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Good evening,a great DD and all of this are great changes.However,a question regarding the building-on-maps feature.How will it work for modded buildings,is it necessary for us modders to create building 3d models or can we use generic templates for this ?I ask this because i have some modded buildings for personal use but i have no skills in 3d graphics at all.
Thanks for any replies about this.
You can use existing models for your mod buildings! Just copy/paste a building definition that's close to what you want and start from there.
 
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Are there plans to flesh out the tech tree with more techs and/or making the time-period penalty possibly less punishing? As it stands the feature might lead to rather inefficient tech usage in the long run, say if I wanna get Dynamite, Trench Infantry or Pan-Nationalism ASAP, which is fairly common at a certain point.
We'll add more tech to support new features, not just for the sake of adding new techs (narrator's voice: he's secretly thinking of dozens of new mechanics just to justify adding more tech). One thing we are planning to do though is explain the ahead-of-time mechanics better, because right now too many players fall into the trap of rushing late era tech. In case you weren't aware, the penalty scales with the number of techs not yet researched in the previous era, so if you flatten your progression in each tree a bit you will get better bang for your buck.
 
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This new archeology feature sounds like great new content, but will the game reward always be prestige? I don't know about anyone else, but for me, prestige is a really underwhelming resource. Once you've made it to the great power club, the actual number of your ranking is completely irrelevant, and maintaining your status through steady economic growth is trivial against the hapless AI. It'd be cool if prestige had more tangible benefits in-game besides determining rank: Maybe additional persuasion for certain diplomatic agreements, increased migration targeting, or further infamy reduction?
Great feedback! We do plan to make Prestige more valuable in the future - in many ways it's as close to a "score" you can get in the game - but it's a good point and we can certainly expand the effects.
 
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One thing that would improve immersion, in my opinion, is if the way I built the cities got saved and the city layout didn't change every time I reload a save.
There are complicated technical reasons for this (beyond save game size, that is) but it's on my wishlist for the future too. Fun fact: in early development, they'd change layout every time they went off screen :D
 
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Is this only for each category (Production, Military, Society), or across all categories?

In other words, will researching Era II technology for Production and Military speed up research for Era III technology for Society?
The penalty applies only in its own category, so if you're behind on Society tech it doesn't affect the cost of Military tech and vice versa.
 
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I remember DDRJake.
I don't know about others.

At least 50% of all developers tend to be fans of the games, and some are quite big in the community.

You may have heard of Henrik Fåhraeus, the guy that was the Creative Leader for CK2, Stellaris & CK3. I hired him 20+ years ago after he had done the IGC mod for EU1.

I can't recall how many of the current staff at Paradox Tinto is former modders, but we have staff that was majorly involved in some of the most popular eu4 mods. I think at least 25% of the staff there, including all QA have over 5,000 hours of EU4 before they got hired.