• Europa Universalis

    by Published on 07-02-2014 11:25  Number of Views: 1326 
    Categories:
    1. Europa Universalis

    'Incomprehensible riches can be ours if we can but stretch our arms wide enough to dip from this eternal river of wealth.'
    Every Tuesday, at 15:30 CET at http://www.twitch.tv/paradoxinteractive

    You've been waiting for it, and it's finally here. A start to finish showcase of the Europa Universalis IV: Wealth of Nations development, for your eyes to see. Every Tuesday, between 15:30 and 17:30CET we'll be livestreaming the latest build of of the game in a multiplayer environment live from the ominous Paradox Tower in Stockholm
    Pro-tip; Subscribe to the Paradox Extra Channel on YouTube and the Paradox Twitch Channel to know when new content from these session is being released.
    ...
    by Published on 04-02-2014 10:41  Number of Views: 2532 
    Categories:
    1. Europa Universalis
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    'Incomprehensible riches can be ours if we can but stretch our arms wide enough to dip from this eternal river of wealth.''

    Every Tuesday, at 15:30 cet at: http://www.twitch.tv/paradoxinteractive

    You've been waiting for it, and it's finally here. A start to finish showcase of the Europa Universalis IV: Wealth of Nations development, for your eyes to see. Every Tuesday, between 15:30 and 17:30CET we'll be livestreaming the latest build of of the game in a multiplayer environment live from the ominous Paradox Tower in Stockholm

    What is this?
    For those of you that are new to this, we'll be showing off the beta version of Europa Universalis IV over the course of the development of ''Wealth of Nations''. we've previously done this with ''Conquest of Paradise'' with great success (The content for that can be found here.) and we're keen on showing you on how our process works at Paradox Development Studio and involving you as we create a new expansion for the game before your very eyes.

    So, what to expect? ...
    by Published on 28-01-2014 12:02  Number of Views: 11918 
    Categories:
    1. Europa Universalis
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    New Expansion Adds Privateers, Trade Conflicts and Trade Companies

    STOCKHOLM — January 27, 2014 —
    Paradox Interactive, a publisher of games that practices fair trade, and Paradox Development Studio today announced Wealth of Nations, the second expansion to Europa Universalis IV, the award-winning empire building game for Windows, Mac, and Linux. Europa Universalis IV: Wealth of Nations will bring several new features to the game, focusing on trade, including the ability to secretly provoke trade conflicts, hire pirates to steal goods from your competitors, establish the East India Company and create a bustling trade capital for your nation. With several new possible ways to direct the wealth of the world into an empire’s coffers, Wealth of Nations will serve the needs of every gamer’s inner plutocrat.
    Cold hard cash is king, may the richest empire win. Europa Universalis IV: Wealth of Nations will be given the (trade) stamp of approval for download from digital portals in Q2 2014.

    The expansion will feature:
      ...
      by Published on 22-01-2014 16:57  Number of Views: 2436 
      Categories:
      1. Europa Universalis
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      Rejoice, Europa Universalis IV: Conquest of Paradise have released!
      I have listed links to where you can buy the expansion and the dlc:s, you can find all links here:
      http://forum.paradoxplaza.com/forum/showthread.php?747177-Where-to-buy-Europa-Universalis-IV-Conquest-of-Paradise-expansion-amp-new-DLC-s

      ...
      by Published on 22-01-2014 13:13  Number of Views: 880 
      Categories:
      1. Europa Universalis

      “Another unexpected 40 hours lost into the time black hole known as Europa Universalis IV, my Game of the Year 2013, has me thinking about the games I’ve spent the longest with in my 30-year gaming career. Well, it has me thinking about that and also how to get the French to end their alliance with the Ottomans so I can attack one of them without the other sending 100,000 troops right up my … but, that’s not the topic here. "

      Read Elysiums timesink games list here:
      http://www.gamerswithjobs.com/node/116659
      ...
      by Published on 20-01-2014 18:58  Number of Views: 896 
      Categories:
      1. Europa Universalis

      The Academy of Interactive Arts & Sciences honor 2013´s finest achievements in video games with nominations for the 17th Annual D.I.C.E. Awards (#DICEAwards), the video game industry’s premier peer-based awards show. The Academy’s 22,000+ members, comprised of the interactive publishing and development communities, recognize excellence in 24 different interactive game categories in one of the highest forms of recognition in the industry.
      We are very proud to say that Europa Universalis IV is one of the finalists

      Strategy/Simulation Game of the Year finalists:
      • Europa Universalis 4
      • Fire Emblem: Awakening
      • Sid Meier's Civilization V: Brave New World
      • StarCraft II: Heart of the Swarm
      • XCOM: Enemy Within
      Read the news here:
      http://www.interactive.org/news/17th_annual_dice_awards_finalists_revealed.asp
      ...
      by Published on 14-01-2014 20:24  Number of Views: 1296 
      Categories:
      1. Europa Universalis

      All-new New World Being Discovered on Live Stream Today

      STOCKHOLM — January 14, 2014 — Paradox Interactive, a publisher of games and planter of flags, today released “Conquest of Paradise,” the first expansion to award-winning empire-building game Europa Universalis IV created by Paradox Development Studio. Available now for Windows, Mac, and Linux, Conquest of Paradise provides players of Paradox’s celebrated strategy game with an all-new set of challenges, sending them to the New World during the age of exploration.

      Get the expansion here:
      http://forum.paradoxplaza.com/forum/...-amp-new-DLC-s

      Explorers and Emperors alike will find a completely randomized American continent added to their game, including features such as trading with the natives, establishing colonies, and new options for military conquest. Players can also take control of newly formed colonial nations – or play as one of several Native American Nations, complete with unique buildings, events, and mechanics. ...
      by Published on 14-01-2014 11:32  Number of Views: 4743 
      Categories:
      1. Europa Universalis

      Here are the patchnotes for EU4 1.4 Patch, read, analyze and play later today


      #################################
      # Europa Universalis IV: Conquest of Paradise Features
      #################################



      Features in the Expansion:

      - Playable colonial nations.
      Start the game as the 13 colonies and fight free of the British or play as a Portugal and switch to Brazil when Europe is feeling to small. Conquest of Paradise allows you to play as colonial nations.

      - Randomized new world
      Use the option of starting the game with the whole North American and South America completely randomized. Conquest of Paradise brings true exploratioin.

      - New mechanics for native americans
      With the Conquest of Paradise expansion native americans will now play according to different rules. They have their own buildings, new unique ideas and a separate set Native advancements that they can buy for power.
      Small native american states can also migrate to move to a better place and generate more power.
      Native americans cannot fabricate claims but get a special CB called Humilitate that will generate power when they win and cost their opponents prestige.
      Federations are also a unique feature for native americans. Federations work like a defensive alliance with a leader. Federation members will protect eachother from outsiders but not from from eachother.
      Native americans can progress their nation and reform their governement and become a modern state.
      Native americans now get their unique advisor pictures.

      - Support Independence. In Conquest of Paradise there is now a new diplomatic action that allows an independant nation to support the independance of a subject nation. Should the subject nation declare war on its overlord, the supporters will automatically get called.

      - Conquest of Paradise adds the Observe Mode which allows a player to join a game without selecting a country. In the game the Observer kan via a convenient interface jump between different countries, played by other humans or the AI, and see everything they can see. Perfect for multiplayer streams or learning the game from the experts.

      #################################
      # Free New Features in Patch v1.4
      #################################

      - New diplomatic dependency called 'Protectorate'.
      If a nation is of too low a technologygroup compared to you, they will become a protectorate instead of a vassal.
      Protectorates give 50% of their tradepower to their overlord, but get -25% technology cost for it.
      If a protectorate westernises, they automatically become independent again. You can also trace traderange from your protectorates.

      - Climate Overhaul:
      Mapmode showing climate zones, and differemt climates now have more specific effects.
      Winter & Climate Icons are also shown in province view.
      Winter only affects hostile attrition now.
      Climate now have impact on colonisation.

      - Succession Wars are no longer automatic.
      When a country have the chance to form a union with each other, the strongest of the new overlords rivals and/or nations with a royal marriage or same dynasty, have the opportunity to challenge them in a succession war.

      - Tariffs
      Old system for tariffs completely gone.
      Colonial nations now give a percentage of ALL their income as tariffs, starting at 10%.
      Increasing tariffs is done per colony, for 25 admin power for +2.5% Tariffs and +5% Liberty Desire in the colony.

      - Liberty Desire
      Colonial subjects can declare war on their overlords at 50% liberty desire, and will do it automatically at 100%.
      If Liberty Desire is lower than Tariff Percentage, they increase by 1% each year.
      Liberty Desire grants more manpower and cheaper maintainance for the colonial subject.

      - Added new option to 'Abandon Colony', for when you want to give up on a province.

      - Westernisation changed
      Westernisation no longer requires non-negative stability.
      While westernising, you no longer get +200% stability costs, but instead +5RR.
      Westernisation no longer depends on stability, but instead progress +10 from each power each month if possible.. When progress hits 5000, modified by techgroup, its finished.
      Westernisation events are now "bad effect" or "give up 4 months progress".
      You can now see more details about effect of westernisation and estimated finish date in the interface.
      When westernisation is finished, it will be truly finished, and no rebels can change that fact.

      - Added 5 new achievements:
      In The Name of the Father - Get 100% Patriarch Authority.
      The Rising Sun - Conquer all of Japan as a European nation.
      The Five Colonies - Have five colonial subjects.
      The Re-Reconquista - Own all of Iberia as Granada
      Turn the Table - Swap to one of your colonial subject from a 1444 start and vassalize your former overlord.

      - Added four new mapmodes, for climate, tradegoods, winter & federations.
      - A New Interface has been added, where you can view all your current subjects, and view their benefits to your nation.
      - Added a new loading screen to game.
      - Added a generic ideagroup for those with native mechanics.
      - Added ideagroup for colonial nations.
      - Added ideagroups for Huron, Iroqouis, Chickasaw, Cherokee, Pueblo, Shawnee & Creek.
      - Added cocoa tradegood.
      - Added lots of new countries in Eastern Africa & Northern America.
      - Added new pagan religion Totemism for North American Natives.

      #################################
      # Gamebalance
      #################################


      # Trade Nodes
      - Added new tradenode Western Europe, leading to Sevilla, Bourdeaux, Antwerpen & London
      - Carribean no longer leads to Sevilla & Bordeaux, but instead to Western Europe.
      - Moved Chesapeake connection from London & Bordeaux to Western Europe.
      - Mauritanian coast now leads to Western Europe instead of Sevilla.
      - California now also feeds Missisippi.
      - Missisippi now also feeds St Lawrence.
      - Basra now also feeds Persia.
      - Genoa now feeds into Bordeuax.
      - Malacca now feeds into Zanzibar.
      - Indus now feeds into Samarkand.
      - Tradenodes are now repaired if older savegames are loaded.
      - removed kashmir-indus link
      - Sevilla is now an end-node.
      - Venice and Sevilla are now determined as proper endnodes for powerpropagation chains, just as Antwerp is.

      # Trade
      - Reworked some prices on tradegoods, boosting some underperforming tradegoods.
      - Tradepower now propagate upstream into empty tradenodes.
      - Capitals now propagate power upstream.
      - Tradepower below 2 is not propagated upstream.
      - Upstream propagation is now splitted between all incoming links where valid.
      - A trading nation is no longer counted as having no presence if it only has transfered tradepower (also fixes the ever growing trade piechart)
      - Removed tradepower malus from lesser governments.
      - Now possible to trade in your homenode even if its out of range
      - Colonial & Protector overlords now get power in all tradenodes their subjects have power as well.
      - Merchants now have a proper travel time again.

      #Ideas
      - Spanish idea 'Inter Caetera' now allows you to claim any province owned by a colonial country or that is overseas for spain.
      - Russian ambitions nerfed from 100% to 50% manpower.
      - Nerfed prussian & japanese ideas slightly.
      - All +200% enemy core creation are now +100% enemy core creation.
      - Gave the italian ideas a nice boost.
      - Religious ideas finisher nerfed from 100% to 50%.
      - Boosted diplomatic ideas some, including 'reduced stab impacts' no longer giving stability penalties for breaking royal marriages.
      - Native Trading Principles (french idea) now also increases the tax/mp gain from leaving natives alone by 25%.
      - Portugals ambition is now +20% Tariffs.
      - Global Empire idea is now 25% naval forcelimits.

      # Score
      - Score rank & ratings are now saved in savegame files.
      - Score increase increases faster closer to the end of the game, and gives far less at the start of the game.
      - Annexed countries is still in the score-list now, if they had accumulated points.
      - Quality of leaders now impact scorerank instead of just +1 for each leader, and is now capped at +5 for leaders.
      - Protectorates give less score than other dependencies.
      - Below 50 republican tradition or legitimacy is now negative on score.
      - Score for fleets now depend on amount of cannons, not amount of ships.
      - Being occupied is a severe drawback to your administative score.
      - Warexhaustion reduces your military score now.
      - Negative warscore now have an impact on score calculation for diplomacy.
      - Strong ally bonus on dip score now depends on those with stronger military power, not those with at least 50% of your income.

      # Technology
      - Techs costs are now reduced by about 5% for each full ideagroup of that category. Each idea reduces by 0.7%.
      - Techs now slowly increase in cost over time (20% for lategame techs)
      - American techgroups now start at level 1.

      # Armies
      - Exiled units will no longer cause natives to spawn.
      - Armies at ships no longer reinforce at all.
      - Armies at ships now always take 1% attrition, and not depending on naval supply limits.
      - Rebalanced some recruitment speed modifiers.
      - When a unit goes to board transports, all attached units will now be detached

      # Navies
      - Pirates only spawn outside coasts of those that can build ships.
      - naval leaders no longer get unused bonus siege values.
      - removed the "not-patrolled" modifier from the game.
      - Not possible to give move order for more than one province into TI
      - Dependecy relations now allow each other to repair their ships in each ports.

      # Force Limits
      - Colonial States now provide basic naval force limit from their ports. (ie, not buildings)
      - Vassals & Colonial states now provide land force limits to their overlords.

      # Combat
      - Tweaked terrain penalties on combat width and attacker a bit down .
      - Units now take 10% more morale damage in combat.
      - Each day, every unit in a combat now loses 0.01 morale.
      - Native ferocity now also reduce damage taken.
      - Shattered retreat now have a cap of no longer than 10 provinces.
      - A unit retreating shattered will now stop retreating when it reaches maximum morale.
      - The prestige from naval/land combat modifier now increases the cap of how much you can get from a combat as well.


      # Colonisation
      - Overseas provinces now give production income again, but with a -100% local production efficiency.
      - Colonial Nations are now formed if you own more than 5 provinces in the same colonial region in the New World, and you lose core on these provinces.
      - Colonial nations have a 10% penalty on their colonists giving a boost & only get 25% growth in their colonies.
      - Colonies now properly autocore when they become a city.
      - Fixed an inconsistency between displayed and actual settler growth
      - You can now colonise adjacent to colonial subjects.
      - No Adjacent Controlled penalty on colonial growth is not applied adjacent to your colonial subjects.

      # Cores
      - The cores of annexed nations now take twice as long to disappear
      - Reduced core decay time for same culture group to 100 years from 150
      - Colonial conquest outside of region for a colony to core is 75% cost and 25% inside their colonial region.
      - Fixed an issue with cores not disappearing on the correct dates.

      # Comets
      - Comet Sighted is a bit more rare now.
      - Having the scottish national idea "Comets" now properly reduces the chance of Comet Sighted significantly.
      - Comet Sighted now have another option for those that like choice.

      # Diplomacy
      - Cancelling vassalization will now create a truce with the released state
      - Cancelling vassalization now only results in losing 25 prestige (no stability hit)
      - Royal marriages will not break if a regent dies.
      - Subjects no longer get expansion cb's.
      - Subjects to a player can not become lucky nations.
      - Subject nations can no longet sell provinces

      # Opinions
      - Fixed broken opinion modifiers for vassal states
      - Added opinion bonuses for having union, colonial or protectorate dependency.
      - Large countries no longer get any additional AE for being large when gaining AE.
      - AE reduction for giving away provinces is now applied to the country giving up the provinces.
      - Some cases where AE was not scaling over the world, now scales properly.
      - Fixed some inconsistencies in the AE system caused by leftover code from the old BB system

      # War & Peace
      - If you send a stabhitting peaceoffer, your callforpeace penalty is reset.
      - Scripting separate badboy_factor and prestige_factor for defender in wargoal now works
      - Rescripted all wargoals that use separate attacker/defender settings
      - wargoals are now applied at all cases in peacescore calculations.
      - Release Nation and Annex now deducts provinces ceded properly when calculating final peacescore.
      - CORECLAIM_PEACE_COST_DIP_FRACTION in two separate cost reductions
      - CORE_PEACE_COST_DIP_FRACTION now gives 20% reduction
      - Not possible to call to arms if they are already called
      - If you are a daimyo and force another daimyo to release another daimyo, then that daimyo will become a proper vassal of Japan now.
      - Making a country a protectorate will now break all their alliances


      # Pagans
      - Religious conversion of pagans is now +2% instead of +10%.
      - Pagans no longer have a penalty on defensiveness, but get a -1 rr.
      - Nerfed pagan religions.

      # Holy Roman Empire
      - Leaving the empire at Revoking the Privilegia also removes electorateship.
      - Emperor now gets claim on all provinces previously in the empire when someone leaves it.
      - Electors no longer have a -50 to vassalization when the empire is inheritable.
      - Having less electors than desired is now an actual penalty on the imperial authority.


      # Misc
      - Removed obsolete colonial type rebels.
      - Governments that cannot use royal marriages will now get a random ruler on startup if they have a Regency.
      - Inflation from gold income now checks versus ALL monthly income types.
      - Mecca and Rome are now religious centers, which are practically impossible to convert.




      #################################
      # AI
      #################################


      # Strategic AI
      - AI: Added proper logic for raising tariffs
      - AI: Will not launch any overseas invasions if they are a colonial nation
      - AI: Will no longer desire a province simply because it contains a strait
      - Fixed a bug where the AI would be hostile to countries it had no interest in conquering or vassalizing
      - Improved AI army strength evaluation logic when planning a war
      - AI: More consistent about which countries it wants to conquer versus which countries it wants to vassalize/make protectorate
      - AI: Better at using multiple colonists at once
      - AI: Migrants will not bother with buildings unless they have a large amount of cash
      - AI: Will no longer create more generals than it needs
      - AI: Smarter about where to assign their best leaders
      - AI: Will no longer hold up peace to chase down scattered colonial holdings when it has won a crushing victory
      - AI: Should no longer select colonies as rivals unless they are a colonial country under a different overlord
      - AI: Should no longer select vassals as rivals under most circumstances
      - AI: Colonial nations will now only colonize territory that is either adjacent or in their own colonial region
      - AI: Will now prefer to focus on a single colonial region at a time when colonizing
      - AI: Less likely to pick the 'Threatened' attitude over 'Outraged' against countries with high AE
      - AI: Will now never move its capital to an isolated province
      - AI: More prio on making protectorates out of countries that are impeding bringing trade home

      # Decision & Event AI
      - AI better at taking blasphemy_act, act_of_uniformity, sunday_school, conventicle_act and test_act
      - 80% chance of AI picking option A in event 874 "Tensions between nobles and clergy"

      # Diplomatic AI
      - AI: Will no longer insult countries just for having a high opinion of them unless it is planning a war with them
      - AI: Less willing to be vassalized by a non-HRE state if they are an HRE state
      - AI: Will no longer make protectorates out of primitives unless they too are primitives
      - AI: Now slightly less willing to make peace if it is a separate peace
      - AI: Will now cancel treaties of military access and fleet basing rights it is granting to countries if relations with those countries deteriorate
      - Colonial nations are now much more interested in buying provinces in their colonial region
      - AI: Will no longer care about annuling treaties that do not contain an alliance

      # Trade AI
      - AI: Will no longer send merchants to a node that has no trade value
      - AI: Will now make more use of embargos
      - AI: Now takes into account other countries' steering when determining what node to steer trade to
      - AI: Better at determining when collecting in capital is worth it over other options
      - Tweaked financial AI to make it better at assigning trade fleets for maximum income
      - Trade AI now also weights in potential incoming trade when evaluating a node.
      - When the AI request a new trade fleet it will now NOT receive damaged units

      Army AI:
      - AI: Now takes into account nomad shock bonus for the purposes of estimating strength of armies
      - AI: Now pays more attention to supply limits when deciding to attach to friendly armies
      - AI: Will no longer attach to units that are boarding transports
      - AI: Fixed some issues with army AI incorrectly weighting odds against enemy units at low levels of morale
      - AI: Improved army AI logic for determining when an ally needs assistance in battle
      - AI: Now factors in effect of terrain when determining whether to stay put and face an incoming enemy
      - AI: Will no longer always attempt to retreat 1 day ahead of an incoming enemy
      - AI: More likely to walk home instead of using ships when exiled in territories close to home
      - Fixed a bug where AI units would keep moving to attack a province and then abort because they wrongly calculated on support from nearby friendly units
      - Fixed an issue in army AI that was causing AI to 'dance' between targets
      - Fixed a bug where you could lock up AI armies by repeatedly moving into and then cancelling movement into their province.

      Navy AI:
      - AI: Will no longer care about invading unimportant enemy islands unless they have nothing better to do

      AI Bug Fixes:
      - Fixed a bug where AI armies would stand around doing nothing next to enemy armies due to low manpower
      - Fixed a bug where the AI checked military access desire instead of vassal desire.
      - Fixed a bug where the AI would lift sieges because a friendly army passing through was mistaken as wanting to take over the siege
      - Fixed some issues with countries incorrectly getting the vassal attitude towards other countries who were not their overlord
      - Fixed a bug where the AI would continually start and abort invasions on heavily defended targets
      - Fixed a bug that was breaking the Suggest Offer option when the enemy had low warscore
      - Fixed a bug that was causing the AI to make very odd picks for rivals
      - Fixed a bug where exiled AI armies would not return home because of nearby rebel armies
      - Fixed a bug where the AI would maintain rivalries with countries long after those countries ceased to be relevant to them
      - Fixed a bug where the AI would win an independence war but not demand independence because they preferred core provinces
      - Fixed a bug where the AI could demand vassalage on behalf of an ally even when not war leader
      - Fixed a bug that was causing the AI to overpriorizie collecting downstream from capital
      - Fixed a bug where the AI would be extremely unwilling to make peace due to having more max manpower than current manpower
      - Fixed a bug where the AI would lift sieges because a friendly army passing through was mistaken as wanting to take over the siege
      - Fixed some inconsistencies in the AE system caused by leftover code from the old BB system

      Misc:
      - Made some optimizations with the AI, distance calculations and diplomatic actions.
      - AI Personalities are now visible in the interface
      - Interregnums after game start will now correctly show up as such
      - Optimized diplomatic AI.


      #################################
      # Multiplayer
      #################################

      - Fixed one hotjoin-oos by always saving ColonySize and NativeSizeBeforeMigration in savegame.
      - Fixed the error code N_0_2.
      - Fixed bug where options got stuck in MP if Ironman was enabled in SP before.
      - Dynamic dynasties assigned ingame to historical monarchs now gets reset on resign (potential OOS fix)
      - Removed 50mb limit to transfered savegames in MP
      - Hotjoin: _nMilitaryRatingCache are now saved in savegame.
      - Server no longer gets a popup and pauses the game if a player tries to hotjoin a non-hotjoin MP-game.
      - Clients no longer gets banned for quitting the game.
      - It's now possible to open and use the regular ingame chat during the hotjoin process.
      - The "Paused by server"-message no longer gets stuck after hotjoin.
      - It's now possible to open and use the regular ingame chat during the hotjoin process.
      - Hotjoin: Trust is now always saved in savegame.
      - Hotjoin: SupplyRangeCache is now loaded correctly.
      - The "Paused by server"-message no longer gets stuck after hotjoin.
      - The "Server lost"-message is now displayed correctly if the host has disconnected.
      - Host server interface no longer clears server name when closing and opening the interface
      - When playing coop, the economy sliders now updates correctly for both players.
      - Game setup: Fixed chat log being cleared when clicking "historical start"


      #################################
      # Interface Improvements
      #################################

      # General
      - Can now change province capital names
      - Can now toggle whether you want others to be able to attach to your units or not
      - Added alert_high_liberty_desire
      - Terra Incognita is now shown when loading save games
      - Possible to right-click through on map combat interface
      - Tutorial selection: Display chapter title and description correctly if going back after selection
      - Fixed army size tooltip
      - City sprawl now visible again in the lobby (base size on base tax)
      - Added some interface information about Republics in Regencies getting randomly generated rulers on game start
      - Added missing GFX_combat_terrain_coastline
      - Added missing GFX_combat_terrain_woods
      - Fixed missing combat terrain GFX_combat_terrain_forest
      - Minimap: Generate based on topology
      - Minimap: Hide areas that are in TI
      - The player names are now updated properly on map in player mapmode in game setup.
      - Incompatible savegames now has a icon.
      - The correct tooltip for build cost are now shown for mercenaries.
      - The Fort Defense value in the siege interface are now correctly updated when sieging back provinces from rebels.
      - The log is now cleared when loading savegame ingame.
      - Countries may now have a separate mapcolor (political mapmode etc) and countrycolor
      - Alert for troops in foreign territory is no longer shown for any type of subject provinces.
      - Over diplomatic relations alert now lists all relations in the delayed tooltip.
      - Changed order which relations are checked for the purpose of coloring the on-map unitinterfaces
      - DIPLO_HAS_SUBJECTS will no longer be shown if the country isn't independent
      - Trade interface: Disabled trade node connection buttons for undiscovered locations

      # Tabs
      - It is now clearer that Religious Unity also includes modifiers and not only provinces.
      - Updated local income tooltip to include yearly income from provinces
      - Fixed mismatch between the War Exhaustion value in defender of the faith-tooltip and the value in stability view.
      - Extended the box that shows accepted cultures.
      - Added AI personality icon in the diplomacy view.
      - Better explanation for yearly increase in tooltip for advisor-cost in economy view.

      # Mapmodes
      - Opinion and coalition mapmode no longe gives tooltips for sea provinces.
      - Fixed better tooltips in HRE mapmode.
      - Occupied provinces no longer gets stripes in trade mapmode.
      - Added a color to continents
      - Changed the hideous color of Germany

      # Diplomacy
      - Enemy of Enemy opinion modifier tooltip displays monthly ticks
      - Fixed a bunch of missing cancel descriptions for diplomatic actions
      - Updated tooltip for Excommunication to reflect the actual CB
      - Added country name to annexation/integration tooltip
      - Display prestige loss in summary text when conceding defeat
      - It is now clearer which country becomes vassal or protectorate
      - Added estimated completion date to Improve Relation tooltip
      - Leader and "war leader may not demand peace" icon tooltips no longer overlaps.

      # Province
      - Fixed better tooltip for tax in province view. (It's now explained that it's the yearly income)
      - Terrain picture now shown in province view if the resolution is high enough.
      - Rebel-controlled provinces will no longer say "noreligion of rebels" as state religion
      - The province history view are now properly updated when changing province while looking at it.

      # Ledger
      - Added a ledger page for possible colonies.
      - Added a ledger page for income type comparisons between countries.
      - Culture piecharts in ledger now shows the same values as being used to determine when cultures become accepted or not

      # Messages
      - Can now see personality of another country's new ruler in new monarch message
      - Added go to button to 20+ messages
      - Shields in popups now work again
      - End of Combat message: Fixed misaligned OK button
      - End of Combat message: Siege icon no longer visible for naval combat
      - End of Combat message: Fixed missing maneuver tooltip
      - We guarantee other is no longer a message pop-up by default.


      #################################
      # User Modding
      #################################

      # Console
      - Added console command: add_liberty_desire
      - Added console commands for add and remove claims
      - Added console command: "form_union"
      - Added fps-info to the debug_info-command.

      # Effects
      - Added a add_tariff_value effect
      - Added add_liberty_desire effect
      - form_coalition_against effect now works properly.
      - create_colony effect now takes the actual number of settlers
      - Added effect scopes random_subject_country and every_subject_country
      - Added effect multiply_variable
      - Added effect divide_variable
      - All variable effects can now take a second variable as an argument
      - Added a 'create_protectorate' effect.
      - added a 'add_yearly_manpower' effect.

      # Triggers
      - Added triggers num_of_protectorates & num_of_colonial_subjects
      - Renamed the trigger tariff_efficiency to tariff_value
      - Added trigger scopes any_subject_country and all_subject_country
      - Added trigger num_of_diplomatic_relations
      - Added trigger num_of_free_diplomatic_relations
      - Added custom_trigger_tooltip trigger
      - Added trigger has_new_dynasty
      - Added trigger has_conlonial_parent
      - Added real_month_of_year, real_day_of_year triggers. True if value highter or equal to date. not valid in MP
      - Check_variable trigger now works the same way as variable effects
      - added an 'is_protectorate' trigger.
      - Added liberty desire trigger
      - Added colonial region trigger
      - Added is_colonial_nation_of trigger
      - Added is_colonial_nation trigger
      - Added is_former_colonial_nation trigger

      # Modifiers
      - Added a local_hostile_attrition modifier.
      - Removed overseas income modifier.
      - Removed colonial_time modifiers as they were not relevant anymore.

      # Misc
      - All variable effects and triggers can now take a scope as an argument
      - Added event scope colonial_parent
      - You can now force provinces to be viewed as coastal. dont use on non-sea.
      - Added GetDateText, GetDate, GetYear and GetMonth to eventscopetext.cpp
      - Added disallow_random_new_world that can be used for mods
      - Added colonial_region context scope
      - Added GetWomanMan to monarchtext



      #################################
      # Achievements & Ironman
      #################################

      - Fixed a bug which caused the It's All About Luck achievement to not fire.
      - Najd now has +5 missionary strength at start, and hanbali schools give an additional missionary.
      - achievement_ruina_imperii no longer completes if united by HLR
      - Jihad, World conquest and 3 mountains achievement now works if remaining nations are your subjects as well.
      - "Jihad" achievement now requires 500 provinces, and full religious unity.
      - Ironman saves should now allways look like iron man saves in gamesetup
      - Show ironman indicator on local games
      - Game setup: Disable ironman checkbox when steam is not available



      #################################
      # Events & Decisions
      #################################

      # Events
      - Added in the forum contest events.
      - Fixed a missing modifier in event colonial_nation.199
      - Added event for spawning the nation of Funj in empty provinces in Sudan.
      - Funj now gets an event to convert to Islam after they have formed.
      - Event The Act of Supremacy now requires 15% protestant provinces
      - Events 3076 and 3079 now gives modifier with duration 730 instead of 50
      - Event flavor_rus.1106 "flavor_rus.1106" kills off any remaining her
      - Event flavor_rus.1109 "False Dimitri Overthrown" kills off any remaining heir
      - Event flavor_rus.1110 "End of the Time of Troubles" kills off any remaining heir
      - Event flavor_boh.1 "Hussites march on Prague" kills off any remaining heir
      - Event flavor_dan.4 "Support monarch or pretender?" kills off any remaining heir
      - Event flavor_fra.3148 "Napoléon Bonaparte" kills off any remaining heir
      - Event flavor_mam.4 "Cyprus response" kills off any remaining heir
      - Event muslim_piety.20 "Iqta: Underage ruler is replaced" kills off remaining heir
      - Event 9462 "Scheming Bureaucracy" now has a MTTH of 10000 and AI will never take option B
      - Event 9462 "Scheming Bureaucracy" will no longer fire for nations that are not independent
      - Option C in event flavor_rus.3413 now gives -1 stab instead of +1
      - Fixed a broken advisor trigger in an Trade Company event.
      - Events flavor_tur.108 and flavor_tur.109 now removes the modifier increased_janissary_recruitment
      - Upped MTTH for event Colonial Ventures to 600
      - Event Colonial Ventures will no longer fire if you already have one of the modifiers
      - tweaked some empire events.
      - Fixed triggers for events Excellent Viceroys and Corrupt Viceroys
      - Event "Saint Performs Miracle" now gives 25 papal influence instead of 5
      - rebalanced 'levying additional taxes" flavor event for japan.
      - Event "The End of the Hundred Years War" now ignores the province of Calais
      - Event colonial_nation.4 "Freedom Fighter or Rebel?" now spawns events for colonial parent
      - Fixed missing province flag in event flavor_spa.3560
      - Event usa_dlc.10 now check for modifier articles_of_confederation instead of flag
      - Event 9010 now check for modifier jap_red_ship_timer instead of flag
      - Event flavor_pol.3481 now checks for flag librium_veto and not liberum_veto
      - Manchu will no longer appear to lose their ideas when reforming out of Tribal government
      - Events flavor_tur.108 and flavor_tur.109 now removes the modifier increased_janissary_recruitment
      - Upped MTTH for event Colonial Ventures to 600
      - Event Colonial Ventures will no longer fire if you already have one of the modifiers
      - Event 9462 "Scheming Bureaucracy" now has a MTTH of 10000 and AI will never take option B
      - Event 9462 "Scheming Bureaucracy" will no longer fire for nations that are not independent
      - Option C in event flavor_rus.3413 now gives -1 stab instead of +1
      - Fixed triggers for events Excellent Viceroys and Corrupt Viceroys
      - Event "Saint Performs Miracle" now gives 25 papal influence instead of 5
      - rebalanced 'levying additional taxes" flavor event for japan.
      - Event "The End of the Hundred Years War" now ignores the province of Calais
      - Fixed missing province flag in event flavor_spa.3560
      - Added missing script flag to event civil_war.5
      - Colonial election events now only give -5 prestige hit and only +/- 1 liberty desire
      - Event 9010 now check for modifier jap_red_ship_timer instead of flag
      - Event flavor_pol.3481 now checks for flag librium_veto and not liberum_veto
      - Russian Grand Embassy event series now targets a western tech country
      - new flagship event is now more fun.
      - Event ideagroups.1407 "Timber Surplus" only triggers if owning a port
      - usa_dlc.5 can now fire as soon as USA is formed
      - usa_dlc.5 will not fire if already has the usa_declaration_independence_flag
      - Tolerance convert events will no longer target province with the religious_zeal_at_conv modifier
      - Fixed events flavor_lit.1 and flavor_lit.2 "Wave of Protestantism" / "Wave of Calvinism"
      - usa_dlc.41 now discovers great_plains and northwestern_america instead
      - Option B in event flavor_lit.12 now cost 25 adm power
      - The Braveheart event is now a proper province event again
      - Event 1061 "Aspiration for liberty" now gets a modifier instead of direkt rr in every province
      - Event 3077 no longer checks for 4 and 5 star advisors
      - Event 5090 "Noble Family Requests Aid" will no longer fire for non-monarchies
      - Event 724 "Clergy condemns philosopher as heretic!" won't trigger if already have the modifiers
      - Removed the stab hit from event flavor_eng.9121
      - Military Divided event no longer reduces stability, but reduces mil power by 25.
      - Statute in Restrain of Appeals decreases MTTH for Spread of Protestantism/Calvinism
      - EVTNAME851 now reads "The House of DYNASTY is shaken"


      # Decisions
      - Tweaked lots of triggers for decisions to fit eu4 better.
      - Added nation forming decisions for all old colonial nations
      - Decision move_capital_to_warsawa now available for PLC
      - enforce_sakoku_law now requires either 75 prestige or republican tradition
      - Decisions for formable colonial nations now visible even after someone has formed them
      - importation act no long nerfs tech.
      - East India Trade Company is now valid for any westernised nation not in asia.
      - Tweaked triggers for naval_convoy_system
      - restore_byzantine_empire now changes government to imperial_government
      - Restoring the Byzantine Empire now gives Byzantine national ideas
      - Ottomans can no longer rename to Byzantine Empire.
      - The Anti Piracy Act and Hire Privateers are no longer mutually exclusive
      - Removed province 548 West Berar from requirement of hindustan_nation_eastern_aryan decision
      - Swedish military reforms are now less potent.
      - Manchu will no longer appear to lose their ideas when reforming out of Tribal government
      - Modifier hsa_military_reform no longer gives negative army and navy tradition



      #################################
      # Setup
      #################################

      # Major
      - Reworked map of Eastern Africa.
      - Reworked map of North America.
      - Boosted basetax in brazil, la plata, spanish main, mexico & central america
      - Added river estuary modifiers to Stadacona, Manhattan and Swampy Cree
      - Removed Center of Trade modifier from Stadacona and Manhattan
      - Mombasa now have a trade centre modifier.
      - Lappland, Kola and Karelia now starts as cities
      - African units now have cavalry
      - Asian level 4 now have correct cavalry

      # Minor
      - Moved some provinces from Asia to Europe
      - Revised a lot of province cultures in South America
      - Fixed a few amount of scope bugs in various events
      - Fixed a scope bug with ROOT/FROM in wargoals
      - Fixed a scope bug with Russian Grand Embassy event series
      - Fixed bad from-scope when evaluating missions.
      - Changed trade goods to naval_supplies in 137 Ragusa
      - Changed basetax and manpower to 5 and 3 for 137 Ragusa
      - Updated some province history for 137 Ragusa
      - Mission monopolize_japanese_cot can only trigger once
      - Fixed some bugs to Indian alliances
      - Oran, Mellila, Tantiers & Ceuta are now slighlty larger so its possible to click on them
      - Renamed Swahili to Kilwa
      - Sofala is worth less tax, Mombasa & Lamu worth more.
      - 481 - Bermuda now belongs to colonial_eastern_america
      - Removed the_spanish_main from fur trade good
      - kashgar is now in kashmir tradenode.
      - ogaden is now in gulf of aden tradenode, like all other adjacent to it.
      - Renamed the capital of Malta to Mdina
      - SAV_ideas are now valid for Sardinia-Piedmont as well
      - al_misr_arabic is now Egyptian
      - al_suryah_arabic is now Syrian
      - al_iraqiya_arabic is now Mashriqi
      - maghreb_arabic is now Maghrebi
      - Bedouin Arabic is now Bedouin
      - Added native values to all settled provinces in North America
      - Moved guajiro to the carribean culture group
      - Split South American culture group into Andean, Je-Tupi and Chonan groups
      - insult_rival mission no longer trigger if you already have a cb_insult or a truce
      - Fixed and tweaked country history files for ENG and GBR
      - Split off South Georgia form Falklands
      - Hunyad and Maros are no longer occupied by on-existent Transylvania in 1507
      - Mission subjugate_algiers no longer fires unless Algeria exists
      - Fixed a missing modifier in event colonial_nation.199
      - Fixed wrong independence date for Nipmuc and Munsee
      - Removed legacy nationalism flags from country history files
      - Removed Japanese occupation of 1015 in history due to no war
      - Removed French occupation of 102 in history due to no war
      - Changed province name Ajuraan to Ajuuraan, same as the country
      - Renamed province 2023 from Lenape to Munsee
      - Mission reclaim_jerusalem is now for Europe only
      - Mission restore_holy_see is now for Europe only
      - Mission keep_rival_out_of_italy is now for Europe only
      - Mission italian_ambition is now for Europe only
      - establish_canada_colony will no longer fire if colonial vassal has presence
      - establish_usa_colony will no longer fire if colonial vassal has presence
      - establish_carribean_colony will no longer fire if colonial vassal has presence
      - Fixed the history file for 612 Thang Long
      - Lorraine is now part of the Hundred Years War
      - Replace comanche culture with shoshone
      - Russian annex missions will no longer trigger for subject nations
      - Pisa losts its University.
      - Placed the remaining north american cultures into correct culture groups
      - Remowed SWE-NOR alliace of 1814
      - england now discovers powhatan in 1584.
      - recently formed republics are less shaky when starting at later bookmarkes.
      - ambrosian republic can now be forceconverted away.
      - Updated African alliances to include new protectorate mechanic
      - Removed Japanese occupation of 1015 in history due to no war
      - Removed French occupation of 102 in history due to no war
      - powhatan is now northeastern american region, not eastern.
      - finish_reconquista now only succeeds if the mission country owns all targeted provinces
      - Switched names between units tags african_dragoon and african_hussar
      - Added mesoamerican_spearmen as the mesoamerican base unit
      - Updated historical_units for meso- and south american countries
      - royal_marriage_threat now checks for num_of_free_diplomatic_relations = 1
      - royal_marriage_mission now checks for num_of_free_diplomatic_relations = 1
      - Divided the new_world units into the three new groups
      - Added province history files for seven wasteland provinces
      - Macau is now in the correct place
      - Less chance of english_colony_in_the_carribean mission if it has a colony in the region
      - insult_rival mission no longer trigger if you already have a cb_insult or a truce
      - The usa_declaration_independence_flag is now set in the USA country history file
      - Mission subjugate_algiers no longer fires unless Algeria exists
      - Interregnums after game start will now correctly show up as such
      - finish_reconquista now only succeeds if the mission country owns all targeted provinces

      #################################
      # Stability & Performance
      #################################

      - Fixed CTD when running a save game from 1.1.
      - Fixed CTD when loading a save game from in-game.
      - Fixed CTD in sell province diplomatic action.
      - Fixed CTD when quiting the game.
      - Fixed CTD when "on_peace_actor" was triggered.
      - Fixed CTD when listing many cloud save games.
      - Fixed CTD related to removed factions.
      - Fixed CTD when reading production_leader_tag from save game.
      - Fixed a potential CTD with non-owned provinces being regarded as cities.
      - Added safety code for if we fail to read a file from the Steam cloud.
      - Optimized handling of large amount of country tags (checks against currently active countries instead of all of them).
      - Multi-threaded new save game zips.
      - Optimized the start-up slightly (no longer do unnecessary opinion calculations when the history is being read).


      #################################
      # Major Bugfixes
      #################################

      - Fixed issues with downloading large mods on Linux and OSX
      - Found a major bug with how missions are saved
      - Pending events now gets the correct scope when loaded from savegame.
      - Pending events now saved as namespace names
      - Pending events that is broken, (unlikeley) will be dropped
      - Tagchange should no longer leave leftover merchants of the previous tag


      #################################
      # Minor Bugfixes
      #################################

      - Fixed bug where all opinioncache-values was inited to -10.
      - Fixed some broken localisation.
      - Fixed some problems with trade ship logic and the Western Europe trade node
      - Fixed a bug that was causing cores to instantly disappear when a country was annexed in the late game
      - Fixed French localisation issues regarding historical scores and achievements
      - Modifiers Primas Germaniae and Legatus Natus are no longer lost after a month
      - Now possible to trade in your homenode even if its out of range
      - Fixed an exploit where you could move out of Celestial Empire government without losing factions
      - Removed unused script flag from several events.
      - Fixed spelling, typos & grammar errors where discovered.
      - Fixed a bug with trade fleets aborting their missions due to bad supply range calcs
      - Fixed a bug where trade fleets could be assigned to nodes where they could not patrol by right-clicking the node
      - Lithuania will no longer steal Kazimierz as a leader after the union.
      - Ignore height elevation when calculating if on map icon should be visible
      - Fixed fleet icons being stuck at edges of screen
      - Fixed missing combat terrain GFX_combat_terrain_forest
      - Don't send Merchant arrived/canceled messages for undiscovered countries
      - Fixed cursor when moving into TI
      - Fixed bug where the macrobuildinterface showed wrong naval units.
      - Fixed a bug where union leaders sometimes ended up in junior partners armies after a reload.
      - coring time is now properly set at reload of a savegame.
      - Fixed mismatch in combat between first participating country and first unit
      - Annexing in peace now costs the correct amount of DIP power
      - fixed a bug which caused you to sometimes get higher legitimacy penalty when accepting a royal marriage.
      - Fixed bug where the macrobuildinterface showed wrong naval units.
      - Fixed bug where hire merc-button was disabled.
      - Fixed a bug with set age in define_heir effect
      - Fixed a bug where fleets would retreat into provinces where they could not repair
      - Fixed bug where countries could complete conquer-missions when another country conquers the target.
      - Fixed a bug where union leaders sometimes ended up in junior partners armies after a reload.
      - Fixed a bug with rebel hunting units where they would constantly move back and forth between two provinces due to nearby enemy armies
      - Custom province names now gets reset when resetting gamestate.
      - Vassals who are in a coalition against their overlord because of being forcevassalized by their coalition target in a war will now have their coalition membership cleared the next day
      - hre_strip_glow is now following the hre-button, wherever it is.
      - integrate is now properly blocked when a target capital is occupied, not overlords.

      ...
      by Published on 13-01-2014 16:34  Number of Views: 1877 
      Categories:
      1. Europa Universalis
      2. Dev diaries

      In this final video developer diary Johan Andersson talks about the randomized american continent and how it changes exploration in the Conquest of Paradise-expansion!


      http://www.youtube.com/watch?v=tKcs-zlVl1I

      Get the expansion here:
      http://forum.paradoxplaza.com/forum/...-amp-new-DLC-s
      ...
      by Published on 13-01-2014 13:05  Number of Views: 1422 
      Categories:
      1. Europa Universalis

      Tomorrow Europa Universalis IV: Conquest of Paradise expansion will release,
      so we wanted to give you a chance to ask us question today about the upcoming expansion!

      Now we have closed this thread, but we will try and continue to answer the questions you have asked tomorrow.
      And you might just find the answer to your question somewhere in this thread
      http://forum.paradoxplaza.com/forum/showthread.php?747180-Ask-PDS-anything-about-Europa-Universalis-IV-Conquest-of-Paradise!

      Get the expansion here:
      http://forum.paradoxplaza.com/forum/...-amp-new-DLC-s


      ...
      by Published on 13-01-2014 12:40  Number of Views: 856 
      Categories:
      1. Europa Universalis

      Hey everyone!

      The Europa Universalis IV: Conquest of Paradise expansion will release tomorrow, Tuesday the 14th of January!
      I have listed links to where you can pre-order the expansion below, pre-order bonus is 10% off
      You can also find all links here:
      http://forum.paradoxplaza.com/forum/...-amp-new-DLC-s

      ...
      by Published on 13-01-2014 11:23  Number of Views: 820 
      Categories:
      1. Europa Universalis

      Hey there everyone!

      So, in case you are curious about Europa Universalis IV: Conquest of Paradise expansion that is releasing tomorrow, here is an interview you might wanna read!

      "Ahead of the release of Conquest of Paradise on January 14th, I spoke to Paradox Development Studio Lead Johan Andersson about the changes that the America-centric expansion will bring to Europa Universalis IV. As well as discussing the randomisation of the Americas, a first for the series, we talked about changes to the mechanics that govern Native American and colonial nations. Beyond the meaty mechanical conversation there are some thoughts on cultural representation in historical strategy. "

      http://www.rockpapershotgun.com/2014/01/10/colonial-colloquial-eu-iv-conquest-of-paradise-interview/

      ...
      by Published on 10-01-2014 17:12  Number of Views: 7169 
      Categories:
      1. Europa Universalis
      2. Dev diaries
      Article Preview

      Every time you start making a new game, you begin with a design where you try to imagine the best game you can make. Then you make a plan and start working on it, making tweaks and changes to the plan as you go along (first contact with the enemy and all that). As you get nearer to completion, the number and scale of the changes you can make gets smaller; it all becomes about making sure the features you actually put in the game work, so you can’t risk doing anything too large.

      However, as you get nearer and nearer a complete game, you get more and more time to play something that is actually the complete game. As you get better at the game, you start to come up with ideas - new ideas that will completely change the balance of the game, ideas that would probable break everything if you put them in on the week of release.

      In the old days, these ideas had to wait for sequels or just something people did on their own time, weekends etc. Back in 2006, we tried to gather up the cool ideas we had and made an expansion. We saw it as a bit of an experiment - but it really worked out well and gave new life to games like Victoria 1. Today, with CK2 and EU4, we've refined this process to a point that we actually don’t stop developing a game on release, but keep working on it. The process of updating the existing game and making expansions and DLC has become an integrated part of our development cycle.

      This has made it so that it’s actually more fun to work on a released game. ...
      by Published on 09-01-2014 10:46  Number of Views: 977 
      Categories:
      1. Europa Universalis
      2. Dev diaries

      Gamereactor TV sat down with Europa Universalis IV project lead Thomas Johansson to discuss the first expansion Conquest of Paradise, development practices and more in this extensive interview, enjoy!
      http://www.gamereactor.eu/news/104984/Paradox+discuss+Conquest+of+Paradise/



      The expansion is releasing the 14th of January,
      you can pre-order it here - pre-order bonus 10% off:
      http://store.steampowered.com/app/241369/

      ...
      by Published on 07-01-2014 10:05  Number of Views: 2468 
      Categories:
      1. Europa Universalis
      2. Dev diaries

      Just to make sure you didn´t miss this one
      Here is the video dev diary Europa Universalis IV: Conquest of Paradise - Colonial States:
      http://www.youtube.com/watch?v=PZHyVdVrcUI


      Read and view all devdiaries here:
      http://forum.paradoxplaza.com/forum/...-Diary-Archive

      And you can now pre-order the expansion, pre-order bonus is 10% off!
      Steam: http://store.steampowered.com/app/241369/
      ...
      by Published on 02-01-2014 20:55  Number of Views: 1684 
      Categories:
      1. Europa Universalis
      2. Dev diaries

      Paradox Reveals New Tricks Behind New World in New Video Developer Diary

      STOCKHOLM — January 2, 2014 — Are you ready to explore paradise? Paradox Interactive, a publisher of games and famed explorer, today began offering pre-orders for “Conquest of Paradise,” the first expansion to Europa Universalis IV. Created by Paradox Development Studio, the latest addition to the award-winning empire-building franchise is coming to Windows/Mac/Linux on January 14, and can be purchased through leading digital distribution platforms.

      Buy the expansion here:
      http://www.europauniversalis4.com/buy

      View the pre-order trailer here:
      http://www.youtube.com/watch?v=_fQcO1j5Uw0

      ...
      by Published on 02-01-2014 18:22  Number of Views: 1059 
      Categories:
      1. Europa Universalis

      "When is the last time you really lost yourself to a game? I don't mean really enjoyed it, or played a lot of it. I'm talking about that Civilization-style "how it is three in the morning already?" realization that you've just spent five hours utterly absorbed in a task, without a thought to spare for the outside world. I'm talking about the game that seems to exert an almost gravitational attraction, that is somehow launching even as you sit down in your chair, because it's location on your desktop is a part of your muscle memory now.
      It doesn't happen to me very often anymore. Maturity and experience have tempered my relationship with games. I really can play just a few turns of Civ, or do just a mission or two in Assassins' Creed. But Europa Universalis demolished all my restraint. It is too good a game: a puzzle that can never be fully solved, a story that always has one more twist, a voyage with just one more leg."
      Read the article here: http://www.pcgamesn.com/best-pc-games-2013-europa-universalis-iv

      ...
      by Published on 25-12-2013 23:17  Number of Views: 3296 
      Categories:
      1. Europa Universalis
      2. Crusader Kings
      Article Preview


      God jul & Happy Holidays all Paradoxians from wintry Sweden!
      We at Paradox Development Studio wish all of our fans happy holidays with a humble gift for you all – a genuine Paradox Yuletide Carol
      We want to bring all you strategy aficionados this little holiday gift so that you may conquer the world to the tune of a Christmas carol – Paradox Style!
      And of course we want every Paradoxian to receive the Yuletide Carol

      – so here is the Paradox Yuletide Carol mp3 file to listen and download: (Right-click on the link to download)
      http://d25yha10orzq01.cloudfront.net...f_Yuletide.mp3

      The Paradox Yuletide Carol is also available as a free DLC on Steam for all owners of Crusader Kings II and Europa Universalis IV:
      Crusader Kings II: Songs of Yuletide
      http://store.steampowered.com/app/226671/?snr=1_7_15__13

      Europa Universalis IV: Songs of Yuletide DLC
      http://store.steampowered.com/app/24...snr=1_7_15__13
      ...
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