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Update from the Developers

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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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.
I think the best case, was the NSB release, I know in the previous release you called in the most on fire thing you released, but if you look at the timelines, Polish/Baltic DDs came 7-6 months before release, Soviet Union came 3 month before release. Then a month later the DD team on the Soviet Union came back with another DD on the changes made to the Exile branch based on community feedback.

Another limited example was the BBA release, the last focus tree DD was just under 3 months before release. That gave a lot of time for changes. And was a pretty great release honestly.

TFA first DD was 1.5 months before release, no time to do meaninful changes, AAT last alt history DD was 1.5 weeks before release, Götterdämmerung was 1 week before release for the ALT HISTORY DD FOR GERMANY ????? And again GoE has 1 month for all its DDs. I really think we need some serious change in how you do things. And this was after we have been promised time and time again for longer DD release windows. I can quote you directly saying this 3 of 4 times over 3 years.

We really need more transparency on the process, more communication, more collaboration with community, because this has been going on for years.
 
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Not to put myself in the shoes of Paradox's business planners but I would also be curious if the experience with GoE puts the season pass model in perspective for HOI's development cycles. Did the scheduled release for GoE right after Gotterdammerung and year-end holidays affect the QA issues we have seen? Granted, ToA or AAT had similar issues before HOI launched its first season pass but it makes me wonder.

I personally am fine with the season pass model (saves me from wondering which content pack I didn't buy) but I hope Paradox is taking a realistic approach to its viability--just because it works for CK3 or Stellaris doesn't mean it would necessarily work for HOI.
 
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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.
 
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Here are some things I noticed while playing as Iran:

-Iran has quite a few permanent stability debuffs with no way to remove, not arguing for a removal of these but please either make them timed or allow us to do something in the game to fix them. Of course abolishing the historically Islamic and feudal grip of the society should be difficult to pull of and with immediate reprecussions, but after a while these should be able to be alleviated.

-The historical branch has no focuses that deal with separatist issues.

-Lack of decisions that add resources other than Oil is quite limiting and unhistorical.

-The Official name of Iran under the Pahlavi dynasty was the Imperial State of Iran. Therefore this name should be reserved for Pahlavi Iran, however the fascist Iran can still use this name or a variation of it (like what PDX did with German Kaiserreich)

I Hope these could be re-adjusted in due time.
 
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If you're still getting feedback, I'd like to re-up a couple of suggentions I've made:

I'd also add a couple of nitpicks with the historical content, that Reza Pahvali remains Shah of Iran after capitulating instead of abdicating and going to his son Mohammad. The other nitpick is the flag for British puppet Iraq, being the modern flag of Iraq, instead of the monarchy flag, shouldn't restoring the regency also restore the flag?
 
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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.
 
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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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Also can you please explain what happened with the Urban Combat update? And if you’re going to revisit it?

When the expansion pass was first advertised, it teased a major rework which is not what happened.
 
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Hope yall implement @Duke_Dave suggestions about Iraq and Afghanistan, also that yall make a commie path for Iraq not the kurdish one and make Timurid path(aka duplicate it RAJ tree) for Afghanistan.

Both Iraq and Afghanistan focus trees are small and the 70 days focusses make it specially hard on Afghanistan cause they have nothing to start with.
 
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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.
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?
 
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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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Thank you for the update.

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'm a little shocked to read this.
 
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1. Will Palestine, Jordan, Lebanon and Syria get a small shared Arab focus tree like it was intented? Iraq also needs to interact more with the new Countries.
2.The decision to form Arabia should be tiered and also consider replacing the United Arab Republic with another focus as this focus and the decision is unnecessary. More on that here
3. Greater Iraq, Arabia and other formables for Iraq have missing cores. Here is the bug report
 
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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.
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.
 
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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.
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?
 
Corporate jargon aside, this is 4th "we are sorry, we acknowledge mistakes, we will improve" annoucement i see from Paradox. There have been tons of bugs reported for years that have gone unaddressed, it would be nice to finally do something about that, and this kind of posts has zero credibility.
This is exactly how I feel. The 3-4 patches will fix some basic stuff to be followed immediately by the next $30 dlc announcement.
 
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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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