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Mersenne Twister.

Though Imperator is using a noise-based RNG instead. Don't think we backported that to any of the current games, but I might be wrong.
That RNG is a bit more performant than the MT, though random number generation has never AFAIK been a bottleneck in any of our games.
It also has some nice properties when it comes to seeding and such, but I can't remember the details off of the top of my head.
Isn't Mersenne-Twister much better than noise-based RNG, though? Albeit, I guess, that doesn't really matter for pseudorandom numbers used in games (I assume they still are pseudorandom and not fully random).
 
Isn't Mersenne-Twister much better than noise-based RNG, though? Albeit, I guess, that doesn't really matter for pseudorandom numbers used in games (I assume they still are pseudorandom and not fully random).

That depends on the definition of "better" which depends on your use case. Yes, MT passes more statistical tests and it has a ridiculously long period before it wraps around and starts generating the same numbers, practically infinite. But it's also pretty heavyweight, needs a lot of memory and setup (not an issue if you use one, but can be very painful when creating temporary side RNGs) and it's only good for getting the next random number when asked, it's hard to jump back and forth in the sequence and use it in parallel code. We actually only used MT as the main RNG and often used much simpler RNGs seeded from the main one, so you could say a lot of random numbers are not actually coming from the MT in that approach.

The new noise-based RNG used in Imperator (and I think it's been actually backported to Stellaris, but I can't confirm right now) is much more lightweight, creating new RNGs is trivial and it's easy to jump around in the sequence of random numbers. It still passed basic TestU01 tests and is much better than the simple side-RNG we've used for many things in that regard. It's a modified version of an RNG presented here, I highly recommend watching the lecture if you're interested in the topic: https://www.gdcvault.com/play/1024365/Math-for-Game-Programmers-Noise
 
The map this time around with Imperator: Rome is far more detailed than ever before. Specifically, how was the heightmap constructed? Was it painstakingly painted by hand? Or was it built with a third party tool? Perhaps both?
 
Sure this would have been asked before...

Is it possible to get access to the demonstration engine that you guys use. I want to see the flyover with all the battles going on in my CK2 or HOI4 games. Really gives it a sprawling epic feel.

I think I know what the answer is going to be...
 
Do you have any fun stories you can share about something breaking as a result of fixing something else?
 
Sure this would have been asked before...

Is it possible to get access to the demonstration engine that you guys use. I want to see the flyover with all the battles going on in my CK2 or HOI4 games. Really gives it a sprawling epic feel.

I think I know what the answer is going to be...
All that requires is to plug in a controller to your PC, then you get free cam mode. Nothing else required as far as I remember.
 
@blackninja9939 Tried this with a wireless Playstation 4 PC controller in CK2 but could not get it working. The controller is definitely working because I turned the HUD on so I could see the sticks moving on screen.

I did a little digging and found this article where it looks like adding -debug makes it work in HOI4 (Not yet tried). I added -debug into the launch options for CK2 but to no effect.
 
Perhaps this is more of a question for the publishing side of things, but why has EUIII gone up in price over the last 5 years or so? I remember buying Chronicles on disc around 2014 and registering on the forum with the code in the box for the patch, which cost me about $10. Now everywhere I look Chronicles (or equivalent) runs about $30-40. This doesn't really affect me because I own EUIII already but it struck me as curious.

Edit: This belongs more in the publishing thread linked in the OP, but I won't delete so people don't think staff removed it.
 
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What programming language are the moddable files of EU, HOI, EU Rome, etc. written in? I would like to know so that I can put down the experience I have with it from all the modding I have done to the games onmy resume.
 
With @Snow Crystal mentioning that Iron Century basically started as a hobby project and then grew into an official addition, it got me wondering what else has been added in a similar manner. If I remember correctly, some CK2 decisions to form Stem Duchies and a few other titles also started out that way (I think Snow Crystal was to blame for those as well), and I seem to recall Sunset Invasion also having similar origins, but is there something else, whether in CK2 or in some other game?
 
With @Snow Crystal mentioning that Iron Century basically started as a hobby project and then grew into an official addition, it got me wondering what else has been added in a similar manner. If I remember correctly, some CK2 decisions to form Stem Duchies and a few other titles also started out that way (I think Snow Crystal was to blame for those as well), and I seem to recall Sunset Invasion also having similar origins, but is there something else, whether in CK2 or in some other game?
Res Publica came about in a similar fashion, IIRC.
 
Is there any chance a map editor like Imperator's could be added for older games like CK2 and Stellaris? Or is that something that is going to be included only with new games from now on?
If the teams make their own one then sure, the new game's map editor is uses the new gui system so it couldn't be a copy pasted or anything like that to the older games.
 
A few questions for the Content Designers (and anyone else who has done that job before but now is working on something else):

- How "fluent" are you in the scripting language for the game(s) you work on? Do you rarely -- if ever -- reference e.g. lists of existing scopes or existing script (unless you want to make sure that something matches something else to a great extent), or is it something you do semi-frequently or even daily?

- What is your usual approach to working on something after a task has been assigned to you, particularly after you've gotten any necessary research out of the way?

- What are your favourite and least favourite things to work on, whether a specific part of the world or a specific set of files (events/decisions/etc.)?

- What was the most memorable bug (whether discovered internally or after something was released to the public) that you either caused or fixed?

- What is something you think the average person playing your game(s) don't understand well about the work you do?
 
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No longer a CD but I was one on EU4 for 4 years so:

1. Even having worked on EU4 for 4 years, and modding the game before that I still referenced such lists a couple of times per day.
2. I plan while researching mostly. Other than that it varies. Sometimes I first write the texts and then the scripts. Sometimes it is the reverse. Whichever one I did first I would generally have to go back and redo some things in after doing the second ;) After this you have to test it as well of course.
3. Scripting unit gfx cloning is my least favorite thing. My favorite thing was always map reworks.
4. The event chain about burning witches which involves the papacy has had a large number of bugs over the years, I think the number of CDs who have "fixed it" is very high. It was eventually fixed for real by @IsakMiller after a through examination. Bugs with the Burgundian Inheritance are also always memorable ;)