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EU4 - Development Diary - 18th of December 2018

Good day all and welcome to this week's Dev Diary for EUIV. It's also our final one of the year and as such it's going to be a meaty one. Indeed today is my last day in the office before I take a decadently long Christmas and New Year vacation. I'll be burning some whisky barrels on the open fireplace and melting to my sofa while my cats and dog lay with me in the freezing wastes of the Scottish Highlands. With that to look forward to, I'll get on with today's matter at hand: we're going to talk about reflections on the year, including Rule Britannia, Dharma and Golden Century, how we use forum feedback and suggestions, as well as our plans going forward into 2019. This'll be a big one, so buckle up.


2018_recap.jpg



This year started strong with the release of Rule Britannia in March. It was our second Immersion pack and our way of confirming if we wanted to keep going forward with the Immersion Pack model for EU4. We had released Third Rome as an Immersion Pack before, and while both its sales and reception were lukewarm, its release was right alongside our price change debacle. With Rule Britannia, we were able to try an Immersion Pack again in clearer conditions. Again, we wanted to make a DLC for the game, smaller and tighter in scope, where we focused on Britain, and making features and content which was lighter on Code, and heavier on Script and Art. To this end, it pioneered the new Mission Trees, came with unit models and music as well as some new gameplay features for half the price of a regular expansion.


Rule Britannia exceeded all our expectations, performing record-breakingly well in sales for EUIV, while also gaining favourable reception. It was clear to us that there was a place for these types of DLC. While the sales and reception were great, there was still feedback by way of the content not being deep or meaningful enough, particularly for our core fanbase (If you're reading this, then that's you guys) So our decision was to produce both large expansions and tighter Immersion Packs, meaning Dharma was up next.


Ah Dharma. I remember standing up on the stage at PDXCon, having been asked to do a presentation about it. I don't remember what I said up there and I certainly didn't know what I was going to say. I knew I wanted to just say the word “Dharma” with conviction, and the rest would probably follow. I don't recall the audience getting up and leaving, so the presentation probably went well.


Dharma released in September and was a typical $20 expansion with the usual array of features and an Indian focus. It came with an unusual level of re-working old features, but also took the unorthodox (for EU4) direction of taking old content and making it free. We freed up the Estates feature, shook it up a touch and this, I feel, comes with the unspoken promise of continuing to support and work on this feature.


All well and good, but how do we look at the release from our perspective at Paradox? While Rule Britannia set some records for EUIV, Dharma came and broke them again. It proved to sell extremely well, but it then opened up some interesting discussion, because it reviewed fairly terribly, at (another record-breaking) 35% on Steam at time of writing.


Now the honest truth here from my perspective is that reviews weigh ounces while sales weigh pounds. One cannot put food on the table with a good review, but they can with good sales. If I was asked if I want a release to sell well or I want it to review well, I'll ask for both, but if I may only have one, I'll take the sales numbers. I'm telling you that not (only) because I am a terribly greedy individual, but because that is how we weigh up success and I'd rather be clear with you on that than give some fuzzy, corporate response.


This comes with one massive however. This is not to say that we do not take feedback and reviews into account. Far from it. I've personally read every single review we've had on this year's releases, positive, negative, even Google Translated if need be. We do set aside some real time to check what people enjoyed, what they did not and address what we can. Case in point, there was a huge amount of feedback, both before release and in reviews, slamming the free patch that shipped with Dharma, particularly with the Corruption from Territories and Religious Conversion changes. In this case, we made a redesign of the conversions, making a small change in the followup 1.27 Poland Update to allow conversions with Religious Ideas, then when time was more permitting, making a change to how conversions cost for 1.28. There is still dissatisfaction about how corruption in territories work, I've certainly been reading the threads with interest, but this is in line with our vision for the game. Complaints are not without merit, but it's unlikely that the mechanic will change any time soon.


After Dharma we put out the 1.27 Poland Update, and fittingly had one of our biggest events of the year for the game at the Polish LAN party. It was an amazing time and the absolute most fun one can have playing the game in my humble opinion, I'll cast the limelight over to others who have covered the event in their own ways


EU IV event 2018 (12 of 18).jpg
This beat the office Streaming Studio in terms of grandeur solidly

EU IV event 2018 (16 of 18).jpg

Flags, props and amazing cosplay all around

EU IV event 2018 (18 of 18).jpg

Groogy wore some of his casual attire for the event

After the aforementioned Poland update came Golden Century, another Immersion Pack, so the same vein as Rule Britannia and Third Rome. This went live just 7 days ago, and while that's a pretty short timeframe to draw many conclusions on a DLC release, I'm going to live dangerously and draw them anyway.


Let's not beat around the bush, there has been plenty of dissatisfaction in the community on Golden Century. We've not been blind to the plethora of comments, posts, threads and ratings showing that the Immersion Pack we've been making and delivered is not what you have been anticipating, and there's no amount of fancy talking I can do to dismiss that. There have been particular concerns about lacking focus on Spain/Portugal, wanting deeper changes to Colonization, overall feeling that the Immersion Pack is feature-light, feedback being ignored and plenty others.


Certainly, I put my hands up and say that yes, there were certainly some ill-placed priorities on Golden Century. Most glaring of these were that we talked about what we were doing and planning with you, the community, much too late. It compounded most other issues, so that expectations about what we were going to do were not set from the start, our design and features were too locked-in for much iteration, and the feedback and suggestions that we got, many of which were really good were just not implemented, not because we didn't like them, but because we'd already gotten to a point where we weren't in a position to act on them. Unfortunately (or fortunately, depending on which side of verification&QA you're on) we don't tend to keep working on a release up to the week/day/hour of release.


That doesn't account for all things though. There are certainly those who feel that they weren't getting what they wanted in terms of deep mechanical reworks or large changes to the game. On this I have to put up a defense. Immersion Packs are designed to deliver content for the focus regions and specifically not large gameplay reworks. You'll not see a Government Overhaul or an Empire of China+Tributaries in an Immersion Pack. In an Immersion Pack you'll certainly find new Music for the region, new unit models, Dynamic Historical Events, features for the focused nation, map changes and other revisions. If what you're wanting from an Immersion Pack are the features of the magnitude that we put in our larger expansions, then we will not be able to meet that expectation. With that said, Golden Century did not match up to the level of quality that you've come to expect, and for that we need to do better.


I don't want to completely drop the point about feedback and suggestions though. A sad outcome from this is that people are feeling their suggestions are just not listened to. This couldn't be much farther from the truth, and I'll be getting back to this just a little further down.


All said and done though, Golden Century was released last week and, while the reviews are not so hot, it's performing admirably as releases go, telling us that we can continue to deliver successful Immersion Packs, but we absolutely need to handle development and communication better.


From now though, there are precious few days before the company as a whole shuts down and only the bravest of souls march into the office to keep the gears of development turning. That'll bring a wrap to 2018, which has been a pretty great year for the EUIV Team. Said team has seen its members come and go, but remain in high spirits and committed to delivering exciting content for the game. In particular this year we have seen the swelling of our ranks with new blood, either new to the company or new to the project (people can and do switch from project to project) while giving bittersweet farewells to those who have left the project such as @Trin Tragula who slipped into a time vortex and ended up long before the Birth of Christ, to live out his Roman fantasies in Imperator.


With that as a reflection on 2018, let's turn to the topic of Suggestions and Feedback. Recently I spied a post which went along the lines of “can we have a dev diary on suggestions” and I think that's a great idea.


So we have a suggestions subforum here where many threads get put up. Users post their ideas on how the game can be improved and what features or balances they would like to see in the game. It's a wonderful place where, regardless if the proposed solution is something we want to directly implement, gives us inspiration and ideas and also highlights what people see as issues in our game in a highly constructive manner.


A considerably chunk of my time, as well as @Groogy and @neondt 's is spent looking through these suggestions. We don't give feedback on everything we read there, and indeed it would be criminal mismanagement of time to do so, but we do read and read often. Suggestions there, both big and small get made and sometimes result in tangible change for the game. A question we've had before is “What does it take for a suggestion to be implemented”. There's hardly a single answer to this, and a variety of ways things get implemented. Sometimes a suggestion can result in a different inspired solution to a problem that's being cited, sometimes mechanics emerge which are similar to those posted. In rare cases, entire suggestions are so good they get face-lifted straight into the game. Let's take a look at some examples, and talk best practices.



Here is an example of a suggestion so good they we had to implement it near enough as-is. A remarkably well constructed post, highlighting all necessary changes that should be made, including province layout, trade goods, city placement and more, as well as containing local information that is harder for us to source to back them up.


Another great and well constructed proposal which covers nearly all bases. It contains a plethora of ideas, not all of which are likely to make it into the game, but a solid suggestion which will no doubt see some manifestation in the game.


Of course, these are fairly massive suggestion post examples, and are not what everyone is expecting or expected to bring the table. We also have lots of smaller suggestions and compilation suggestions which prove useful. A notable example is the achievement compilation thread


Often the smaller gameplay suggestions such as events you could see being improved are great for us to see. The important thing in any suggestion is to Identify the issue and then explain what your improvement is. Often it’s getting the finger on exactly what needs improvement is more important than the fine details on what should be done, as the latter often has many different approaches.


@neondt recently posted a good framework for such suggestions, particularly for events:

Example:
Event name:
Clergy condemns philosopher as heretic

Event ID (if known):
724

Perceived Issue:
Event essentially unchanged from EU3. Unavoidable stability hit is overly punishing and doesn't necessarily fit the flavour.

Suggested Improvement:
Remove stabhit, make penalties better/harsher for each opposed choice


Now, one particular comment that I've been chewing on over the last few weeks was (paraphrased) thus: “I feel like I cannot make the best suggestions I can in a meaningful time when we don't know what the EUIV team is working on until they're pretty much done with it” Now this is something that ties wonderfully into our next topic for today's monster dev diary: Our plans going forward. Previously I've been hesitant to post much of a public roadmap of what EUIV has planned or has ambition for, but I'll not have it said that I'm too hard-headed to change my mind.


Taking it from the top, 2019 will be a very different year of development for EUIV. We will be slowing down development of new features and expansions, at least for the first half of the year. We shall be taking time to focus on two main things in EUIV: Tech Debt and Quality of Life


Tech Debt covers all sorts of things that accumulate over time when we develop our games. It's things like bugs that accumulate (truce timers not lining up with the tooltip? That's tech debt), performance (new features and map updates slowing the game down? That's tech debt) systems that we put in place being cumbersome to work with and slowing down other development? That's tech debt. Generally we set time aside every release to tackle this, but over the past 5+ years of post-release development, we have accumulated more than we've chewed through. To this end, we will be taking a very serious stab at issues and working through the issues that have been building up over this time.


Quality of Life are those usability issues that make you stop for a moment and glare at the game. It's when the tooltip for taking gold covers the green checkmark in the peace deal screen, or when you want to tell your auto-diplomats to deal with a specific bunch of nations but you cannot specify them. We get many suggestions of these in the forums, we have many ideas on them internally, and we get subtly reminded of them in fangatherings. Indeed, those who were at the Polish LAN party were kind enough to give me one or two game suggestions themselves, which will no doubt find their way on our internal list to work through. We will be making a list of the most pressing QoL issues, and working through them with reckless abandon.


suggestions 01.jpg

Me reading suggestions from the Poland event. First I saw the auto trade company toggle suggestion

suggestions 02.jpg

Then I saw the Balkan Cultures suggestion


This tech debt and quality of life work will manifest themselves in an expansion release we are planning towards the end of the year. We will be working on a massive European expansion, with a scope of pretty much everything from Bretton Brest to Byzantine Constantinople. While it'll be some time before we go into detail on what we want to do with this expansion, we have our own internal wishlist of things to tackle. This is not a guarantee that all will be dealt with in said expansion, but it is what we wish to achieve.

  • Endless, immortal mercenaries need to be reigned in
  • the HRE system, which is largely unchanged from EU3 needs to evolve
  • Expand Estates mechanic
  • Make Catholicism and the Pope feel like a force to be reckoned with, rather than just another colour of Christianity and country
  • Flesh out mission trees for more countries.
  • Make manpower and attrition more meaningful
  • Improve custom nation options.
  • Up the standard of the map across Europe, including Balkans, Italy, France and Germany.
There will no doubt be more to come, but I want to give a general idea of what we're looking at in 2019. Tech Debt, Quality of Life and a massive European Expansion. There will be some smaller patches along the way, likely bugfixes and perhaps a small content update along the way, as well as some new surprises, but the bulk of 2019 is going towards this one big release.


And we want to make sure that you are involved along the way. No doubt there will be people with their own fixes, quality of life features or European changes they want to see in the game. We'll be taking in feedback and suggestions moreso than ever, and hopefully clarifying that this will be a long development cycle will ensure that changes and iteration can take place in a timely manner. I encourage such quality of life requests and longstanding bugs to be posted up or brought forward to us, and we shall be doing our utmost to crush the bugs and implement the QoLs (hopefully in that order)


Of course, this means that, particularly in early 2019, we're going to see some quieter dev diaries, where we may just highlight some particular fixes and QoL changes we make, before we ramp up towards the meat of what's coming in the European Expansion. There'll also be some other surprise things that we'll be talking about as we start picking up steam again next year.


And that's our final, and likely longest dev diary for the year. I hope we've managed to shed some light on previously nebulous places, and before I jet off to the cold and unforgiving Highlands I'll stick around to field any questions you may have for the rest of the day, listing them below.

I have compiled my chief complaints here.

Thanks. It's a good concise list of actionable improvements. I'll review what can be done with them.

will be anything added to Iberian countries or changed, especially to Portugal, or it is completely done and critique of GC will be completely unanswered

So I've seen this concern that, since we've done Golden Century, we'll not touch or look at Iberia again. This is not the case: if we feel like making further improvements to the region we will, and given 1.28 reception, I think that's quite likely.

Can we expect ai improvements? I feel the ai is lacking putting up much of a fight even compared to Eu3

AI improvements is a very vague vague term, with different people having very different ideas on what would be an improvement. If you have clear reports with savefiles of where the AI acted in a dis-satisfactory way, then that is something we can definitely look into.

Of course, AI improvements are on our to-do list, but they tend to be specifics, such as "Improve AI's homeland defense in times of war" or "stop AI from dragging out wars which are already won"

Well what can I say, reading this made me happy.
And if it happens like it was outlined here, it will make me even more happy.

I've been putting together 2019 plans for a wee while. I certainly expect them to happen as outlined and it will make me happy too.

I feel a Europe-map suggestion thread coming.

Now would certainly be the time. I've been impressed with the quality of your map suggestions (and putting together the SEA compilation)

Well, it seems that the massive Central Italy focused thread and Papacy overhaul that I’ll be posting this afternoon will drop at the right time after all ;)

The time has never been riper.

So no new big expansion till the end of next year? wow.

This is the plan. Disappointing perhaps for those always hungry for more content, but we have a large scope for this one, and will take the time it needs.

- Improve Vassals. I believe there was already a great vassal topic made some time ago in suggestion forum so I wont go into to much detail but this one is important for an European expansion

If you have the link to such, I'd like to give it a read.

EU4: DUES VULT coming December 2019?

There's not yet a name for such an expansion, but I think it won't be that.

I'll give the devs all my money if they finally put belgium into the game

Previously Belgium has been a hard "no" but...how much money are we talking?

Will there be free patch like Hungary and Denmark for Golden century?

Between now and the release of our big 2019 expansion, there is likely to be at least one free update, if nothing else to clear up some outstanding 2018 bugs. The bulk of work, fixes and improvements will be coming with the big expansions and update at the end of the year.

@DDRJake good thread :) as a fellow Briton. Could we introduce shires into Britain? Cambridgeshire rather than Cambridge etc?? Please ? Thank you.

I know I can change it each game but it’s a bit of a pain in the arse

I do personally prefer such names like Aberdeenshire but it is contrary to our naming convention. I had this discussion with our content designers at the time.

So, probably another year without DLC for Southeast Asia. Well, as a person with Half-full Glass view, I am still going to appreciate your update on Burma, make Palembang playable, and the monsoon system (plus the elephants

Yes, much as SEA needs attention, Europe is the main focus for 2019

In perfect world, your content should be that good no suggestions should appear. But this is not the case.

We may have to agree to disagree on that point. No product on the complexity level of a videogame, no matter how brilliant, is beyond refinement.

A good dev diary with lots of good goals, but I will remain sceptical until I see the results.

Healthy scepticism is exactly that: healthy. We have stated our goals, and expect to be held accountable towards reaching them.

It might seem impatient, but almost a year for bug fixes and an expansion seems like a very long time. Will we see patch(es) that will iron out the current

While the number of them and their scope is still to be decided, we will see one or two free updates along the way, primarily with bugfixes. The focus for 2019 remain on the big expansion though.

Byzantine Constantinople? Is it just me, or did the community actually manage to make a byzaboo out of Jake?:D

Never.

Jake, you missed out on a crucial part: Starting 2019, will there be another dev clash?

While I'd love to get back into the swing of things with the EU4 Dev Clash, it seems that the Imperator Signup has just led to the confirmation of an Imperator dev clash. Since our limiting factor on clashes is sheer manpower&time, rather than willpower, the Romans will likely steal the limelight, as Stellaris have done.

Kinda off-topic- but DDRJake sort of looks like my cousin.

Please, I need fewer people thinking me German, rather than more.

Any plans for improved text rendering / high resolution display support as part of the QoL changes in 2019?

This is on a (my) wishlist for 2019 too.

***** writing style
****- humor
memes, check.
being the main focus of discontent but still wear the right attire for the right situation, check.
****- statement/information given in dev diary

now go and follow through with your word. i am excited for the first time since mare nostrum.

I dread to ask, but how many stars am I rated out of here?

This could be as simple as adding a natural habour modifier to New York and a few other provinces that suffer from the same deficiency (e.g. Charleston and Quebec), this is what you did for New Orleans when the update was released and would certainly be warranted for New York which has one of the best natural habours in the world, in fact, that was the reason why the dutch settled there in the first place. Alternatively, it would be very interesting to have a feature whereby you could found a CoT anywhere if certain conditions where met. This could be e.g. no other trade centre in the state, minimum diplomatic development level of 10 and minimum total development of say 25, as well as a cost of 1000 gold.

Good suggestions here, thanks.

I'm quite looking forward to seeing various bugs etc resolved, even it means no new content. If anything gives me a proper chance to catch up on doing my mod.

I've got a few ideas on how to improve the govt reforms which I'll make a thread for in a few days. Would it be worth me remaking some of my old suggestions for various small fixes? Things like name/trade good fixes for Britain or my suggestion for how to make it so that colonial nations don't expand a ridiculous amount into other colonial regions.

In addition, how would you feel about suggestions on opening up certain bits of hardcoded DLC content (or even non-DLC content like the HRE mechanics) to be modded? I've had some great ideas but they'd basically involve making a copy of the Native American confederations/trade leagues/HRE and then changing certain things so as to not disrupt the originals but it's all hardcoded.

Government Reform suggestions are certainly welcome, and when it comes to suggestions which touch on "hardcoded DLC content" there's nothing wrong with being bold. We may even make those changes if they seem right for the game, or at least provide inspiration for other avenues to address what you are suggesting.

+1 is disgusting watching how a relevant nation for the period like Hungary uses vanilla skins

I completely agree.

Boy, does this exites me.
Estates are, to me, the mechanic with the biggest untapped potential in the game.

Yes they are. I'm just thinking out loud here, but Imagine if calling a diet..called an actual diet.

Speaking about QoL changes, do you plan to improve the launcher? I've made couple of suggestions about it here: https://forum.paradoxplaza.com/foru...ns-changelogs-and-tweaks-in-launcher.1040670/
(Yeah, I know "modlist/mod list" is rather better name than "mod playlist".)

Thanks. Without giving to much away: yes the launcher is in scope.

It's one thing to say it, and another thing to see it, so I don't want to hand out cookies just yet, but - but! - this is a good step. I do think it's concerning that you've had so many things that were received as misses. I know it's selling well, but do you have figures for how many people keep playing the game after, say, the first week of purchase? My worry is that Steam only gives you 2 hours with a product before you can choose to return it, and 2 hours in any Paradox game is not a long time. My fear is that you are pleased based on sales of games that aren't being played when people find that they lack depth.

You may have more information than me on this though, and if so feel free to disregard that. But it's niggling in the back of my mind too much to leave it unsaid.



I'm glad that you recognize that being free wasn't enough. I would personally love an attempt to start reining in the more shallow, 4x-esque elements of the game and putting in more fun, deep, even roleplayish aspects into the game, and I think this is a great place to start. The game's fellow Paradox releases are, generally speaking, leagues ahead of EU4 in that respect, largely because they aren't afraid to go back and look at extremely core, fundamental aspects of the game and think "well, we can do that better". I hope this willingness by the EU4 team to admit they, too, can do better doesn't go away.

Does community engagement extend to more fundamental changes than what the map should look like, or what achievements there should be? Does it reach all the way to fundamental design choices? I assume you cited those two choices because those were the two where you lifted most directly, but honestly I would love a random dev diary to just illustrate the process by which a suggestion someone makes gets morphed into something completely else in the game.

These were indeed some of the easier suggestion posts to cite, but the suggestions we look into and take on extend to every facet of the game.

As for player information, we do see player patterns, and track the active playerbase, allowing me to confirm things like "more people are playing EUIV in 2018 than ever before"

On a different note, with a massive Holy Fury-esque update being planned, what about the artists? Will there just be a similarly sized content pack at the end of the year alongside it or is there a possibility of some smaller unit pack or vanilla model improvements released separately?

Almost every release is accompanied with unit packs in some manner. How this will manifest in 2019 is not yet nailed down. Traditionally we have released Content Packs alongside expansions, and Immersion Packs include such unit models.

Here's my question. You've said that you plan to rework the HRE and I am wondering what ideas you have for this? I understand if this is too early to ask about it, however I was curious.

It is our ambition to do so. Exactly how is not yet decided. That'll be down to what myself and @Groogy come up with, alongside input from other team members and, quite possible, input we get from community suggestions.

Does this mean that the bulk of the changes will come later in the year with the large expansion? As in, paid for?

The bulk of what we talk about this year will be coming at the release at the end of the year, although it will follow the typical structure of a free update with bug fixes and free content (like Mughals Update) and paid content+mechanics in the accompanying expansion (like Dharma)

I f I may make a suggestion, maybe add a fourth reaction to the forum, something like "thank you for the feedback" or "read", "noted", "acknowledge"... that kind of things. While not giving feedback on our feedback, it would at least help alleviate the feeling of being ignored some feels and take only the time of a button click.

I have poked the Forum team to add such a mechanism. I shall continue my poking.
 
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I fully endorse Jake's idea to slow down new content to really work out the details of how to improve the moment to moment gameplay of EU4.
On topic of the recent commotion on the new Immersion pack: something people forget, is that this new DLC lacks a bit in content because the new music and the new unit models are also included. Usually they are sold for €8, while this immersion pack gives some (indeed very minor) additions for €10 on top of the models and music that is added. The value of the immersion pack comes thus mostly from the models and music that has been added!

Also, on topic of the upcoming Europe changes:
1) Mercenary rework: yes please! They are ignoring too many mechanics right now. It might become a hated change, but it should become the best change in eu4 of 2019. I've seen too many mp games break to due them. The lower merc maintenance modifiers that came with one of the previous patches only made it harder for the worse economies to compete with the rich countries in mp (who don't care about this).
2) New HRE mechanics! Yay! It's by far my favorite region. Purely because 90% of the theocracies are here, and 90% of the OPM's XD. I would really like to see a small map expansion here (Jülich etc). Several map mods expand this region with a nice number of extra states, so you should really look over there for inspiration. I only know the, sadly discontinued, Shattered Europa mod who did this. Please do also take a look at the AE mechanic when you do a map expansion here: it would make Europe even harder to conquer due to coalitions, while in other parts of the world coalitions are extremely rare. The way AE works favors the other parts of the world, as distances are much greater there (why even use real distance instead of number of provinces?) and because religion is much less homogeneous. People in mp, who team up to prevent coalitions, grow a million times faster outside of Europe than those in Europe due to this, and with an expanded Europe things will get even worse.
3) Expansion of the state mechanic could become very interesting, but is probably very dangerous. The last change made them even more abusable, or even more ignorable.
4) More interesting Pope and Catholicism? Yes please! (Could the Jewish faith get some sort of update too? There were quite important jewish communities in Europe.)
5) Manpower, IMO, is meaningful. It's just that mercs+economy completely ignore attrition. Attrition is also very important, for many countries (ai or not), it's easily 1/3 of the casualties. But attrition comes only into play when sieging. Of the proposed changes, it's one of the lower priority.
6) Better CN? Uh, nice. But IMO low priority, even more if Europe will get significant map/setup changes. When is Burgundy going to succeed eating Liege? When is Novgorod no longer free clay? When will Muscovy eat Pskov instead of just peacefully integrating it? If more nations are available for (online) play (because they gain viability), then the need for expanded CN options is less needed. Of course, I've got no idea of what is on the table, may a genious and wild idea had been proposed.

Some suggestions from my side to also look into. I should probably do some research for them to do a real suggestion:
- Horde rade mechanic. Hordes wage war against each other, but raid their non-horde neighbors. This could greatly reduce the blobbing of monsters like RUS, TUR or PLC, and can cause more devastation causing the mingplosion. And it would make hordes a little easier for casual players.
- Please, please do a little update for the Siberian tribes. They are the most bland nations on the map.
- Consider something about the end-game (about when age of revolutions starts). I've got a lot of hours on eu4, but the games I finished are countable on two hands. Something I had in mind is making this period more like the crisises in Stellaris. A random nation, usually france, could become very unstable, and has to become extremely aggressive to stay stable for example. I have an idea for this, I will surely post it soon as I don't have the time to mod it myself XD
 
First, id like to warn you about numbers sometimes lieing, i will buy GC today further increasing its sales because i support this company (and especially you jake) but you cant do N+ or so GC qualities. I feel like you are a bit mislead about Britain DLC because your audience likes britain, its an "easy" territory, everybody knows about it, but then you go into a bit of greyer territory and GC happens.

I welcome your shift of focus about betterment of the game but id really like you to address the AI in this period, heavily. I dont know, i certainly hope and really believe you understand how much it matters because you can come up with wonderful content and great ideas then the AI is just, just not functioning with it and the whole thing feels less great.

On feedback and suggestions, i think it has 2 aspects. One about research and provinces and how to implement something and the other is just pure mechanics. I think you and the players will benefit greatly if you carefully listen to others but on mechanics, its, its up to you. Its your game, "ignore the peasant rabble", do whatever you want with it, i think a great game isnt about listening to everyone, its about that one vision you have becoming popular. Ofcourse it has the risk of not becoming popular, or being disliked and a "failure" but thats why you are the developer and not us.

Happy holidays to PDX and thanks for this year, youve been awesome.
 
About this "sales" connections with review, in short term it may look like not that important, because people with all dlc won't stop just because one is bad, but that's red alert for you, and after some issues ppl will stop buying anything. Some of reviews were not about quality of Dharma but some other bad decisions
Your targets are really cool and i'd like to make some notes about them
  • Endless, immortal mercenaries need to be reigned in
  • the HRE system, which is largely unchanged from EU3 needs to evolve
  • Expand Estates mechanic
  • Make Catholicism and the Pope feel like a force to be reckoned with, rather than just another colour of Christianity and country
  • Flesh out mission trees for more countries.
  • Make manpower and attrition more meaningful
  • Improve custom nation options.
  • Up the standard of the map across Europe, including Balkans, Italy, France and Germany.
1. That's one of biggest issue, especially for multiplayer(second after pending events bug) and in our group we are very glad to hear this, just check in mind to have this fairly implemented with countries based on mecenaries (like hungary with it's black army)

2.I'm warmed up, HRE needed most of work in entire world, the only notable countries here were Austria Bohemia and BB, i don't know which direction you want to take here but there are plenty of possibilities, i guess u've alredy got amazing ideas but i don't have clue to refer so i'll 2 propositions i remember(there were a lot more but i forgot because u focused on other regions)
-rework of coalition system to make it less of aggresive expansion and more of real strength in spirit of balance of powers(and not only against some countries but also terrible alliances), that would also work on entire world which is too easy to blob out instead of only making HRE a "safe space"(and this solution would make challenge even after 100 years of playing)
-court intrigues, focusing flavour here on diplomatic or dynastic actions, some real deal with tall playing, rework of espionage, maybe some influence points to spend on several options, rework of espionage ideas and HRE court (something more than just voting for reform or next emperor)

3. I said once that this is one is with one of the biggest potential of all mechanics, glad to see you're working with it, i'd also like for you to use second mechanic i consider amazing if we're talking about it's capabilities, the incident mechanics like Japan. This would be amazing support to create huge immersion together with mission trees and make more what this games needs, specified interactions. This will make a lot of flavor a support tool especially to players with history focused campaigns

4. Yup, i don't know which ideas you have here, but easiest one would be something strenghtening 3-4 most devoted countries and make clear options for other to go reformation. Papal controller not working cool because it's too much RNG with much bonuses that should be incentive, but with some analyze they're not worth it (sad point is that this is worst battle-result bonuses giving religion in entire region, muslims have high morale[if u are willing to sacrifice amazing tech cost and manpower] and shia also morale, orthodox 5% discipline and protestant 2,5% discipline and 5% morale, while catholic gets only some morale bonus from crusades, only early on and only for heathens), monasteries should be more than just Iberia and i guess Iberia should get some more reasons to stay catholic
5. 3.
6. <3
8. Don't forget about Bohemia, they've got some content but some of my friend said it's just dog's-meat, there is also much to do with Poland (we have a lot of ideas and some propositions to refine and give you in our polish group, but we need to know if u even want to do anything here after free patch, it was obvious for us that PLC will get immersion pack, but nope). I guess Teuton should have some comeback, like insta vassalizing livonian after getting back land connection with them or so other stuff, it's dying country in 1444, but it's about alternative history right ? I would also mark Western Africa but don't want to distract you from Europe

I would also like to see more naval rework to make it more important in game. For now it have 3 possibilities to use. First is making more money by doing trade ships, it gives nothing more, second one is to transport units, it's sometimes important but this game tend to going in favour of country attacked from two sides (unlike in history), enemies forces are unable to merge up so you just need give a separate battle and war is won, it's not enough punishing for situations like these, that also affect landing troops, sometimes you need ships to get on island but otherwise it's mostly not worth. Last one is strength, without much profit from previous two pure strength isn't that needed because rulling waves isn't giving much profit (and multiplayer shown me that England will crush any ships you send them, even with ratio 4:1 in big ships), warscore from blocading isn't big number, there aren't also much devastating effects
 
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My biggest buyers remorse purchases this year from Paradox were the Dharma expansion and Golden Century. However would I ask want a refund? The answer is no. These two DLCs have some rough edges or things that are of little interest to myself, but I do think its a case of the sum of the parts helps the entire game shine in the long term at it allows for more varied game play and concepts.

Please keep the immersion packs coming. Make them about about 'immersion' for sure, just don't make them about a series uninteresting or tiresome (i.e. feels like work and not fun) button clicks.

On the big European expansion front, I'd love to see a lot more TLC given to Iberia for the things that just weren't possible in an immersion pack.
 
I work in development myself so I understand the constraints on the team. I don't typically have a huge gripe largely because I choose to play older patches and skip the patches that are poorly balance/implemented until they are fixed. But what does bother me is when you put features in that are half baked. This is less of a problem when they are free features because you can add some robustness to them in future patches. The issue is when features are paywalled behind DLC. I mean this is effectively the issue you had with estates. It worked in how it was designed but clearly you felt there was more potential there and because it was locked behind cossacks updating it was always going to be an issue until it was part of the base game.

Where this becomes a problem is when a feature is interesting but kinda poorly implemented and then sort of just gets left behind because you can't pay the time to update a feature not everyone has. In the suggestion thread I mentioned favors being an example of this. I think they are an interesting idea that has bigger impact possible but it frankly doesn't seem likely to me that we'll see updates to features like that because they are sort of orphaned behind the paywall. What bothers me is there's so much content in the game that is under utilized in this manner.

I don't envy having to deal with that because I get that spending time on these features is counter productive in terms of new DLC and thus new money. But as the consume of the product I can tell you what it seems like is something akin to the meme of the internet explorer with 500 toolbars on it. That is to say a bunch of widgets that don't have an overarching impact on each other and a seamless design. As I said I'm not sure I have answers for you but what I think needs to be the focus is either figuring out a better way to handle old orphaned features behind DLC paywalls or at the very least the features in future DLC really need to be robust. They need to have meaningful impact toward game play. Obviously that is the goal for everything you guys do but if we're being honest here there's clearly features that just aren't.

For example, I'm only running on 1.24 so I wont comment on Dharma but army professionalism is just kind of there. This was one of the core features of a full on expansion and not just a immersion pack. It's a cool idea no doubt but simply put the juice isn't really worth the squeeze. The perks are nice but getting high army professionalism takes forever. Drilling your armies for it is kind of pointless because you'd literally have to drill your entire force limit for 100 years(1/4th of the game) to get to full professionalism. That costs a lot of money when you'd rather lower army maintenance when at peace and it also assumes you're not using that army to win wars. You are far better off just dumping mil points into leaders and getting it that way and that's if you even think it's worth it. This is what I mean by a half baked feature. The end goal has its heart in the right place but getting from point A to point B isn't fun and/or practical. I don't want to tangent to far off into suggestions but a more robust version of this would have tied in gain to say quality and maybe have winning/losing battles boost it or maybe add an option similar to knowledge sharing where you pay a country money to teach your army. The idea there being you tie in other game play mechanics into this idea rather than it sort of being fully stand alone.

I'd also like to say that it feels a bit like the current aim is to curtail the one enjoyable play style of game namely playing wide. That's the biggest complaints I've seen on the newer content I've yet to play but I have a some what different take on it. Converting religion and corruption probably should be issues for super wide empires. My issue is what is fun about playing tall? If you develop all your culture to 100 dev it surely makes you a lot of money but other than role playing is that "fun"? You can colonize but is that meaningful? You can try to dominate trade but is trade compelling in this version of the game? You can make thousands of ducats but what do you actually do with all this wealth? Additionally the vast majority of the achievements focus around specifically playing super wide.

That in essence is why I think people are upset. We've had like 5 years of being guided into a wide gameplay style and are now being hamstrung without really any other interesting and viable play styles. I think people would prefer to see changes made that make playing tall more enjoyable and just leave playing wide as it is at least for now. If we got to a point where playing tall was just as interesting and fun as playing wide then maybe balance would be more appropriate.
 
Someone showing up with an "ignore the peasant rabble" T-shirt is always cool after all the negative reviews on steam (which are the vast majority). Specially for the fans who felt this was just another cash grab.

Also pretty cool that you speak about immersion packs not being full DLC like dharma, but then explain why did Third Rome and even the DLC for England feel much more completed than this one. They were both Immersion packs, yet much better than Golden Century. You decided to add Pirates to an Immersion pack about Iberia (in Golden Century)... Hell... even Texas with reworked ideas... Focus your priorities then, and don't sell us the story of "It's an immersion pack, not a full DLC".

I don't even think Paradox even made any research into Portuguese History.

Also many fans could obviously give you information and suggestions. Everyone can. The problem is that you seem rather... "demanding". I did read the suggestions linked but... come on... not every fan has that much time in their hands to waste with a suggestion as detailed as the ones you linked to the first post... It is your game after all. Paradox are the ones making money, thus have to be the ones actually doing research. And putting effort into it.
 
There is still dissatisfaction about how corruption in territories work, I've certainly been reading the threads with interest, but this is in line with our vision for the game. Complaints are not without merit, but it's unlikely that the mechanic will change any time soon.

Right, this here was the spotlight of the DD to me.

An entire DD about transparency and yet, up to this point, not a single time there has actually been clarification on what the endgoal of anti-blobbing mechanisms (that don't stop blobbing at all), despite constant community outcry against the move and often suggesting that'd be delayed or removed.

If this is the vision the team is taking, then I can't say I've got any hopes of a future release ever catching my interest positively.
 
Thank you for this post @DDRJake

I love paradox games and I love EU4. With that said, there is an obvious, unignorable fatal problem with the DLC practices.

You cannot rely on people having previous DLC for mechanics of new DLC. This is a MAJOR problem. It means you cannot tie new mechanics together in major ways. Development and estates are both mechanics that naturally fit into each other and naturally should have a huge impact on the game. Mods have made estates be more like ck2 factions and it's great!

You couldn't do that for years because they were both paid content in separate expansions. That is *incredibly* limiting. You had to neuter a mechanic that half the game was based upon because of that.

Is the current system better than paid expansions? Sure. But you NEED to be more bold in making past base mechanics free. EU4 can never be developed properly while you don't take those steps every expansion where it is relevant. That is the simple truth.

Development and estates should have been free years ago. I made a thread about it with major positive reception years ago. We had a shitstorm about it *years ago*. You made a comment about how now you are free to develop the system and....yes, now you are. That should have happened without the community pitchforks.

I am not asking for "free stuff". I don't know if you can see it, but I basically buy all expansions at release date most of the time. I am asking for the game to be made better when it's being developed instead of adding bloat. That CANNOT HAPPEN unless you tie mechanics together. 100 seperate mechanics are just bloat. 100 mechanics that tie into a living system is depth and gives strategy. That's why you hear people bitching about "just adding buttons". Because it is yet another mechanic that could add depth and instead just adds.....well, buttons.

I am going around in circles for this because I need to make my point. Either EU4 will bloat out of being fun or you will take the stellaris route. You know how many people complained when ascension perks became base game in stellaris? Fucking no one did because we aren't a bunch of dickheads and understood the necessity. Did sales in utopia drop when a feature became free? I don't have data, but I would bet against that.

If I had to ask of one thing of the eu4 team it would be this:

take a few hours and ask "how can we tie as many mechanics as possible together so they affect one another in natural ways without tying it to mana points".

Then every time you add a new mechanic tie it to mechanics that already exist in a natural way. If it's too tied, add that other mechanic either on the expansion too or base game if it's tied to too many things. It's okey, we really, really don't mind. We do mind when we get "just buttons".

Sorry for the rant, but seriously. I made the post begging for development to be made into base game 2 years ago and only now we are having this conversation.
 
This Dev Diary is very encouraging. Honesty is the best policy (e.g. the comment on sales vs reviews) and sunlight (transparency) is the best disinfectant. Being clear about your future intentions really helps forum users to have a sense that we are part of the team (even though, of course, we are not!). And repentance is something that really makes life better - something that was perhaps better understood in the EUIV era than today.
 
***** writing style
****- humor
memes, check.
being the main focus of discontent but still wear the right attire for the right situation, check.
****- statement/information given in dev diary

now go and follow through with your word. i am excited for the first time since mare nostrum.
 
Now reading through this my faith has partially been restored. This is the ambitious Paradox that I know and that I, probably with a lot of other people, want to see. Let us hope 2019 will be better than ever so that we can forget the mistakes which were made with GC. Have a good holiday and hopefully to a great 2019 for EU4!
 
I think this talk about sales over opinions was too much honest :)
+ this is not entirely true that opinions don't matter when sales are ok, there are some companies in industry that proved it before (one of this company ironically in my nickname). Yea, it will not matter for some time cause you accumulated some loyalty bonuses over time but at the same time - ignore it to much and it will transfer into sales down. And I think judging from how much time Golden Century was at the top of Steam sales you can say it performed worse already.

More on topic now:
I very much appreciate that you wrote down many concerning things here like mercenaries, attrition, estates, etc. It is the right decision and quite heart warming to hear. Hopefully EU4 will reign again next year over other strategies.
Stellaris showed me that Paradox can still innovate and make some high risk decision with interesting (enjoyable) outcome. So I do believe there might be something interesting beyond horizon.
 
@DDRJake

This is 10/10 DD, first congrats on bravery and honesty. Thats really important and those are rare qualities today. Fans would recognize and loath dishonesty ^^.

I really like your priority to tech debts and qol as well as a bit slower dev cycle, but with more meaty expansions. New immersive mechanics are what gives game quality and freshness, something that stellaris did for example (need much better testing/quality cycle tho). And Eu4 needs really good cleanup to continue further - lots of content was added.

I am sure there will be plenty of suggestions now when people know your focus for next year. Good luck and lets hope for lots of more fun with Eu4.
 
Also pretty cool that you speak about immersion packs not being full DLC like dharma, but then explain why did Third Rome and even the DLC for England feel much more completed than this one. They were both Immersion packs, yet much better than Golden Century. You decided to add Pirates to an Immersion pack about Iberia (in Golden Century)... Hell... even Texas with reworked ideas... Focus your priorities then, and don't sell us the story of "It's an immersion pack, not a full DLC".
Third Rome DLC wasn't that good either, it's just Russian-speaking community is much less numerous and vocal.
 
And we want to make sure that you are involved along the way. No doubt there will be people with their own fixes, quality of life features or European changes they want to see in the game. We'll be taking in feedback and suggestions moreso than ever, and hopefully clarifying that this will be a long development cycle will ensure that changes and iteration can take place in a timely manner. I encourage such quality of life requests and longstanding bugs to be posted up or brought forward to us, and we shall be doing our utmost to crush the bugs and implement the QoLs (hopefully in that order)

You asked for quality of life requests so here goes. There is something that has been bothering me quite a bit since the introduction of the new CoT mechanic with different levels of centres of trade, and that is the absence of the ability to spawn centres of trade in a number of provinces that historically was very important centres of trade. The best example is New York which has an estuary modifier but no natural habour modifier. Before the introduction of multiple levels of trade centres (which I greatly enjoy btw) this left New York no worse off than Massachusetts or New Orleans. However, now, New York is dwarfed by these in terms of importance, since the two aforementioned provinces can see their natural habour modifier upgraded to higher levels of CoTs. The inability (without modding and thus precluding going for any achievements) of building New York into a World Port is something that does annoy me greatly whenever I play and for me it would be a great quality of life improvement if this could be fixed.

This could be as simple as adding a natural habour modifier to New York and a few other provinces that suffer from the same deficiency (e.g. Charleston and Quebec), this is what you did for New Orleans when the update was released and would certainly be warranted for New York which has one of the best natural habours in the world, in fact, that was the reason why the dutch settled there in the first place. Alternatively, it would be very interesting to have a feature whereby you could found a CoT anywhere if certain conditions where met. This could be e.g. no other trade centre in the state, minimum diplomatic development level of 10 and minimum total development of say 25, as well as a cost of 1000 gold.
 
An entire DD about transparency and yet, up to this point, not a single time there has actually been clarification on what the endgoal of anti-blobbing mechanisms (that don't stop blobbing at all), despite constant community outcry against the move and often suggesting that'd be delayed or removed.
I agree this is a major concern with the communication of the dev team in EU4. It seems to be a lot of "We think this is an issue in the game, this is what we decided to do. Full stop". No explanation of the why the decision was taken. Contrast that with, for example, Johan over at Imperator trying to justify the continued use of "instant gratification" buttons which is heavily criticised by the community, by explaining that according to their long experience as game devs and plenty of testing, the majority of players engage more with the game in that way. I might disagree with him and feel that that choice makes my personal experience poorer, but at least I understand where he is coming from. In EU4, I don't get that at all.

So I really hope that as part of the move to greater transparency, the devs make more of an effort to let us understand the thinking behind their decisions. Don't tell us just the "what" and "how", but also the "why". Otherwise I am left with the suspicion that the devs are not that confident on their own reasoning and are afraid to see it rightly torn down by the community.