A few weeks ago, on August 21st, we held a Q&A with Tinto staff on our newly-launched Discord. Many topics were covered, from EU4’s design process and what to expect from upcoming releases, to favourite pizza toppings.
We’ve collected all 81 answers here for your convenience. Thank you again to everyone who participated, especially Tinto folks who were kind enough to volunteer nearly two hours' of their time to answer peoples' questions.
Participating Tinto staff:
Johan Andersson - Studio Manager, honestly doesn't need much of an introduction
Álvaro Sanz - Content Design Coordinator
Sonia Linares - Head of Operations
David Horler - Art Lead
Markus Hofmann - QA
And of course don't forget that you can join the Discord here: https://discord.gg/EuropaUniversalisOfficial
We’ve collected all 81 answers here for your convenience. Thank you again to everyone who participated, especially Tinto folks who were kind enough to volunteer nearly two hours' of their time to answer peoples' questions.
Participating Tinto staff:
Johan Andersson - Studio Manager, honestly doesn't need much of an introduction
Álvaro Sanz - Content Design Coordinator
Sonia Linares - Head of Operations
David Horler - Art Lead
Markus Hofmann - QA
And of course don't forget that you can join the Discord here: https://discord.gg/EuropaUniversalisOfficial
Question how much interplay is there between the tinto team and other pdx teams? Answer (Sonia): We have a lot of support from Paradox Studios when it comes to knowledge sharing and from Paradox Interactive for central services (such as Marketing, Community Management, Release Management, IT, Finance, Engine, and such). But when it comes to the development of EU4, nowadays it is exclusively done by Paradox Tinto staff and its collaborators. |
Question What has been your main difficulty with adding the most recent content to EU4? Answer (Álvaro) The sheer amount of content that we added to Domination was really, really challenging, and we had designs for even more content, which we discarded at different moments for different reasons (time limitations, testing results, etc.). It was also challenging to tackle most of the Great Powers of EUIV at once because it was not only about creating interesting, fun, and different content for all of them but also about balancing all the different countries and regions involved in this DLC (which we'll keep polishing for the next update, 1.36 ) |
Question Will the next DLC for EU4 be the final DLC before EU5? Answer (Johan) no |
Question [ Hello, I would like to know the story of how the idea of founding a studio in Sitges came about and if you think that Paradox has caused the exponential growth of the videogame industry in Barcelona. ] Answer (Johan) I am not sure how much impact we have had on the growth in Barcelona as we are only about 30 people. We started in Sitges because both me and fred had houses there, and I wanted to have the office close. |
Question Do you plan on implementing more quality of life updates? I would love some like being able to see the Mission tree of a country just like in real life, or show which diplomatic actions will require a diplomat to be stationed there. (And much more haha) Answer (Johan) We have no major QoL plans at the moment. |
Question what country did the dev team had the most fun developing? How about the most frustration? Answer (Álvaro) I'd say that of all the EUIV DLCs developed in Tinto, the countries we had more fun developing content for were the Teutonic Order, Gotland, and Riga for Lions of the North (we had a lot of fun developing that DLC, TBH). The most frustrating one, I'd say China and Muscovy in Domination; China because we had troubles with the design, balancing, and polish of the infamous floods, and Muscovy, because it took us some time to make its AI work well with the new content. |
Question Hey, I hope you're doing well. Are you going to have more eu4 dev clashes? Answer (Johan) I am not sure, as we don't have any great casting setup at the Sitges office. But who knows about the future? |
Question what's everyone on staff's favorite new wave song? Answer (Johan) I would have wanted to rickroll you guys, but I'd say 'Don't you want me?' by Human League |
Question how are regions chosen as the focus of a DLC/Update? Answer (Sonia) Paradox Tinto team and Paradox Interactive's central teams devoted to EU4 look really closely to what the community wants and would like to see in game. So most of the times the idea comes by listening to the fan base. Then of course there are other practical matters that have some impact in the final decision, and @Producerjohan and @Pavía 's team work together to narrow down what region will be next, making sure that game is enjoyable year after year! |
Question How many DLCs are there left before the next iteration of the franchise? And would this style of DLCs, as in adding mission trees and flavor to certain nations to the map be the main DLC model of EU5? Answer (Johan) We have more dlc planned for eu4, but we can not say how many. |
Question What "big" minor powers can we expect more flavour or reworks for in the future, and can we expect more flavour for the Lowlands region? Answer (Álvaro) There will be a bunch of minor and medium powers of the Middle East reworked in the next DLC, OFC. Regarding the Lowlands, we'd have liked to add some content to the region in Domination, but it was not possible because of time constraints; let's see if next year we have some room for it. |
Question What are your next plans for EUIV? Answer (Sonia) We are already working on a new DLC! We really hope you like it when it comes out! |
Question When will the developers start working on the Next Dlc and will it involve North africa and Islam Answer (Sonia) The plans for the next DLC are locked and we are already working on it! |
Question [ Hello again, I'm a student of Game Design and Development. One of my career goals is to work for an amazing company like Paradox Tinto, what is the most important thing to achieve this? Sorry if the question is not very related to Europa Universalis. ] Answer (David) Most game designers will give you the same advice: design, design, design. I'd say this extends to programming and art as well. Make dozens of silly little weekend projects on Unity, or spend 5 years making a massive overhaul mod for EU4. It doesn't matter so much exactly what, the important thing is to enter your application with lots of really cool stuff that proves you have already met the kinds of challenges that game designers face, and found your own way to deal with it. |
Question We know the next DLC will be about Middle east, but has the topic of the DLC after that been decided? I've been hearing rumors of South America for a while Answer (Johan) we do have decided what we want to do in the dlc after the one we are working on, but we can not talk about what we do in it yet. |
Question I get that not every small tag can get it's own big mission tree, however the default mission tree just feels very boring. Are there any plans for expanding / creating more "regional default" mission trees? So that the default makes more sense for each specific regions. Answer (Álvaro) When working on regionally scoped DLCs, we try to add more flavor to some 'regional default' mission trees when possible; for instance, this is something we did for Origins, when we created 4 different regional mission trees, on top of the individual countries' ones. |
Question Favourite type of Bear? Please explain in detail why Answer (David) Probably a nice red ale or a stout. |
Question were there any bugs that intentionally became features in eu4? Answer (Johan) not in eu4, but in eu1 people figured out that you could culture convert by killing of the pops to be below 5,000 and then a single colonist would change its culture. |
Question will 1.44.4 be the final update to embrace the start and end of the game? Answer (Johan) thats a fun idea! lets aim to make the final patch number 1.44.4! |
Question Will there ever be a small tour of the interior of the office in Sitges? Or is there one and I don't know about it? Answer (Sonia) I never thought the fan base would be interested in this tour. But knowing that it would take no longer than 3 minutes we might consider doing a digital one in the future. @Ryagi maybe we could work together to organize something when things calm down a little? (no promises are made though!) |
Question Will you change the Peace of Thorn so that Poland vassalizes (and mayb turns them into a march) TO and not Prussia? Answer (Álvaro) It's not in our plans ATM, but we're always open to suggestions if they favor the game's flow (which IDK if it would be the case). |
Question what are you guys favourite pizza toppings Answer (Johan) a pizza without pineapple is like a beer without alcohol! |
Question I live close to PDX Tinto, is there any chance I could come for a visit some day? Answer (Johan) sadly we can not allow visitors inside the office. |
Question Do you intend to rework the trade system to make it more dynamic and less centered on Europe or will that be for the next game ? Answer (Johan) Sadly this will not change for eu4. It is just not feasible to rework the system |
Question Eventually, can the non-1444 start dates get some love? Answer (Johan) No, we will primarily focus on the 1444 start. |
Question [Are planning a culture rework soon or maybe eventually?] Answer (Johan) we do not have any major culture rework planned |
Question What games do you play other than EU4? Answer (Markus) I do play a lot of Hades recently. Outside of GSG's i also love to spent some time in Football Manager Games, leading obscure Teams to the top of their league. And i keep getting bothered by Coworkers about this thing called Baldurs Gate, so i might have to play it too… |
Question Will future EU4 DLC and updates include new mechanics to the game or can we expect mostly mission trees, special units, and other content specific to individual nations? Answer (Johan) Future EU4 DLC & updates will be like Domination & Lions of the North. So no new mechanics, just new content. |
Question My question is a little specific, but it was bugging me for a while, when it comes to the Polish elections as far I know the first one happened in 1573 after the formation of the Commonwealth, Why is Poland starting with the elections when it was still very much a dynastic kingdom? Answer (Álvaro) The Polish nobility (the szchlachta) had a strong grip over the monarchy, especially after the accession of the Lithuanian Jagiellonian dynasty; after Wladyslaw III's death at Varna in 1444, there was a 3-year interregnum, in which his brother Casimir had to negotiate his accession to the throne. Since Lions of the North, that background is incorporated in the game, as the player has the option of reining in the nobles, or compromising with them. |
Question I noticed my game has gotten sluggier over the past bit of time....any optimization passes planned? Answer (Johan) there will be some optimisation each patch, but almost all wins have already been done. this is a big reason why we dont add new mechanics or revise the map further. |
Question Maybe cut the amount of manpower and army limit from every province? It didn't really change since game being out and due to constant province additions it kinda spiraled out of control. Answer (Álvaro) This is something that we've been working on for a while, as for instance, we've been nerfing the sources of manpower since a couple of patches, etc. It is difficult to tackle the issue though, as the game is massive at this point, and we prefer to be careful with the big rebalances we'd like to implement on it. |
Question Are there plans to make interfaces completely moddable to allow adding new one through modding? Answer (David) I understand the desire for this more than you know; we have had to make interface changes to EU4 here at Tinto and it's not a great amount of fun. But unfortunately such a major revamp of the way that the interface is set up would require far more work than we think is worthwhile, a massive project involving everyone from code, art, QA, and others, so we simply can't afford this with our small team when we are also trying to fix bugs and create more content. |
Question will you add more scripted peace deals and events to better simulate real life events such as the collapse of the bahmanis and the ottoman conquest of the mamluks? Answer (Álvaro) When we have this kind of sudden event that changes completely the status of a country/region, we prefer to be careful; the objective is to try to simulate it with game mechanics and nudges to the gameplay, more than directly scripting its results (or otherwise, we'd come back to EU2 AGCEEP mod's framework*).
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Question Do devs play the game (or other PDX games) regularly in their free time, just to have fun? If so, what achievement are you most proud of? Answer (Sonia) The majority of the Paradox Tinto team are big fans of EU4 (and other PDX games). They play a lot on their spare time; and some, before joining Tinto, had a lot of them had extensive experience as well as modders! It is great that most of the discussions during lunch at the Studio are about the strategy games and history! |
Question How do you sift through bug reports and ensure that a majority of them are addressed? Answer (Markus) When we are creating bug reports we give them a Severity, ranging from Blocker to Minor. Based on the severity these will get prioritized by the Team and assigned to a person, which then will work to resolve as many Issues as possible. |
Question Will the default mission tree ever be updated to be more extensive? Answer (Álvaro) To be entirely honest, I don't think so, because we think that the players overall prefer us to spend more development time on new country and regionally-focused mission trees, than in making the default mission tree better. It will also imply more work than it would look like at first glance, because there are a lot of mission trees that accommodate their shape, so all of them would have to be reviewed and updated, etc. |
Question Will prior mission trees be revamped to feel as strong or as in depth as the most recent ones we got for France and the other European powers? Answer (Álvaro) We're slowly getting there in updating most of the world to a higher degree of depth; we've got some of them still to reach that level, and some of the most recent ones will probably be reviewed and tuned down a bit following the community's feedback (which is something we usually try to do). |
Question When random new world and custom nations will be updated ? Answer (Álvaro) RNW is a big pain to maintain, as Johan has already stated more than once, so we usually just try to keep it functional, fix the CTDs that it causes, and a little more. For custom nations, we've been trying to keep them up to date with the most recent changes, although it's usually on our 'low priority' list, so it takes some more time compared to other features to be properly updated. |
Question Do you have a specialised department in charge of maintaining historical rigour or are the designers and team members themselves in charge of finding the information? Answer (Sonia) The majority of the Paradox Tinto team is really knowledgeable on EU4 and are hard core history geeks (this includes programmers, artists, QA...). So they all have heated discussions on historical rigor on a daily basis, they all suggest new content for EU4 that would make them proud and make their favorite game even better! However, as you say, ultimately, @Pavía -Doctor in Medieval History- and the team of Content Designer that he coordinates are the ones that need to research and try to keep the game fun, creative as historically accurate as possible. |
Question What goes into the thought process on what cultures are represented on the map? If a culture is excluded (such a Silesian German) what are usually the reasons as to why? Answer (Álvaro) We take into account two things: historicity, and gameplay. When both things get aligned, it's when we implement new cultures or make changes to the existing ones; but sometimes it doesn't fit one of them, so we prefer to be a bit more conservative with the changes. In the case of the Silesian Germans, the province framework also makes it a bit more difficult to operate them, as we can't really portray the diversity of the region, mixed among German and Slav communities. |
Question Would you consider adding the possibility for custom nations to somehow have access to unique government reformsnot* located in T1? (e.g. Mughal Diwan)* Answer (Álvaro) Not at this moment, as I posted in another answer, we prioritize keeping this feature up-to-date. |
Question Will the thing where trying to exit to menu restarts the whole game as if you had just opened it ever be fixed? Answer (David) IIRC we looked into it and decided that such a fix would require significant architectural changes well outside the scope of Tinto's current mission. We don't want to destabilise the very ground that the game sits upon, and would rather direct all code and QA effort to gameplay and bugfixes. So probably it will never get fixed, sorry. |
Question Are there any intentions to add more features focused around people rather than countries, like CK3's family trees? Answer (Álvaro) Nope, for that we'd require the newer version of CW Engine in which CK3 works, which would actually mean making a new game on its own. |
Question How would you improve the EU4 tutorial? Answer (Sonia) I already used my 3 wishes of my magic lamp |
Question in future EU4 (or more realistically, EU5), will personalities of the ruler, consort and heir take a bigger place, with stronger buffs and debuffs or with more events ? So that there is more rp Answer (Álvaro) A follow-up to my previous answer, this is not something that we want to actively engage in EU4, because our engine isn't designed to work with characters in-depth. There's also a design reason that makes EU and CK different on their scopes and gameplay and that is that Medieval and Modern Age politics are different in shape, the one is more about the ruler building upon his/her personal relations and skills, with the second focused on the deployment and development of the 'Modern State', with more characters and institutions involved on it. |
Question How do you decide when/if to add more modding support? Is there anything we can do to help or influence what types of defines, scripts, effects, etc. get added? Answer (Álvaro) Usually, when it gets aligned with our own internal development. It was also important for us that a few modders joined our team in the last couple of years, making easier to know and develop more and better modding tools (we're quite proud of the work we've done regarding that in the last couple of updates). On top of that, we're always open to read and get feedback on that, OFC! |
Question Are there plans to add more art to the EU4 steam points shop? Answer (Ryagi) Fairly unlikely but not impossible |
Question what's the average breakfast before a long hard day laboring over eu4? Answer (Sonia) Anything they can find around! COFFEE or RED BULL in most cases. Some healthy folks have some fruit and oats, some others do traditional local breakfast Pan Tomaca (bread with garlic, olive oil, tomato and salt), some others go for muffins, donuts or waffles. And it is all on Paradox Tinto! |
Question What regions do you prioritise for mission reworks and updates? Could we expect better native mechanics soon? Answer (Álvaro) If you take a look at the last DLCs, we've been usually prioritizing the regions with the most outdated content, and also we try to rebalance or polish the ones updated in the last patches. Regarding natives, we're not entirely happy about it's final rebalance after 1.32 and 1.33, but we already spent some time on them, so they will have to wait a bit to get new improvements. |
Question What's Johan's favourite food? Answer (Johan) Being a bit cheeky by answering for him, but I think it's either solomillo fillet steak from the Sitges restaurant 'Buenos Aires'... or the incredibly spicy slow-cooked chilli con carne that he makes (i have fond memories of half of Tinto looking like we were attacked by tear gas that one time) |
Question Would you consider making an update to the age of Reformation League Wars/Council of Trent mechanics? It seems frustrating that you have so little power in the Council if you are not Curia controller and it is very annoying how easily you can miss out on the league wars if your ally calls you into some pointless war just before it. Answer (Álvaro) Small rebalancing update, OFC. A big rework of it, no, it's out of our current plans, being honest. |
Question Do you follow any sports? Answer (Sonia) I would say that football is the most common sport followed by the Tinto employees. Some like to watch formula and Eurovision . Hehe. I would say that half try to joing some of the trainnings we have at the office (self defence, cross-functional) |
Question Would you like to add more religions (for example Baltic pagan) to EU4 if it's possible or you stand it's already enough for such game like EU4 Answer (Álvaro) Generally speaking, I think that we have mechanics and features for most of the religions that could be added to the game, and even a few more (Nordic cough cough). But if we see them fit a new DLC, we're open to it, as when we added Judaism mechanics in Origins. |
Question =question What are the biggest balance changes you think the game needs right now? Answer (Markus) In my personal opinion the overall game balance is currently in a very good spot, and it is more of a task for us to not upset it too much. One of my own pet peeves with the current Patches is the AI-Ottoman Expansion into the central asian steppes, since it makes Muscovy and some other regional powers struggle a lot more than they should, but it is very difficult to "guide" certain nations without killing their other expansion routes as well. |
Question not a question but thank you for being developing a great game Answer (Sonia) Thank you so much, it means a lot to have your support! All Paradox Tinto employees are super passionate and they really work hard to keep EU4 entertaining and fun to play! |
Question Will there be a DLC subscription on Epic Games Store? Answer (Vasi) Epic currently lacks support for the subscription model, so it depends whether this is something that they themselves will add in future (impossible to say for sure sorry!) |
Question how do you do research for the various nations and cultures in the game? Is there a big paradox exclusive library filled with ancient scrolls with re-tellings of stories from ancient bosnia? Answer (Álvaro) OFC! Apart from being Content Design Coordinator, I'm the Archive Custodian at PDX Tinto, being in charge of keeping and taking care of our ancient scrolls and papers! Jokes aside*, we try to get as much information about the countries and cultures we're working on, both informal sources (Wikipedia is great, everybody knows!), but also academic ones.
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Question I'll ask my previous question again since it's been misread: Favourite type of bear (as in, big furry animal of the Ursidae family)? Explain in detail why Answer (Sonia) Does Panda count? If so, I think there is no explanation needed. If it doesnt I would go with Ursus Arctos, the bear we mostly have in the Iberian Peninsula. |
Question What's your funniest story from an MP game? Answer (Sonia) For me personally, I really liked attending to the Grandest Lan! It was an amazing event! |
Question are there any plans for colonial nations/south america/the middle east within the future? or are you not allowed to say? Answer (David) All of those are things we are aware would benefit from more content, and stuff that we would love to work on at some point. But we aren't quite ready to talk about what we will do after the middle east yet. |
Question [First off, thank you for creating this amazing game! I particularly enjoy the mana/money relation, static dev/trade and stacking modifiers. My question: Some mission trees closely resemble the history of the country (e.g. spain) while other mission trees are a creative take on what this country might be able to do (e.g. dithmarschen). Are you more likely to add/rework new trees towards the historical or the creative direction? How do you feel about those distinct differences in the mission trees?] Answer (Álvaro) Thanks to you for playing and enjoying it! Regarding your question, it really depends on the country. For the 'historical winners' of the period, we obviously have more historical content to work with, and derailing from it is usually harder. It's the 'historical losers' the countries that we have more freedom to work with and become more creative, as with the Teutonic Order. We also experimented a bit with the African countries in Origins, because the information and sources available are more limited compared to other countries, so we also have more room for creative direction, as well. And, for us, what's important is to have a fun and interesting one, it doesn't matter much if it's either in the historical or in the creative direction (although we tend to give a bigger focus to the first, as it's what our community usually has more expectations about). |
Question If you could add or improve one aspect of the game with a magic wish, what would it be? Answer (Markus) I would use my magic wish to make the ai follow Mission Trees and be able to actively strive towards completing missions that benefit them. Not only because it would be fun to see the results, but also because balancing new Content around both players and ai is very time consuming and does not always lead to optimal results. |
Question [what is a country that wasnt updatet by its respective regional DLC that you would like to go back and update ?] Answer (Álvaro) There were a bunch of countries that we'd have liked to update in Domination, such as Austria, the Netherlands, etc; but we had to cut them, as the DLC's content was already massive, and we decided to prioritize to polish the already created content as much as possible to reach the deadlines in a better state. |
Question if the Next Dlc is about Middle East does that mean Arabia as a Formable will get a mission tree and Idea set as well? Answer (Álvaro) It might be, but we'll see after the summer break (in Spain, that means September) what's the newly updated content... |
Question will more hardcoded features like religion stuff (Religious reforms and so on) become (more) moddable in the future? Answer (Álvaro) It might be a case, but we don't have established plans on that, it depends a bit on how the development of each DLC leads to. That was what led to the government mechanics to be made scriptable (and thus, moddable) in 1.35, as we were planning to add a bunch of them to Domination. |
Question are there any plans to add more religions to the game such as hellenism and the likes? specifically to the custom nation designer Answer (Álvaro) Again, we're not settled on this; if it's something that may work for the newest DLC we're working on, we'll do it. |
Question are there any plans (e.g. dlcs focused on this) on making the game more historical? e.g. a setting like the hoi4 "historical ai", etc Answer (Álvaro) EU4 is a good mix of an historical and a sandbox game, I think, even if we know that some people would like it to be more of the former, and some, more of the latter. We already use to script the AI to follow the historical paths, although we leave room for 'ahistorical' outcomes; that also makes the game different in each campaign and doesn't lock it to be very static on its development. |
Question will automatic missionaries like diplomats ever make it to the game? Answer (Álvaro) Never say never! |
Question Do you plan to implement a system like the new random world that allows replaying in different scenarios to give more replayability to the game? Answer (Álvaro) God, no! Both the RNW and the historical setups have become quite outdated with time, as they're really hard to keep updated with the changes to the base game. If we'd do that, we'd implement it on a very different way, but there are no plans for anything like that. |
Question Any hope of making ruler personalities moddable? Answer (Álvaro) Again, never say never! |
Question One thing that is a little disappointing is how little religious and cultural change there is on the map after hundreds of years of gameplay. Are you planning to change AI behavior or modifiers so that they have more incentive to convert religions/cultures? For example, most of the Americas usually keep their native religion after being colonized for hundreds of years despite historically many being converted to some form of Christianity. Answer (Álvaro) This is something really difficult to balance, because in the game's time frame, there are cases of both really quick cultural and religious change, but also of great cultural and religious resistance to change. I'd say that in the specific case of the colonization of the Americas, we'd have to make the game's AI a bit more proactive on that, as that's something that the player is already able to make. |
Question Why did the flag design change since 1.0? (Look at Holland and Flanders and then at for example Berg) Answer (David) It probably wasn't a deliberate change. Over the last 10 years since release (many more if you count pre-release development as well) the EU4 team has been home to many different 2D artists and Art Leads, and that's not even counting the transition to Tinto when we became an entirely new set of artists in an entirely new studio. Naturally, a lot of minor direction choices made by earlier artists (like which exact design of Lion Rampant we use) get forgotten about when things change hands. |
Question Do y'all plan to make more mechanics easily moddable like you did to governments in 1.35? (Religion, HRE, EoC, special units, etc) If not, understandable given the state of the engine. Answer (Álvaro) Again, it will depend on our need in future DLCs; if we think that it's a good idea to make them easier to work with (thus, moddable) to develop new content, then we'll make it. |
Question favorite musician? Answer (Markus) Very tough question to answer easily. Probably have to go with Manu Chao, since he influenced my taste in music a lot. But if you would ask me again in a few months my answer would probably be different again. |
Question according to devs, what’s the “core” mechanics to EU4? Like how trade and economics are core to Vic and family and dynasties are core to CK, what would the equivalent be in EU4? What could we expect to transmit over to EU5? Answer (Álvaro) IMHO not as someone that worked on the development and release of the game, but as someone that played it for a bunch of years and then joined the Team, I'd say that EU4 does well in most of the mechanics that are core to other PDX titles (economy, society, warfare, etc.), so it's a 'crossover' game. But if having to choose one, I'd say that Diplomacy is really important in the game, not only on SP but also being a core feature of the MP. |
Question Are Special units going to be fully modable any time soon? Answer (Álvaro) Not any time soon, I'm sorry to say. |
Question is there a chance of adding a "30 years war type mechanic", where nations may join an ongoing war other than the great power intervention system? Answer (Álvaro) What you probably mean is an overhaul of the Coalition mechanics, right? We don't have any plans about that for any time soon; improving that would be really interesting, but it would also require quite an effort, so it's not on our plans ATM. |
Question [Would it possible to implement a feature of "chasing armies" like in Stellaris (as long as army is in sight keep running after them)?] Answer (Álvaro) That's something not trivial to implement, and more with the Fort and Access system in place in EU4, so I don't think we can make an equivalent to the Stellaris' feature with the current game's systems. |
Question Are there plans/are things in motion for a EU4 MP Dev clash? Answer (Markus) as mentioned by Johan before, there aren't any plans currently due to the casting setup at the office. But as someone who watched a lot of Dev Clashes before joining the team, i would absolutely love to participate in one! |
Question How is the AI trained and tuned? What methods is employed to ensure optimum behaviour whenever a new mechanic is added? Answer (Álvaro) Two ways. We've got programmers working on AI basic behavior, making tweaks, improving it, etc. For instance, Gnivom made great work regarding that in the 1.34 update. On the other hand, we try to script new mechanics and features to be used by the AI with different weights when a new one is implemented. Apart from what is 'try and test', like in any other programming task (which includes playtesting, OFC), we perform nightly runs on different PCs, in which we observe AI's behavior, general game performance, etc. So, we evaluate the AI in different processes, in order to try to keep updated and improve it. |
Question What would you change if you could go back to the initial EU4 development phase, with the knowledge you have now? Answer (Johan) The game would have far more features at day 0, as I would know how to make them quickly |
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