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Would be cool if Mac / Linux players could play again at some point in 2024, even cooler if soon.
It's listed under "known issues" in a post from November but doesn't seem to be moving or considered high priority.
 
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I know it's a joke, but man, we need something that's not just for kings.

Dukes, counts and vassals need some love too.
90% of the staff in the game is restricted to independent and/or kings and above.
No wonder nobody likes to lose in this game.
 
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I really don't want to be an asshat, but c'mon folks. Compared to other teams at Paradox you aren't the best at communicating/activity/Dev Diaries/sharing stuff to say it the least. At least say/show/tease what you're working on.
Wokeg just wrote a billion paragraph essay on warfare in another thread. They could be better, I suppose, but they do communicate.

I worry about a requirement for weekly dev diaries leading to fluff diaries. I'd rather have nothing than fluff. If they don't have anything ready to show off, they shouldn't post anything, as disappointing as it is not to get updates.
 
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Wokeg just wrote a billion paragraph essay on warfare in another thread. They could be better, I suppose, but they do communicate.

I worry about a requirement for weekly dev diaries leading to fluff diaries. I'd rather have nothing than fluff. If they don't have anything ready to show off, they shouldn't post anything, as disappointing as it is not to get updates.
Here’s an explanation from April 7, 2023 for why the devs wait until they can do full, meaty diaries.
 
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CK3 is my biggest disappointment from Paradox (Saying a lot from current standpoint of VIC3). Nothing but let downs since it was released. Bland content, Devs can't get us a pity dev diary with something this massive team claims to be working on.
 
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CK3 is my biggest disappointment from Paradox (Saying a lot from current standpoint of VIC3). Nothing but let downs since it was released. Bland content, Devs can't get us a pity dev diary with something this massive team claims to be working on.
The presence dev diaries won't actually fix the problems in the game.
 
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1706635095106.png

Only 7 months to go guys!
 
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Glad you enjoyed it!

Oh so, so many things. It was originally supposed to be smaller in scope but the FP1 team didn't really want to do the subject dirty like that, so we uhh. Lightly inflated the amount we were expected to produce vs. what we'd been asked to make, and in retrospect I'm very happy we did that, but we weren't staffed up for it much at all. Subsequent flavour packs we used the revised scope and they actually got larger teams assigned, which was so much better, but I do wish we'd done that for FP1 from the start. ^^' One dedicated designer + support for bugfix (which was still incredibly helpful) + whatever spare time the GD had to make stuff wasn't quite enough for my discipline alone, let alone the estimations made for Code or Art staffing. There was also a bunch of boring improvements/learnings to be taken from processes (how we do research, how we treat pre-production, QA and I hatched a conspiracy to re-do how we test events that we still force on the team to this day, etc.) that I suspect aren't quite what you're after.

I'll stick to my discipline since that's stuff I know the status of and whether we're comfortable talking about it. Stuff that probably didn't need as much time as I spent on it:
  1. Runestones — man we fought through jank hell to get custom runestone modifier descs and I don't think anyone even noticed. At time of release, they had loc for near every trait in the title too. ;_; My variant loc for a Norse child of the Great Khan raising a runestone to their awesomeness, forever unmourned. I have rarely felt so demotivated as when the first few negative reviews rolled in and said we'd just C&P'd the runestones feature from CK2. Sorta wish we had, it would've been much easier, but a thing we tried to stick to was, if we're gonna do something that TOG did, we should try to give it at least some extra shine. Wouldn't be right to ask people to pay for an identical version of the same features again so we should strive to be improved wherever we can. The result, sadly, varied, but the intent was there.
  2. Various events — Phantom Islands in particular were a ton of fun to read about and research but I think the event they were in just kinda passes by in a blip for most people. Ditto the event with the wanderer who comes to court, who can be one of various different people masquerading as (or who actually is) a homeless wanderer. I had to pester Art to get a version of the eye patch that could be applied over someone who had both eyes so that if you get a godi who's pretending to be Odin, they won't put one of their eyes out in the evening before harassing you in your chambers. There were assorted others with little historical or mechanical flourishes that didn't really seem to hit right and were in retrospect probably a poor use of time that I could've squeezed another few events out of, or perhaps a small mechanical system.
  3. Local Cults/Bhakti — I spent way too much time trying to find historical justifications for diverse Norse pagan beliefs and it's just an area we know tragically little about for sure. I didn't want to make stuff up and I didn't want to just take the Poetic Edda as gospel truth, so we ended up with a very limited version of the thing instead. In retrospect I would've cut our losses on this one much earlier and spent the time on religious event content, but I really wanted to try for another Norse pagan tenet.
  4. Shieldmaidens/poetry — these aren't the biggest systems but they took a while to make and tbh I don't think either are especially popular. We probably could've gone with something much more basic, in retrospect, and allocated the time elsewhere.
Stuff I'd have loved to improve further:
  1. Single Combat — I was very happy with how it turned out and it was a colossal amount of work to get even to the level it currently is, but I do still have a bunch of notes for extra combat moves that I sometimes stare at forlornly. Kicking someone in the shin was only supposed to be a fallback, not a common move, and it's indicative of the gaps where I wasn't able to cover all the personality traits because we were already 30k words of loc deep (which was a 5% increase in the total loc of the entire title IIRC) and the localisers were sending me polite-yet-threatening messages about string complexity.
  2. Jomsvikings — they were supposed to make more of a nuisance of themselves in the Baltic and tbh they kinda don't. Forever a disappointment IMHO, even if they're a bit more lively than most holy orders. I wanted them to have personality and colour and really feel like the last zealots of a likely-doomed faith.
  3. A dynamic version of the cold war system we gave to England & the Danelaw. It being hard-scripted has never sat right.
  4. The All-Thing innovation — what we wound up with has always felt aggressively underwhelming to me, partially because...
Stuff I never got to make:
  1. Thing Elective content — I wanted to have events or an activity for stuff happening at the moot, for votes being swung different ways and dramatic election shenanigans. Cut for time.
  2. Berserker options — these were supposed to be sprinkled through the content after we'd made it, so berserker characters would get a chance to use their trait/be forced to experience it a bit more. Cut for time.
  3. Personal longship story cycle — basically a narrative story cycle where you have an ancestral longboat you commission and then take on raids with you over several generations. Mostly cut for time, though there's some remnants of it as longboat-themed events.
  4. Missionary content — basically something for slowly Christianising/Islamicising/reformed faithifying Scandinavia via event content and not just conquest/marriage. Cut for time.
  5. The random Viking nickname assigner: this was gonna be an effect that just has ~100 Viking-sounding nicknames in it that gets applied to you after you win a few raids or are elevated to king, y'know, important stuff. The idea was to preserve some of the crazy tone of nicknames we have for historical characters on game start and propagate it throughout the early game. Alas, cut for time.
... there's also stuff I've thought that I'd like more of since then (more stuff relating to your children & your character coming back from raids, a special activity with its own events for blots rather than cribbing off feasts, more event content for life inside Scandinavia rather than outside it — especially in the winter, which was a mechanic we didn't much use in content even though it came in the same patch).

I guess overall I would've spent less time on fine details and more on volume and impact. Less runestones, more Varangian Adventures. Hindsight is 20:20, though, and I didn't really have the experience at the time to really be able to guess a lot of this stuff. :) It still informs a lot about how I work today, at least, and from time to time I'm able to scratch something off the long-term list.

:eyes:
Wow! I didnt even know about most of these features! You know. If you guys need more Dev diaries, some retrospectives like this from your teams could be interesting. Even help shine light on smaller things Players dont normally pick up.
 
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Wokeg just wrote a billion paragraph essay on warfare in another thread. They could be better, I suppose, but they do communicate.

I worry about a requirement for weekly dev diaries leading to fluff diaries. I'd rather have nothing than fluff. If they don't have anything ready to show off, they shouldn't post anything, as disappointing as it is not to get updates.
Oh yeah fair point with @Wokeg he does tremendous job, love reading his comments (even in this very thread).

As for Dev Diaries - let them tease something at least. Maybe write something "hey guys, we are doing progress, but it isn't good enough to show you. But here is something in the meanwhile <X> Dev will tell you about <Y> that he has been researching/is passionate about". Hell, even Tofu (pet) posts. Or maybe just a feedback threads about specific stuff that Devs want to rework in future - just for ideas.
 
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Glad you enjoyed it!

Oh so, so many things. It was originally supposed to be smaller in scope but the FP1 team didn't really want to do the subject dirty like that, so we uhh. Lightly inflated the amount we were expected to produce vs. what we'd been asked to make, and in retrospect I'm very happy we did that, but we weren't staffed up for it much at all. Subsequent flavour packs we used the revised scope and they actually got larger teams assigned, which was so much better, but I do wish we'd done that for FP1 from the start. ^^' One dedicated designer + support for bugfix (which was still incredibly helpful) + whatever spare time the GD had to make stuff wasn't quite enough for my discipline alone, let alone the estimations made for Code or Art staffing. There was also a bunch of boring improvements/learnings to be taken from processes (how we do research, how we treat pre-production, QA and I hatched a conspiracy to re-do how we test events that we still force on the team to this day, etc.) that I suspect aren't quite what you're after.

I'll stick to my discipline since that's stuff I know the status of and whether we're comfortable talking about it. Stuff that probably didn't need as much time as I spent on it:
  1. Runestones — man we fought through jank hell to get custom runestone modifier descs and I don't think anyone even noticed. At time of release, they had loc for near every trait in the title too. ;_; My variant loc for a Norse child of the Great Khan raising a runestone to their awesomeness, forever unmourned. I have rarely felt so demotivated as when the first few negative reviews rolled in and said we'd just C&P'd the runestones feature from CK2. Sorta wish we had, it would've been much easier, but a thing we tried to stick to was, if we're gonna do something that TOG did, we should try to give it at least some extra shine. Wouldn't be right to ask people to pay for an identical version of the same features again so we should strive to be improved wherever we can. The result, sadly, varied, but the intent was there.
  2. Various events — Phantom Islands in particular were a ton of fun to read about and research but I think the event they were in just kinda passes by in a blip for most people. Ditto the event with the wanderer who comes to court, who can be one of various different people masquerading as (or who actually is) a homeless wanderer. I had to pester Art to get a version of the eye patch that could be applied over someone who had both eyes so that if you get a godi who's pretending to be Odin, they won't put one of their eyes out in the evening before harassing you in your chambers. There were assorted others with little historical or mechanical flourishes that didn't really seem to hit right and were in retrospect probably a poor use of time that I could've squeezed another few events out of, or perhaps a small mechanical system.
  3. Local Cults/Bhakti — I spent way too much time trying to find historical justifications for diverse Norse pagan beliefs and it's just an area we know tragically little about for sure. I didn't want to make stuff up and I didn't want to just take the Poetic Edda as gospel truth, so we ended up with a very limited version of the thing instead. In retrospect I would've cut our losses on this one much earlier and spent the time on religious event content, but I really wanted to try for another Norse pagan tenet.
  4. Shieldmaidens/poetry — these aren't the biggest systems but they took a while to make and tbh I don't think either are especially popular. We probably could've gone with something much more basic, in retrospect, and allocated the time elsewhere.
Stuff I'd have loved to improve further:
  1. Single Combat — I was very happy with how it turned out and it was a colossal amount of work to get even to the level it currently is, but I do still have a bunch of notes for extra combat moves that I sometimes stare at forlornly. Kicking someone in the shin was only supposed to be a fallback, not a common move, and it's indicative of the gaps where I wasn't able to cover all the personality traits because we were already 30k words of loc deep (which was a 5% increase in the total loc of the entire title IIRC) and the localisers were sending me polite-yet-threatening messages about string complexity.
  2. Jomsvikings — they were supposed to make more of a nuisance of themselves in the Baltic and tbh they kinda don't. Forever a disappointment IMHO, even if they're a bit more lively than most holy orders. I wanted them to have personality and colour and really feel like the last zealots of a likely-doomed faith.
  3. A dynamic version of the cold war system we gave to England & the Danelaw. It being hard-scripted has never sat right.
  4. The All-Thing innovation — what we wound up with has always felt aggressively underwhelming to me, partially because...
Stuff I never got to make:
  1. Thing Elective content — I wanted to have events or an activity for stuff happening at the moot, for votes being swung different ways and dramatic election shenanigans. Cut for time.
  2. Berserker options — these were supposed to be sprinkled through the content after we'd made it, so berserker characters would get a chance to use their trait/be forced to experience it a bit more. Cut for time.
  3. Personal longship story cycle — basically a narrative story cycle where you have an ancestral longboat you commission and then take on raids with you over several generations. Mostly cut for time, though there's some remnants of it as longboat-themed events.
  4. Missionary content — basically something for slowly Christianising/Islamicising/reformed faithifying Scandinavia via event content and not just conquest/marriage. Cut for time.
  5. The random Viking nickname assigner: this was gonna be an effect that just has ~100 Viking-sounding nicknames in it that gets applied to you after you win a few raids or are elevated to king, y'know, important stuff. The idea was to preserve some of the crazy tone of nicknames we have for historical characters on game start and propagate it throughout the early game. Alas, cut for time.
... there's also stuff I've thought that I'd like more of since then (more stuff relating to your children & your character coming back from raids, a special activity with its own events for blots rather than cribbing off feasts, more event content for life inside Scandinavia rather than outside it — especially in the winter, which was a mechanic we didn't much use in content even though it came in the same patch).

I guess overall I would've spent less time on fine details and more on volume and impact. Less runestones, more Varangian Adventures. Hindsight is 20:20, though, and I didn't really have the experience at the time to really be able to guess a lot of this stuff. :) It still informs a lot about how I work today, at least, and from time to time I'm able to scratch something off the long-term list.

:eyes:
You my friend are a legend. Thanks for sharing this and we love your game.
 
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