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Gunnarr

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In discussion about DLC vs Expansion model, one pointed out that because DLC model produces more profits, it makes a larger developer team. This larger developer team counteracts the shorter time allowed for DLC releases, compared to longer time for expansion releases. But this is false if the team size or effectiveness is equal, that is, if the extra DLC profits are not being used to get more skilled developers.

So my question is:

How big was the EU3 team, for base game, and then expansions?

Second question is:

How big is was the EU4 team, for base game, and now how big is it for DLC additions?
 
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I know that one EU3 expansion was made by 1-2 people. EU4 has several times that.

Edit: Now with source:
Except that for the old expansions, you had 1 programmer & 1 scripter working for 3-4 months, which severly limited the scope of what could be included. For the new expansions you have 5 developers and 4 QA working on it for the same time.
 
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I know that one EU3 expansion was made by 1-2 people. EU4 has several times that.

Edit: Now with source:

I hope to find out for what it was in the later expansions,

and for what it is right now

but that quote is very helpful.

Also, your signature... sun_wu,... I remember that person... from death and taxes EU3 mod!!! one of the best modders ever... hope he is still going
 
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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Also, your signature... sun_wu,... I remember that person... from death and taxes EU3 mod!!! one of the best modders ever... hope he is still going
She's still going. Working on M&T as we speak.
 
She's still going. Working on M&T as we speak.
She also helps with Concert of Europe, a follow up to the Victoria 2 mod Pop Demand.
 
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..

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?
 
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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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I have suggested that we call our scripting language Machiavelli or Sun Tzu but not been successful in convincing the others...

Maybe they'd agree to call it the "Black Speech" instead ?
 
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There's probably someone at the office who speaks it and might not exactly like that we use it to denote our scripting language ^^
Paradox employs Sauron, it's official !
 
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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?

Generally speaking a programmer is writing the application (The EU4 Engine components) while a scripter is creating objects that are consumed by the application (events, history files, etc.)
 
Generally speaking a programmer is writing the application (The EU4 Engine components) while a scripter is creating objects that are consumed by the application (events, history files, etc.)

All that wrong terminology you use makes your post very confusing even though it's basically right.
 
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Also, this model has been insanely more popular amongst our fans, when it comes to actually willimg to buy the expansions.
It likely helps i have more of a choice in the matter, paradoxically. Eu4 is still a good game without its expansions (if a tad barren), Vanilla pre module dlc games are horrid at best without Expansions.

Actually im curious why it would be that making the dlc less of a absolute requirement makes them more buyable than making it something the game needs to function at all.
 
It likely helps i have more of a choice in the matter, paradoxically. Eu4 is still a good game without its expansions (if a tad barren), Vanilla pre module dlc games are horrid at best without Expansions.

Actually im curious why it would be that making the dlc less of a absolute requirement makes them more buyable than making it something the game needs to function at all.
I'd guess that the free stuff keeps up interest for people who don't buy the expansion at release but might buy one of the later expansions or buy it during a sale.
 
Generally speaking a programmer is writing the application (The EU4 Engine components) while a scripter is creating objects that are consumed by the application (events, history files, etc.)
All that wrong terminology you use makes your post very confusing even though it's basically right.
So... what terminology would you suggest?
"application" is not just the .exe file but would include all the scripted files and other assets.
The .exe file contains more than just the "engine".
SolSara really already answered the question though.