• Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.

    Real Strategy Requires Cunning

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EU4 - Development Diary - 12th of May 2016

Hello and Welcome to another development diary for Europa Universalis IV. Today we’ll talk a bit about the future of the game, and what we aim at achieving with it.

It is now almost three years since we released EU4, and the game is growing every month, with far more people playing it today, than ever before. And as we have said before, we’ll continue to support the game with patches and expansions as long as you keep buying them.

Currently we have ideas and designs for several years worth of expansions, but those designs change and grow whenever we read your feedback.

EU4 - 1.17 Released now [checksum f236]

Up on Steam now.. 1.16.3 available as betapatch.

########################## 1.17 ##############################

# Free Features
- Nation Designer: Added new custom idea "Slave Raiders" that allows you to raid coasts.
- Readded Very Easy and Very Hard with bonuses of old.
- Added "economy" console command that prints global economy statistics to game.log.
- Disbanding fleets now return sailors to your sailor pool (up to max sailors).
- Sailors are now returned to your sailor pool when upgrading ships.
- Added Humiliate Rival Casus Belli which will now always be available towards rival countries, allowing you to humiliate, Show strength, release cores and countries but not directly demand provinces.

# Gamebalance
- You now need to have a participation score in a war to gain revanchism for losing it.
- Added -50 bilateral opinion modifier between a country and any country that broke free from it.
- Grant Independence treaty now counts as gaining the whole alliance, rather than just the leader (so allies won't complain for not getting anything).
- Culture & Religion changes on colonisation are now possible if all natives are dead, or if non-western.
- French language in all courts is now +1 diplomatic relations.
- Tengri syncretic religion is now checked when checking for alliance offers.
- Rebels that break free now get an alliance and +200 opinion modifier with the (if any) country that supported them.
- Culture cost modifiers no longer affect the time for culture conversion.
- Spy Discovery Cooldown is now 3 months, instead of 5 years.
- Fabricating a claim now requires a spy network of at least 20.
- Each extra claim on another nation adds 25% cost for new claims fabricated.
- Reworked the "has powerful allies" acceptance factor, and now penalizes you when having a total alliance strength above five times the average country military strength.
- Espionage ideas no longer unlocks the espionage actions.
- Added a 'reduced_liberty_desire' modifier that reduces liberty desire in subjects.
- Claim Fabrication got moved from influence to espionage ideas.
- Spy Ideas gained "Additional Loyalist Recruitment", which reduces LD in subjects by 10.
- Spy Ideas gained "Audit Checks", which reduces Corruption by 0.1 Yearly.
- Influence gained "Establish Cadet Branches", giving +25% heir chance and +0.5 prestige. Monarchies ftw!
- Reduced impact from religious unity severely on corruption.
- Fabricating Claims now require Dip Tech 0.
- Steal Maps now require Dip Tech 6.
- Study Technology now require Dip tech 9.
- Slander Mechants now require Dip tech 12.
- Sabotage Recruitment now require Dip tech 15.
- Sow Discontent now require Dip tech 18.
- Sabotate Reputation now require Dip tech 21.
- Corrupt Officials now require Dip tech 24.
- Agitate for Liberty now require Dip tech 27.
- Infiltrate Administration now require Dip tech 30.
- Debates in Parliaments now only finish mid-month if it chance to win is 100 or above
- Wargoals for claims are no longer reducing AE.
- Added +ship repair speed to shipyard and grand shipyard
- The "Show Strength" peace option now gives the same Power Projection as "Humiliate".
- "Show Strength" peace option will now give 100 monarch points of each type rather than 20.
- Military access is no longer extended to provinces with hostile units.

- Tweak to gifts/subsidies to reduce long range spam.
- AI should no more be willing to hire condottieri to fight some future rebellion (only serious present rebellions now count).
- Fixed some unlikely reasons for AI getting stuck and never cancelling condottieri.
- AI will go a bit easier on guarantees of countries that it wants to conquer or ally.
- Replaced condottieri Unfavorable cost acceptance modifier with a more dynamic modifier directly linked to maintenance multiplier.
- Added condottieri acceptance penalty against very small armies.
- Fixed AI performing weird building construction at war (again).
- Fixed sneaky bug where tech 4 units would be considered ~100 times as powerful as units at tech 3 (resulting in suicidal war declarations).
- Subjects more often considered (e.g. for allies) when calculating army power (helps against suicidal war declarations).
- AI should no longer as easily rival countries in its own trade league.
- AI armies prefer to not go to fortless provinces that will be flipped by enemy forts.
- Fixed case of "Cannot select province X because country Y does not want it" due to overextension of negotiator applying to receiver.
- AI made to consider rebel strength of naval landing site, and will no longer attempt return to base with a smaller force.
- AI should no longer get stuck in recruit-disband cycles.
- AI armies will no longer attach to supportive subjects' armies (as they're likely to be passive).
- AI with high doom will now try to sacrifice their vassals' rulers and heirs.
- AI hopefully doesn't create zero ship trade node mission fleets anymore.
- When determining the degree of deficit spending, AI now considers any debt.
- Countries in HRE will only offer Condottieri to neighbors.
- AI will now only have its money automatically deleted when it has 1 million ducats or more on Hard difficulty levels to avoid arithmetic overflow.
- AI now prefers paying off debt to reducing corruption (but will consider corruption a form of debt when avoiding to start wars).
- AI less likely to antagonize or set vital the provinces of countries it has guaranteed in some cases.
- More fixing to AI pathfinding failure complexity optimizations to avoid sleepy army behavior.
- AI now tries to consider the fact whether a country has hired out condottieri when doing strength calculations.
- AI will send its entire army as Condottieri if the remaining defending force would be unlikely to even beat a rebellion.
- Misc. bug fix tweaks to restore Condottieri to former glory on Hard.
- AI less likely to send out condottieri if army isn't built up to force limit.
- AI should at least give you one province when you've been promised land by them to join their war, assuming you've selected one.
- Fixed case of Condottieri being stuck after being hired.
- AI will not hire out an army that is sieging as Condottieri anymore.
- AI no longer creates states where it can create Trade companies instead.
- Fixed bug that made AI siege friendly rebels and in general help countries against rebels it has no reason to help.
- AI no longer grants provinces to rebellious subjects that declared independence and lost.
- Fixed AI never cancelling Transfer Trade Power.
- Fixed AI's use of Excommunicate, Call Crusade and Claim Throne actions.
- Made AI more likely to go to low army maintenance in an effort to save money.
- Made AI (even) more averse towards starting wars with themselves or allies in debt, in war, etc.
- Fixed an inactive AI army bug where two stacks would wait on each other to make the first move (because one was closer).
- Fixed a couple of cases where condottieri weren't being handled properly in AI army logic (i.e. being handled as part of normal army).
- Naval missions shouldn't cancel when starting them just because ships are afraid to venture out of port.
- Tweaked down AI's willingness to take loans to fund wars since repaying them is more difficult than it used to be.
- Fixed: Navies protecting trade could stray away from the trade node.
- Solved one case of mysterious AI ally "does not want province" against merch republics.
- Added tooltip explaining that AI is refusing to be given a province because it would become overextended.
- Fixed bug making Hunt/Intercept naval missions goto irrelevant regions other than the target (e.g. the Baltic when hunting in West Africa).
- Blockade fleets will no longer split up if it would cause one of them to go into hiding immediately, and other blockade mission synchronization logic fixes.
- Blockade naval missions will now also consider blockading enemy controlled provinces owned by you.

# Interface
- Tooltips over Spy Actions in a Subject now say they will cost Spy Network size with the Overlord.
- Adjusted Sailors icon in macro builder.
- Macro builder for fleets now show cost just like for armies.
- Tooltip for changing an estate's influence/loyalty (in events) now also show current influence/loyalty.
- Added newline before showing Corruption effect on Idea confirmation message.
- Added tooltip for March offer from vassal.
- Slight changes in some tooltips (mostly war screen).
- HRE screen no longer claims its hereditary after new electors have been appointed.
- Added "conditional military access" in diplomacy view.
- Added icon for naval missions that are stalled (likely due to aggressiveness setting) with associated explanation.
- Favors/trust on diplomatic feedback view have been hidden or neutered when view is open for a human played country.
- Added alert when territories can be upgraded to states.
- Pressing the shield of an elector's vote now opens diplomacy with them (rather than showing their capital).
- Standardized tooltips in province view.
- If an Explorer-led fleet is selected, the tooltip now shows which region can be explored by right-clicking on an undiscovered sea province.
- Replaced envoy travel time with corruption on country diplomacy tab so you can see other countries' corruption.
- Slight change in tutorial text.
- Added explanations of opinion loss to Raid Coasts button tooltip and message.
- Fort maintenance tooltip now shows modifiers.
- Added Trade League mapmode.
- Improved Estate Loyalty tooltip.

# Usermodding
- Game no longer freezes if setting FORTRESS_COST to 0.
- Per difficulty level defines can now be set (in .lua define files prefixed by difficulty_).
- If an Explorer-led fleet is selected, the tooltip now shows which region can be explored by right-clicking on an undiscovered sea province.
- Replaced envoy travel time with corruption on country diplomacy tab so you can see other countries' corruption.
- Slight change in tutorial text.
- Fixed: Modding max rank in HRE for Princes and Electors didn't work.

# Script
- Added some more dynamic province names in modern Slovakia.
- The Achievement First Come, First Serve now requires you to start as a western country, matching its description.
- Removed Regicide Event.
- A number of uninhabited islands will no longer have prescripted culture / religion.
- Overlord will now be notified of delays in canal construction of subjects.
- Arabia no longer formable for countries with Turkish primary culture.
- The African Great Lakes are now separate provinces to avoid weird adjacencies.
- Lake Balkasj is now it's own province, as is the surrounding lakes to avoid weird adjacencies.
- Broke apart the Eastern Finnish lakes to avoid weird adjacencies.
- Bukhara now uses Uzbek units if the corresponding graphics DLC is used.
- Great Lakes Trade Node is now in the Buganda province (but still appears on map over Lake Victoria) to make discovering it not require conquering land right beside the lake.
- Added decision to form Iceland (for real this time).
- Inverness is now known as Gaeldom.
- Added more religion specific building names.
- Some of the Turkish Dynamic Province names now use period names rather than modern names for their provinces.
- Forming Spain, Russia and France will now let you change ideas if you so wish. The AI will still choose to keep their old ideas if they're formed by a non-standard country without generic ideas.
- If you are the first to circumnavigate the globe as a non-westerner the text popup should now contain less geographic errors.
- Roman Culture will now spread to your own Primary Culture provinces when forming the Roman Empire.
- There's now a coresponding Russian mission to conquer Lithuanian lands for situations when Poland or the PLC haven't swallowed Lithuania.
- Merchant Republics can now use the existing decision to become an Oligarchic Republic.
- France and Austria are now historical rivals.
- The Orinoco Trade Idea will now give trade power instead of Caravan Power.
- Removed Styrian core on Tirol.
- Trade Company Events now uses is_mtth_scaled_to_size.
- Boromo Trailokanat's Reforms will now give 50 power of each type rather than 400.
- All Japanese Daimyos will now make use of their country specific artillery units.
- The Iberian Wedding now comes with a hefty liberty desire reduction for the minor partner.
- Reducing requirement to fulfill "prove legitimacy" mission from 100 to 75 legitimacy.
- Burgundian inheritence now increases local autonomy by 10 rather than 50.

# Bugfixes
- Armies will no longer be overrun at loading a savegame if saved as battle starts.
- Fixed a broken trigger in the Lousiania purchase.
- Giving a province to an estate should now grey out the add parliament button immediately.
- Fixed: HRE election ties were determined by prestige of leftmost Elector. Now the countries' own Prestige is the tie breaker when neither is Emperor.
- Fixed bad paranteses in Province file 2836.
- Central African event 15 will no longer trigger every other month for the Makua.
- Sailor events will no longer trigger unless you have a port.
- Capital of Temes is now properly Temes.
- Added female tags for some ruler titles to make translation easier.
- The ruler of Achaea in the 1453 start date is now Thomas Palaiologos.
- Portuguese event "Commercial Conflict in the Indian Ocean" now has a description that is less detached from both the reality of the game and the historical situation.
- Added back accidentally removed tooltip for Western Focus.
- The decision to Restore the Theme system will now have a more readable tooltip.
- The English flavor event "Decree of Indulgence and the Bill of Test" will now only trigger once.
- Tooltip for Missionaries will no longer claim that a colonist will always convert a province.
- Hanseatic Artillery will now properly use their DLC units.
- Fixed bad unit position in Bagirmi.
- Kuban Cigars Achievement is now valid if a subject of yours is the leading producer of tobacco as well.
- Burgundy will now properly absorb their subjects when they are to be inherited by Spain much like they would if being inherited by other countries.
- Fixed wrong event being triggered when burgundy ends up retaining independence.
- Added back normal_or_historical_nations = yes to the Burgundian flavor event file.
- The The Creation of the London Stock Exchange event will now only fire once.
- War of the Roses should now account for an ending with neither Yorkists nor Lancasters winning.
- Najaf (Samawah province) now has the religious center modifier.
- Tooltip for forming the Netherlands will no longer claim you get new ideas if you already have Dutch Ideas.
- Increased prestige drop at start of civil war from 1 to 10.
- Art of War event 16, Witchcraft, will no longer target provinces that already have local witch hunts.
- Fixed missing OR in Moroccan flavor event "The Sudanese Expedition"
- Forming Tibet now won't give permanent claims on the Tarim Basin.
- Fixed some Pattani monarchs having the wrong gender.
- Ethiopian events related to the Patriarch of Alexandria now checks who owns Alexandria.
- Once Ethiopia has recieved the Portuguese embassy Portugal will now know of the Ethiopian capital.
- Fixed French Italian Ambition mission attempting to give the wrong kind of modifier.
- The event "English Intervention Rouses Huguenots" will no longer spawn rebels friendly to France.
- File names for province 1761 and 77 now conform with their (non-dynamic) in game names (this has no gameplay impact but is noted as it may be useful for modders to know).
- Gazikhumuk now starts as a Shiite country and apart from Derbent so does the Dagestani provinces.
- The event Regional Nobles challenge Country now gives autonomy along with its modifier.
- Siberian Natives are now using infantry.
- Tooltip for forming Italy should now be more readable.
- Demands of the X, parliament event will no longer trigger for a province that already has the resulting modifier.
- Corrected scope for corruption effects in parliament events.
- Changed tooltip for not being able to afford dismissing an advisor to clarify that the sum given is for that advisor and not any advisor.
- Parliament events will once again use scaled mean time to happen.
- Polish event 3481 The Royal Struggle, will now create a regency council instead of an 18 year old man known as "(The Sejm)".
- Naval Missions: Fleet Aggressiveness setting no longer affects Exporation/Circumnavigation missions.
- Fixed: Tooltip for Threaten War had some duplicate information.
- Fixed issue with event steered foreign intervention in the French wars of religion resulting in way too large and many stacks of rebels under seemingly random circumstances.
- Fixed support for religion specific names for buildings (rather than just religion groups).
- Mission to improve relations will now abort if you set your attitude towards the country in question to hostile.
- Fixed that "attach to friendly unit" was not disabled for Condottieri with navies and/or hostile/neutral units.
- Fixed bad tooltip for east african tech speed.
- Korean missions will now properly check that the provinces they want you to take aren't already owned by you.
- Fixed wrong text being used for option A in the "French Claims in Italy Weakened" event (flavor_fra.3108).
- Shortened two items in the trade view in French to make them fit the interface better.
- Fixed some area colors being too similar to nearby areas.
- Reforming you government as a Christian horde now gives you Eastern Tech and Units.
- Changing religion into Protestant or Reformed will no longer state that you get a center of reformation if you don't.
- Centers of reformation will now be a bit more spaced out.
- You can now invite a country to your Trade league if they are transferring Trade power to you.
- Battle prediction icons for same dates are hopefully more accurate.
- Fixed Diplomats getting stuck in new country after working in a country broken by rebels.
- Fixed being unable to fabricate claim due to too small spy network despite network being large enough.
- Trade League leader can no longer cancel Transfer Trade Power of members (it was just silly to allow this).
- Removed tooltip erroneously claiming that Personal Union would break on Monarch death if overlord had negative Prestige.
- Fixed nationalism disappearing on tag change.
- Venetian flavor event "Growth of the Murano Glass Industry" now gives less mercantilism.
- Fixed alert for hiring Condottieri at peace time sometimes showing wrong cost.
- The Mamluk Vassalization of Cyprus will no longer trigger if Cyprus is at war.
- Fixed colonies getting known trade goods after loading save.
- Leaders with no Shock and Fire now correctly show stars when not selected.
- Fixed clicking on Terra Incognita not starting exploration naval mission when Explorer-led fleet selected.
- Fixed: Subjects with a claim could threaten war on their overlord, getting a Conquest CB war.
- Unconditional surrenders are now cleared when the surrendering nation becomes a subject of another nation.
- Zambezi, Kongo and the Great Lakes Trade node are now all considered inland nodes.
- Fixed Trade League leadership/relationships not properly transferred when forming a country.
- Fixed symptom of AI not creating states in RNW (turned out to be more severe bug in how areas are generated).
- Fixed being able to promise land when calling in allies when Casus Belli blocks land gain.
- Overseas Superiority War Goal now works for taking provinces in Africa again.
- Balkan Muslim countries (like the Ottomans) can now get Granadan Refugees again.
- Fixed that Liberty Desire hid Legitimacy in the top bar.
- Condottieri units will now loot enemy provinces. Loot gained will go to the Country renting out the Condottieri unit.
- Fixed two bugs that caused missions to be un-selectable.
- In siege view (only graphically), Spy Network effect was 100 times too large, and in the tooltip it was inverted.
- Fixed: Cancelling Divert Trade didn't return trade power to protectorate.
- Peace: Fixed not getting selected provinces when at the same time demanding vassalization in separate peace.
- Brought order in the darkest corners of the diplomacy tab code and sorted out missing or erroneous liberty desire tooltips.
- Fixed diplomats building spy networks getting stuck when target country moved its capital.
- Units should now show the correct "hired by" flag after hiring country forms a new nation.
- Fixed bug where you could build buildings in subject nations and let them pay for it.
- Naval exploration: Fixed bug where manual exploration triggered by clicking on Terra Incognita would fail but still report "Exploration Finished".
- Fixed issue where Trade Power from fleets Protecting Trade was not calculated correctly.
- Declare War dialog: Changed "CHANCE: 0%" AI acceptance tooltip shown in rare cases.
- Effects of Estate Loyalty changes are now applied immediately instead of at end of month.
- Missions to protect religious and cultural minorities will no longer target colonies.
- Cotton Imports can no longer trigger more than once in a campaign.
- Fixed Music DLC playing wrong songs in Steam Music Player
- Fixed map mode sometimes changing incorrectly when left-clicking province.
- Fixed colonies being able to be made states according to alert tooltip.
- Fixed tooltip on country trade tab for transfer trade shields being inverted.
- Merchant republic subjects can no longer cancel trade power transfers.
- Fixed Condottieri map icons sometimes showing 1% Blockade.
- The Medici family is now refered to in a more consistent way.
- Fixed bad bracket in opinion modifiers file.
- Fixed OOS caused by data races in multithreaded diplomacy calculations.
- Glacial terrain now slightly less hospitable and (coniferous) forests slightly more so.
- Yorumba now renamed to Yoruba.
- Mainz is now Rhenish primary culture and Berry is Francien.
- Polish Flavor Event Turko-Polish Tension will now only fire if Poland is Christian.
- East is now east and west is west in the pacific.
- Removed potential OOS source in pathfinding.

Stellaris Day One Sales Breaks Paradox Records

Grand Strategy SciFi Game Rivaling the Success of Cities: Skylines

Paradox Interactive and Paradox Development Studio launched into space last night with the release of sci-fi grand strategy Stellaris. The launch was received to almost universal acclaim by the community, with an impressive 95% positive user reviews on Steam. With 68,000 simultaneous players on the day of release, Stellaris also managed to de-throne the publisher’s other recent success Cities: Skylines, which previously held their record for highest amount of concurrent players at launch. Less than 24 hours after release, Stellaris has sold over 200,000 units, breaking the revenue record for any of Paradox Interactive’s previous titles during the same time period. For the internal development studio, the game has broken every record available and is the studio's fastest selling game ever.

“We are immensely proud of the Paradox team for putting together such a stellar release,” said Fredrik Wester, CEO of Paradox Interactive and master of puns. “This release is the result of hard work and dedication from the entire company and in particular Paradox Development Studio. The incredible reception by players, indicated for instance by the steam user reviews, is all the proof we could ask for that our hard work paid off. Our fans have put their faith in us and Stellaris will be a part of Paradox's onwards journey for a long time to come.”

Stellaris breaks a lot of new ground for Paradox Development Studio. It is a type of game we have never attempted to do before, and we are immensely satisfied to see this leap of faith work out well, especially with all the positive response we are getting from the players,” said Henrik Fåhraeus, Game Director of Stellaris. "We are listening very keenly to all the feedback we are getting and look forward to many years of continued expansions and improvements to the game. Let's make space great again, together!”

In Stellaris, players guide a species of their own design to power and glory in the depths of space. From humble beginnings, as players leave their home planet and explore the unknown, to tense “first contact” moments with alien species, to the difficult choices and responsibilities of managing diplomatic relationships with other star-faring races, Stellaris presents the iconic gameplay of a Paradox grand strategy title on a galactic scale. With randomly created opponents and procedurally generated star systems, no two games can ever play out the same way.

Stellaris is available now from digital retailers everywhere. To learn more about Stellaris, visit www.stellarisgame.com.

Paradox Releases Stellaris Galaxy Wide Today

Paradox Interactive Launches Stellaris Galaxy-wide
New Sci-Fi Grand Strategy Game Now Available for Extraterrestrial Explorers Everywhere

Paradox Interactive, a publisher and developer of truly grand strategy games, today released Stellaris for Windows, Mac, and Linux PCs. Stellaris is the latest game from Paradox Development Studio, the creators of such deep strategy series as Europa Universalis, Crusader Kings, Hearts of Iron, and more. In the studio’s first-ever sci-fi grand strategy game, players can begin a journey into a randomly generated universe as the species of their choice – exploring new worlds, encountering new beings, and facing the challenges of intergalactic colonization, diplomacy, warfare, perils, and crises.

Prepare for your first expedition into Stellaris with a new trailer here:

In Stellaris, players must guide a species of their own design to power and glory in the depths of space. From humble beginnings as players leave their home planet and explore the unknown, to tense “first contact” moments with alien species, to the difficult choices and responsibilities of managing diplomatic relationships with other star-faring races, Stellaris presents the iconic gameplay of a Paradox grand strategy title on a galactic scale. With randomly created opponents and procedurally generated star systems, no two games can ever play out the same way.


Hearts of Iron IV - Development Diary 55 - HoI4 QA

Good morning!

This weeks topic is brought to you by the embedded Quality Assurance on Hearts of Iron IV, and how we work. My name is Distantaziq and I'm one of the two embedded QA on HoI4. My partner is currently in flux, but at time of writing and until HoI4 is released it is Da9L who holds the position, or maybe you know him more prominently as the person who put the ”Y” in ”Yermany”.

Quality assuring a game is much like quality assuring any other piece of software, except in an arguably more creative setting. If you’re thinking of getting into the business “to get to play games the entire day” you’re more or less signing up for “a fun safari trip” while you’re really enlisting to the corps.

Stellaris London Multiplayer Event!


Tune in to https://www.twitch.tv/paradoxinteractive at the times shown in the image above to watch journalists, streamers and Youtubers fight it out in two epic days of space battle!

Among others, you'll see:

Stellaris Dev Diary #31 - Modding art

Hello Modders. Today's dev diary will be about modding art, and give a cursory glance at what is possible to do in Stellaris. We will mainly talk about characters and ships in this dev diary. Today we are releasing our Maya exporter, which opens up a whole new world of possibilities for modders. So, provided you have the skills in Maya and Photoshop, you can do anything you want - anything we have done, you can do too!

(more info and links can be found at the end of this post)

Hearts of Iron IV - Development Diary 54 - AI

Greetings every one!

This weeks DD is about something I know many of you have been hoping and waiting for a long time; AI!

"The field of ridiculously high expectations and abysmally low standards." - Wiz

Being the only one crazy enough to want to take on the AI in HoI4 as Wiz went on to other projects, I was thrown in to it over a year ago now, and while it has been the hardest job I have ever had, it has also been the most fun and rewarding one.

So, lets jump in, shall we?

Extraterrestrial Thursday - today (28th) - 15:00CEST


Today's banner provided by @Iron4Good (link to original post)

Today at 15:00CEST - Tune in to https://www.twitch.tv/paradoxinteractive for 2 hours of Stellaris fun!
The VOD will be available through Twitch when the stream is over. And it will be available on Youtube tomorrow!

Do YOU feel you can make an awesome Blorg banner? Then head over to the competition thread here: https://forum.paradoxplaza.com/foru...nity-contest-blorg-stream-fan-banners.922712/

EU4 - Development Diary - 28th of April 2016

Hello and welcome to another EU4 development diary. There has been a fair amount of bugfixing going on for 1.17, and our current estimated release week is the second week of May, if the gods smile upon us.

One of the many balance things we have done for 1.17 is further tweaks to the covert actions. First of all, instead of having all of the cool unlocks tied to the Espionage idea group, making it a too binary choice, we have moved the unlocks from ideas to tech.

As you can see from this screen, you gain espionage abilities at about every 3rd level, with Agitate for Liberty being late, and stealing maps early in the game.

CK2 Dev Diary - The Rules of the Game

Well people, what do you know? I needed a break from the Stellaris crunch, so here’s an unscheduled dev diary! All the hubbub about Defensive Pacts and Shattered Retreats got me thinking about an old ambition I’ve had to improve the game set-up screens in order to allow players to customize their experience without having to resort to modding. The idea is inspired by games like Civilization and the Second Wave DLC for XCOM: Enemy Unknown, which allow players to change various advanced options and settings for a different experience in the game. I really like such options and typically make good use of them myself.

Now, of course there is such a thing as “the way the game was meant to be played”. That is, how the designers made the game and like to play it themselves. However, variety is the spice of life, and after 11 Crusader Kings II expansions things are not as clear-cut anymore. It’s actually pretty funny that I’ve been using a small personal mod for CK2 for awhile myself. There are some downsides to modding and using mods though:
  • It requires awareness that it’s possible, and where to find existing mods. The modding scene is a jungle.
  • It takes a modicum of extra effort and skill.
  • It might not feel quite legitimate (it can feel a bit like cheating) and you might not get any Achievements.
  • Mods typically do not have the same level of support as the base game. Many become fossilized or are otherwise problematic.
For these reasons especially, I think that adding a bunch of Paradox-approved, fully supported in-game rule variations is a good idea. Thus, when you start a new game, you are now presented with several interesting options. Most of them are simple flavor variations, but some are more fundamental and will disable Achievements in Ironman mode. Here’s the list of options we are currently showing in the new screen (still a work in progress though):
  • Sandbox vs Ironman
  • Shattered Retreats: On/Off
  • Defensive Pacts: On/Off
  • Gender Equality: Default/Historical/All/Players
  • Sunset Invasion: 13th Century/Random/Off
  • Mongol Invasion: Historical/Random/Off
  • Raiding: Historical/Unrestricted/None
  • Epidemics: Dynamic/Historical/Deadly
  • “Supernatural” Events: On/Off
  • Adventurers: Normal/Rare/None
  • Provincial Revolts: Normal/Rare/None
  • Regencies: On/Off
  • De Jure Drift: Default/Restricted/Off
  • Dynamic Kingdoms and Empires: On/Off
  • Diplomatic Range: On/Off
Red options disable Achievements.

View attachment 173389

Our new rule system is itself fully moddable, so that modders can use the same system with pretty much any options they might want!

View attachment 173388

I look forward to your thoughts and comments. Are there any rule variations you think we’ve missed, or that you would really like to see?

Stellaris Dev Diary #31 - Modding (Scripting Anomalies)

Hello, earthlings. My name might be unfamiliar to some dev diary readers; I’ve been working on Stellaris for some time now and am in charge of scripting/content design duties for Stellaris while the eminent Goosecreature is away rearing his brood. This week’s dev diary is the first in a two-part series on modding, which you will read, enjoy, and be enlightened by. We’re here to get our hands dirty, so don’t expect any pretty screenshots! Only functional screenshots.

Stellaris is built on the Clausewitz engine, and has had a lot of functionality ported over from our other games. Since we use a random galaxy generated at game start (unless you mod in a static one) we have to approach things a bit differently than you would in a game with a pre-set map of Europe - if you’ve modded a Paradox Development Studio title before you may come across a few surprises, but you should feel right at home soon enough.

Hearts of Iron IV - Development Diary 53 - 2D Art

Hey people, this weeks topic is about the 2d art, everyone's favourite yay! Let me start by introducing myself, I'm Mats Virtanen, aka Sideburnout, I´ve done most of the 2d art in the game, from the cover, loading screens, interfaces, icons down to the smallest land battle modifier (only made a handful of the portraits though). I´m a classic forum lurker so I seldom post stuff, but rest assured i read as much as I can, the forum is always a good place to check out if I need references, a good laugh or just inspiration.

So, how do you go about to create the graphical profile of Hearts of Iron 4. First of, get in the mood. Glenn Miller is always a nice start ;) Since the beginning i´ve watched countless documentaries, war movies, series like band of brothers etc. Other ww2 games ofc and the team itself! I love the 30-40ies music and wartime posters so these were a natural inspiration too.

EU4 - Development Diary - 21st of April 2016: Meet the Team + 1.17

Hi all!

In this Dev Diary I'll present the EU4-team as it looks currently.

The Team
  • Johan, still game director, creating the high-level design for the expansions.

  • Anona, I’m the new project lead, making sure planning and priorities are made, as well as keeping deadline and being on budget. Been with Paradox for 2,5 years and hope you look forward to the upcoming expansions!

Stellaris Dev Diary #30 - Late Game Crises

Hi folks!

We’re getting close to release and there is not much left to talk about that we haven’t already covered. The only remaining major feature is, I believe, the “Late Game Crises” events, and I really don’t want to spoil them, so bear with me if I’m being slightly vague this time…

View attachment 171455

Now, last week I talked about how large empires will have to worry about keeping all manner of political Factions in check. This is one of the ways we try to keep the game interesting and challenging past that crucial point when you often tend to lose interest in most strategy games and feel that you’ve already won. It’s not much fun to spend hours of your life mopping up the final resistance just so you’ll get to see that sweet acknowledgement saying “Victory!”. Another way to keep a game interesting is through random occurrences that can upset your plans even at a very late stage. This is where dangerous technologies and late game crises enter the picture.

View attachment 171456

Some technologies are clearly marked as being “risky”, for example Robot Workers. Now, you might not always risk having your victory snatched out of your grasp, but in this case at least, you really are gambling with the fate of the galaxy. Just researching such a technology is safe; it’s the actual use of it that carries the danger. For example, the more sentient Robot Pops there are in the galaxy, the higher the risk is that they will come to deem organic life unfit to exist and rise up in a well-planned revolt. Unless crushed quickly and with overwhelming force, such a Machine Empire will quickly get out of hand and threaten all the remaining empires in the galaxy. Sentient robots will out-research and outproduce everyone. If the revolt is centered in a powerful rival empire, you’ll need to think carefully about when you want to intervene; a savvy player might time it just right and be able to mop up both the robots and the remnants of the rival empire. Leave it too long, however, and the robots will overwhelm you.

View attachment 171457

The idea is that you will usually see one of the possible late game crises every time you play, but the chances increase the longer it takes you to win. However, it’s very rare to see more than one in the same game. The different threats vary in nature and behaviour, and can offer opportunities as well as posing an enormous danger to your survival. For example, it might be possible to reverse engineer some really unique technologies from these galactic threats, but the geography of the galaxy might also change in your favor…

That’s it for now my friends! Next week, we’ll change tack completely, and do a two-part, in-depth guide for modders.

Hearts of Iron IV - Development Diary 52 - Modding

Hi everyone, this weeks diary is going to get really technical! We will be talking modding and improvements we have made for the modders in HOI4. This is also going to be a very long one :)

When starting out we decided we wanted to make HOI4 our most moddable game yet. That meant not hard coding things (HOI3 had a lot of hard coded logic and references to certain nations). In HOI4 all these things are in soft code, or part of scenario script setups making it a much better platform for cool mods. We have also decided to include the tool we use (more further down), and while it is provided as-is and not really polished compared to the real game its very useful. The game is also much better at letting you know when you have made mistakes and everything that can go wrong will usually let you know with logs etc.

Stellaris is now available for pre-order! Information + FAQ

Countdown to Launch: Stellaris Now Available for Pre-Order
Paradox to Send Fans’ Names into Space to Signal E.T.

Paradox Interactive, a publisher and developer of games that don’t just take up space, today began accepting pre-orders for Stellaris, the forthcoming sci-fi grand strategy game from Paradox Development Studio. Several versions of Stellaris are now available for pre-purchase, including premium editions which include a variety of bonus content. Stellaris challenges players to explore a new universe and establish an empire across the stars, venturing into new territory for Paradox’s traditionally historical games. The game will be released for Windows, Mac, and Linux PCs on May 9, 2016.

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