle than there are custodian updates, the overall scope of those fixes is about the same. I think you can see pretty clearly why we would want to load mechanical reworks into releases though, our players overwhelmingly prefer that - GoE and ToA were both panned for not including them, and to try and spread stuff outside releases wouldn't make much sense imo.
 
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On the topic of scope, have you all considered releasing countries individually? I think an “Iran Pack” or an “Argentina Pack” for $3-$4 each wouldn’t leave as much room for people to be confused or disappointed, compared to a more abstract dlc that happens to be limited in scope to focus trees, leaders, and art.

Yes
 
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Will there be a chance that several focuses and paths will be added or will it be mostly editing focus bonuses and their time to complete with a couple of focused added here and there?

Not ruling any of these out. I know this doesn't give you much to work with, but we're not aiming for minimum-effort here.
 
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I'd really like to see the team speak on this.

Are the scheduled patches you've announced going to include work on the bug backlog or are you focusing solely on the GoE problems?

If the latter, what is the plan regarding lingering bugs and requested QOL improvements? The "maybe we'll look at it in a war effort someday" answer is feeling less and less acceptable.

Yes, there will be a larger war-effort-style patch focused on bugfixing non-GoE content (Operation Shoulder).
 
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will the lack of portraits for finland's political advisors be fixed? theres quite a lot missing.
As I'm not a Finland expert, would you mind giving a bit more detail? Perhaps I can try and find out more for you.

also, the 2 war effort patches from trial of allegiance that were never implemented. there was supposed to be 4 but only 2 were released.

I think at this point it's safe to say those may not be coming. Instead, as Arheo mentioned here, we're making a lot of (War) effort to bring you all several patches, starting today.
 
Hey Devs can you give us some "hints" at least are will one of these future updates bring to Götterdämmerung DLC owners German experimental planes and other units?

I bought Götterdämmerung DLC expansion and it is good but I am kinda disappointment that it don't include German Wunderwaffen 3D units (especially planes) like Me-262, Horton Ho 229, Ar 234 Blitz and advanced subs like XXI... This DLC is about that experimental units so will be nice if we get proper 3D units...

Hey, just dropping on to let you know those are all there. Some examples to show you where to start looking:

Screenshot 2025-03-12 124925.png


Screenshot 2025-03-12 124957.png
 
Please be aware of the Germany AI bugs for Operation SHOULDER.
The German AI is currently unable to become monarchist and communist due to their lack of party popularity. I also reported the bugs a few months ago. You deleted them, but they weren't fixed.

I'll take a look, thanks. Where did you post them originally? Wondering why they were deleted.
 
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