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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 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.

Its an idea. But I think in reality we would get less content and shills would defend it by saying "what do you expect for $4?"
 
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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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I've posted this before but the Kurdistan path would really need a diplomatic way to get the syrian part of kurdistan as you can't get it as democratic kurdistan and a way to flip to fascism. With how Turkey gets guaranteed by germany and the uk the current gameplay for kurdistan is: war with the axis as democratic, war with both the allies and axis as communist and adding fascism would allow for a war against the allies only.
 
I just want to say for the sake of the question above, I would happily buy single country dlc packs.

Furthermore, If I may ask, how difficult was it to release those first batch of War Effort patches? (versions 1.12.6 - 1.12.13)? Those were I feel rather expansive, added a whole bunch of tiny updates to many countries, and happened on a monthly basis. I legitimately enjoyed those and all the fixes they brought and would love to see them make a return! I remember being really sad that they were scaled down post AAT, and never got started up again since
 
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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
A few days/a week or so before release there should be a big community mp playtest (first come first serve) to ensure that big issues are flagged earlier / if the dlc needs to be delayed
 
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The geography of a couple of the Princely States is odd. Madras doesn't contain the city of Madras and barely contains any of the Madras province. It's more like Travancore and Cochin. Even beyond the tag the "Southern Madras States" state seems to mostly consist of states that were not Madras. When Fascist it's called Vijayanagara. I'm not sure how appropriate that name is, but none of Vijayanagar's capitals were in the country as it currently exists in game. Democratic Kolhapur & West Deccan States is called Kerala which is way off. I checked to make sure there was no historical precedence for it and it honestly seems much more appropriate for the tag you've called Madras.
 
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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.
Respectfully, I think the war effort patches bring changes and fixes that are welcome by the community, but I feel that many people have the impression that war effort patches are less impactful than custodian patches, especially in terms of increasing the value of existing expansions. I think many players are happy with small tweaks for balance and minor improvements to focus trees and it's obvious that demanding a total focus tree overhaul is far too much, but key systems from DLC like espionage continue to feel neglected, while other patches such as with the air designer did not resolve player frustration and concerns over air combat. When people say custodian team, I think they desire content additions to older DLC like how the Stellaris team overhauled plantoids and humanoids DLCs to be at rough parity with other species packs.
 
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I just want to say for the sake of the question above, I would happily buy single country dlc packs.

Furthermore, If I may ask, how difficult was it to release those first batch of War Effort patches? (versions 1.12.6 - 1.12.13)? Those were I feel rather expansive, added a whole bunch of tiny updates to many countries, and happened on a monthly basis. I legitimately enjoyed those and all the fixes they brought and would love to see them make a return! I remember being really sad that they were scaled down post AAT, and never got started up again since
One concern I have with single country packs is that they would struggle with integration with other trees developed simultaneously and in the future.
 
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One concern I have with single country packs is that they would struggle with integration with other trees developed simultaneously and in the future.
I agree, it is a major concern.

I am reframing this in my own head, though, as perhaps an opportunity for slightly less integration with the bundled (usually neighboring) countries, and for slightly more integration with all countries. Sometimes each release seems like it creates very focused clusters of content that are somewhat unnatural.

Certainly pros and cons.
 
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One concern I have with single country packs is that they would struggle with integration with other trees developed simultaneously and in the future.
Single country pack is still not bad idea considering it would make game more alive. We wouldn't wait for months to receive a patch.
 
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Hey, iam glad that you there will be fixes now. I have some proposals regarding the new puppet states of france and britain that are now released from the beginning of the game:

1. Please make the Leaders of them free, and available in the basegame, because Those generic ones are somewhat immersion Breaking.

2. i think it is a bit weird how you used cosmetic tags Here. For some, like Oman, Kuwait, Syria, Lebanon or Jordan you should just adapt the names and flags that are currently "colonial" cosmetic tags as their base game name and flag, you know what I mean?

3. Mandatory Palestine should be its own tag. You did it for the RKs, why not again? Otherwise it could give a false impression of any kind of continuity between it and some kind of an Arab state calling itself Palestine.

4. Make Egypt independent as well, it was more of an recognised state than all the other ones.

5. There is a problem with the Union Jack on the Mandatory Palestine and Burma Flag. They have different proportions than the ones from Canada, Australia and New Zealand.

6. Please make the Autonomy of the new puppets more coherent. My proposal would be:


Egypt: Dominion
Oman: Dominion
Kuwait: Dominion
Transjordan: Dominion
Syria: Dominion
Lebanon: Dominion
Mandatory Palestine: Colony
Burma: Colony

7. Independent Imamate of Oman including a slightly modified Province 2059 from the state 1016

Hope I could give you some ideas for your fixes.
 
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I'm sure you're aware of this, but Total War: Warhammer 3 has recently started doing this (releasing 3 thematically connected campaigns at a time instead of releasing 1 DLC with 3 included campaigns), and it seems to be receiving a pretty good reaction. Obviously a different company, different game, different community, but that's one of the reforms they started after their own worst received DLC.
 
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On the topic of Custodianship, this has been debated for years. A separate “team” limits flexibility, and I understand how that might create problems, although I don’t have the internal company insight, nor general skills in this kind of product development, to make that judgement myself—so I’m happy to believe the devs.

However, it’s hard to avoid the propagandistic power of the idea of the Custodian Team. I have no idea if it’s been successful, because I’m not interested in Stellaris anymore, but people talk about it constantly in forums for other games.

Maybe there is still something that can be done to sate that desire. Maybe a title, granted to someone already on the team, who already has core responsibilities, that funnels concerns about old content to a single figurehead. Maybe “Custodian” seems too much like a janitor, but maybe “Strategic Reinvestment Liaison” or “ Commander of Task Force Charlie” or “Director of the Marshall Plan” or whatever. They can interact a bit more with the suggestions thread, deliver reports on changes, and be the face of the war efforts. The people doing the work of the war efforts and the dlcs are still the same, allocated work as makes best sense from the Game Director’s executive standpoint.

No real organizational restructure, but enough formality to make us feel that these reforms are a priority. Not sure if that would do the trick, but maybe.
 
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.

Respectfully, I think the war effort patches bring changes and fixes that are welcome by the community, but I feel that many people have the impression that war effort patches are less impactful than custodian patches, especially in terms of increasing the value of existing expansions. I think many players are happy with small tweaks for balance and minor improvements to focus trees and it's obvious that demanding a total focus tree overhaul is far too much, but key systems from DLC like espionage continue to feel neglected, while other patches such as with the air designer did not resolve player frustration and concerns over air combat. When people say custodian team, I think they desire content additions to older DLC like how the Stellaris team overhauled plantoids and humanoids DLCs to be at rough parity with other species packs.
@Rycestealer Said what I meant better than I did, I feel war efforts are valuable, but to me they are smaller in scope than a custodian patch, the former mainly being "small" bug fixes and minor content updates (I'm intimately familiar with how much work a "small" bug can be though), while the latter does that but also large scale reworks/redesign of content that is no longer in line with the current expected state of the game.
And another big thing that makes war effort be different to me, is that they stop after a while because as I understand its the main/only team working on them, and they have to refocuses on future (paid)content.

Its very frustrating as a player that Stellaris and to a degree Vic3 seem to have this figured out, yet for HOI I know I can only expect major systems updates about once a year.

PS,
Respectfully, In relation to you saying that the player base prefers mechanical reworks to be loaded into expansion related patches, I feel this isn't a very good reason, because its not like HOI IV has a lack of older/underdeveloped mechanics that could be reworked, while still leaving plenty to include in the big patches.
 
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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?
 
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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When you playtest are you putting any consideration on the playability and not just whether something is functional or not.

One very glaring example from the implementation of the British Raj Communist path is that it is completely impossible to escape being drawn into world war 2 with the axis on historical. You cannot attain independence before that. There are other issues such as germany and england guaranteeing Turkey limiting progression for Iran without completing a world conquest defeating two massive factions.

I think it is worth consideration during playtesting that most players do not want to build a 200+ ship navy from scratch and capitulate the allies/axis just to complete the first phase of their focus tree. Nor does it make any sense for countries involved in a world war to risk going to war with large countries oceans away because of a random urge to garuntee or invite to faction at 100% world tension. I shouldn’t have to fight the allies to clean up a breakaway state after the russian civil war. And most players do not want to achieve that with exploits or hyper optimisation either. You don’t have to completely remove the mechanic. But is there any discussion about making sure these trees are actually enjoyable and any possibility of reworking garuntee/peace mechanics to some more reasonable state while still retaining the “world war” aspect of the game?
 
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