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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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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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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.
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.
 
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I'm glad you guys are acknowledging the problems with the GoE and are planning to fix them. Just, please, be thorough and do it right. This isn't like ToA, where people's main complaints were how underwhelming the new content was, this needs fundamental fixes from top to bottom.

I hope the March patches aren't ONLY going to fix GoE issues. There are plenty of others from previous DLCs that need addressing, and I'd appreciate it if some of those were handled as well. If I were in charge of the dev team, I would temporarily shelve plans for any new DLC and spend a few months just working on fixes and updates, but that's just me.
 
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We didn't really find a way in the design stage to make them sufficiently different enough from one another to be interesting.
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.
 
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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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.

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.

To be entirely blunt, the research period, which is what should take the most time, doesn't seem to have been focused on anyway, considering how many recent focus trees launch with anachronistic or bizarre paths that are clearly born from cursory browsing of online sites instead of deep research. Again, not intending to be rude, but my vision.
 
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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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Please correct the path: Sweden Reichsprotectorate. War goal given in Sweden on Finland, but can't attack because I'm a puppet.
 

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Please expand white peace mechanics for minor countries, especially the GoE minors, so that it is more feasible to expand early. For example, it is logical for Iran/Persia to take out French Syria and Lebanon and then get a white peace so that France can focus on Germany. Same for the British puppets. Minors getting stuck in an endless war against the allies is crazy.
 
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The two main negatives on Trial of Allegiance were, in first place the regional price adjustments in two specific markets, followed by scope.

Both regional pricing and content quality are things that I would hope are relevant only to the individual releases here.
Hi, fistly I want to say that I have not purchased or played GoE, so I cannot speak on its merits. This is not about that.

What caught my eye in this statement are references to the regional price adjustments - could you elaborate on that? I've heard of issues relating to price conversions to PLN on Steam and I'm curious if that part of the statement is anyhow related to that.
 
Before I read this, I think a lot of us understand the large amount of work that goes into this.
I have learnt to mod myself over the past year and have become quite familiar with a lot of the intricate code that goes into it.

Add to that the pressure from some enthusiastic members of the fanbase, not to mention, unfortunately, the toxic side of the fanbase.

Don't think for a second that this game isn't appreciated, and worthwhile. I for one think this among the most fascinating games I've played, trying to recreate the world of the 1930s and 40s, alongside some awesome war mechanics. Then adding in alt-history!

Having said that, yes, I think there is a base expectation that something you pay for be complete at release. (Personally I got the season pass so saw GoE as a nice extra). Assuming however someone paid for this separately, I imagine such a person would not be too pleased.

My biggest gripe however are the legacy bugs that still haven't been fixed from Götterdämmerung (great that India gets cores on Burma.... could we have the Spanish Civil War and the Condor Legion work properly first?).

But either way, I appreciate the transparency, and know that this game is going to keep getting better and better, thanks to you.
 
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Credit where credit is due, mad respect for providing some detail on where internally your process failed. That's more than most companies will admit to.

Best of luck with fixing GoE, hope to see some DDs on progress.

Everyone wants this to succeed.
 
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I am happy to see that this issue is owned and not bunkered down and wait for it all goes well again.

One thing that would me make real happy would be regional/limited wars/peace. Conquering London each and every game for small piece of land is really tiring for me at this point.
 
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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.
But they don't even patch the basic stuff. Simple bugs in the code like wrong provinces in triggers, are reported for years and completely ignored. This post is nothing more than basic corporate damage control. If they really want to improve and listen to people, there's a long list of bugs they should have addressed a long time ago.
 
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I wanted to thank you guys for taking a step back and trying to fix everything. I am glad for all your responses to our messages. Furthermore, I also have 2 questions first: Will you make it possible for Khomeini and Mohammad Hassan Mirza as possible leaders since they are already in the game files (I would really love a Qajar path that focuses on fighting Soviets and conquering Azerbaijan and Turkmenistan )? Second, can we expect adding a path or two (Hindu Kingdom for Raj, Qajar Persia or Communist Iraq)?
(the dlc also have some fun parts, I personally love the economic focuses for Afghanistan)
 
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I am happy to see that this issue is owned and not bunkered down and wait for it all goes well again.

One thing that would me make real happy would be regional/limited wars/peace. Conquering London each and every game for small piece of land is really tiring for me at this point.
Expanding white peace mechanics for minors would make alt history runs much more enjoyable!
 
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Not really, the disciplines involved in producing mechanics don't overlap (much) with those creating focus trees.

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.
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?
 
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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.

Countries could be released every few months, alternating with war effort patches. Major expansions could be refocused to content for a single major plus mechanical upgrades. The themes that united dlcs could become themes for the year of releases.

Internally, resource usage would be spread more evenly, and there would be more flexibility and increased ability to focus on refining specific releases.

Externally, while there wouldn’t be as much marketing fanfare, there would be a steadier release of content through the year, with the big expansions being the centerpiece. And maybe less fanfare would be a good thing.

Also, simply keeping the absolute prices lower would I think engender better consumer sentiments towards the company and higher satisfaction toward the product, since they get exactly what they want and only what they want, and I think this could compensate for potential lost revenue from customers only choosing a percentage of the equivalent “bundled”, traditional country pack.
 
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