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Eu3 expansion teams had 3 people, 1 lead programmer, 1 scripter & 1 programmer. It also had acess to 1 QA every 2nd week. original game had 1 more programmer, 2 artists and a designer/producer at 50%.

Today we have 1 lead programmer, 3 programmers, 2 scripters, 1 artist, 4 QA, 1 designer, and access to support teams for engine, producers, etc..

We can also have 1 team per game instead of 1 team for all games.

And every single expansion for EU4 has had about 3 times the content of an eu3 expansion, with more than half of it for free.

Also, this model has been insanely more popular amongst our fans, when it comes to actually willimg to buy the expansions.
 
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Curiously, what is the difference between a scripter and programmer?

EDIT: Does scripter work more on aspects of the game that can be changed by a modder whereas programmer focuses more on, well, actual programming?

That's about it. Scripters work on the history databases, research interesting historical events, script events, leaders, OOB, monarchs and everything else that can be done in .txt or .yml files while programmers work in C++ and, among many other things, writes triggers, effects and other things the scripters need. There's one language for programmers (C++) and one for scripters, which is based on LUA if I'm not wrong. I have suggested that we call our scripting language Machiavelli or Sun Tzu but not been successful in convincing the others...
 
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