• 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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PSA: CKII Patch 2.5 tomorrow! Read this!

Patch 2.5 will introduce some changes that can be problematic to anyone currently in an ironman game trying for achievements. Most notable is the changes to how laws work, but there could be other issues as well. So if you want to make sure your save is not messed up, set your game to stay on 2.4.5 beforehand!

Instructions on how to change patch level in Steam - you can go there and set it to 2.4.5 now already. This will prevent your game from even patching to 2.5 (you should still double check your version when starting the game though)

Please note the following:
- By playing on 2.4.5 you will not be able to play Conclave. Conclave requires the patch to run.
- You will not be able to get any achievements added in 2.5 until you actually patch your game. Any achievements existing in 2.4.5 should be awarded normally however.

Happy patch day people!

Stellaris Dev Diary #19 - Diplomacy & Trade


Today our humble offering covers some of the possible Diplomatic Actions and Trade Deals that can occur between Empires. As most of you may know, the basic diplomatic model used in our previous games work quite well and we will use something similar in Stellaris. All Empires will have opinions of all other known Empires, and different actions, events and internal politics will often affect that opinion. The ethics of each Empire will of course play a heavy role here, as pacifist Empires will react quite differently to aggressive wars than would a xenophobic militarist one.

Hearts of Iron IV - 42nd Development Diary - 29nd of January 2016

Hi everyone, today's topic is something that has been requested in every diary thread for months, so here we go. its time to cover Japan.

Japan is a different and interesting nation to play in HOI4. They are effectively an island state like United Kingdom, but lacking its colonial empire to draw resources from. If Japan doesn't plan to reform towards democracy and settle with what they have they need to aggressively expand as early as possible and grab resources to fuel their war machine and build up their navy to be able to rival the other major nations.

EU4 - Development Diary - 28th January 2016

Hello everyone, today we’ll start talking about 1.16 and what it will contain. The development team is busy working on 1.15.1 at the same time, which we hope is out ASAP.

One of the fun part of working on the Europa Universalis series over the last decade has been the constant evolvement of the map. Today we’re proud to announce some of the map changes for 1.16, with a quick look of Europe.

Ireland in Crusader Kings II is known as tutorial island, as an entire game in itself. In EU so far, ireland have not been properly represented, and more been shown as poor as it became after a long time of english rule. Now Ireland is richer in 1444, and not just a quick conquest for England within 5 years. Ireland also have 9 provinces, where it had five before, and several new interesting nations to play.

Europa Universalis IV - Patch 1.15 - Checksum e5f7

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This is a bug fixing and balancing patch for Cossacks/1.14. It should be save game compatible with 1.14 saves, but you may experience issues with discovery of provinces due to the spread of discovery rework, and as always, compatability is not guaranteed. If you do not want to risk your Ironman games, use the 1.14 steam branch available under 'betas' on 'properties'.

Conclave Dev Diary #3 Homeschooling


Today we’re going into the details of some features from the expansion. Just like last week the team has cooperated in writing this diary. First out @WitchKing and @markuso will give you the details on how we changed the life of children.

In Conclave, we have made a major rework in how young characters develop in terms of upbringing and education. Basically, non-adult characters now go through two phases, younger childhood (0-11) and adolescence (12-15), and for players who own Conclave, new childhood and adolescence events have replaced the old trait related events. Although these effects will primarily be felt when playing as a young ruler, other characters near children and adolescents will also occasionally be presented with various events affecting trait outcomes for the young ones, taking a part in their story and affecting how they develop.

Stellaris Dev Diary #18 - Fleet Combat

Good news everyone!

Today’s Dev Diary will be about Fleet Combat and the different things affecting it. Like always it is important for you to remember that things are subject to change.

In Stellaris we have a number of different types of weapons that the player may choose to equip his/her ships with. All weapons can be grouped into either energy, projectiles (kinetic), missiles, point-defenses and strike craft. Their individual effects and stats vary somewhat, so let’s bring up a few examples. One type of energy-weapon is the laser, using focused beams to penetrate the armor of a target dealing a medium amount of damage. Mass Drivers and Autocannons are both projectile-weapons with high damage output and fast attack-speed, but quite low armor-penetration.

Hearts of Iron IV - 41st Development Diary - 22nd of January 2016

Hello, and welcome to the 41st development diary for Hearts of Iron IV.

In HoI4, we call our basic military unit for a division, even if it may be as small as a single battalion, or as large 30 battalions. These can be grouped into what we call Armies. They have been referred to as command groups in the past, but that concept was a bit confusing. An Army is the entity which interacts with battleplans, and be given a commander. You can have as many armies as you want, but you need at least 1 division in each. Each Army can be named to whatever you want it to be.

Armies are organised in Theatres, which is a convenient aspect to group divisions according to your needs. Theatres do not have a specific area they cover, but besides giving a proper UI for quick access and a reference name, you can also define the reinforcement priority for that theatre compared to others.

Hearts of Iron IV - World War Wednesday Part IV - Livestream today at 14:30 CET


Germany prepares her final ultimatum to Poland..Danzig or War. With a British guarantee to stiffen their resolve the Poles are likely to fight rather than endure the humiliation of a surrender. If general war breaks out it is only a matter of time before it spreads to engulf the whole world. The lights are going out across Europe and we may not see them lit again in our lifetime.

Live today at 14:30 CET @ Twitch

Conclave Dev Diary #2 Power to the Council


I know last year featured a lot of dev diaries with very little information about new features of the game. The reason for this was the lack of an announcement of the expansion and we had decided not to talk about the expansion before the announcement. All that has changed now and last week @Doomdark gave you an overview of the features we’ve added and the aim of the expansion.

This week we’re going to go a bit deeper into the new council mechanics.

Stellaris Dev Diary #17 - Ship Designer

Good news everyone!

This week we will talk about the Ship Designer. Last week we said that this week would be about “War, Peace, Influence and Claims”, but due to some really good (and secret) reasons we have decided to postpone that Dev Diary for a later date. Now let's continue with how you customize your ships in Stellaris...

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Customizing your ships is vital for making sure that your ships are equipped for any challenges that awaits them in the galaxy. Your ships have a build cost, build time and maintenance cost that is calculated from the different sections and components that your ship consists of. The ships also receive a wide range of different values; all these are affected by what sections and components you use on your ship. These values can be modified by, among other things, researching technologies and the traits of your leader.

Hearts of Iron IV - 40th Development Diary - 15th of January 2016

Welcome to another development diary for Hearts of Iron IV. This week we look at some of the changes that has been done to the game lately.

In december, we completely revised how you get factory slots in the game, as the previous system of three different caps, depending on hidden formulas for manpower & infrastructure was too obtuse for players, and impossible to balance.

Knights of Pen & Paper 2 Expands into Epic-level Territory Today

“Here Be Dragons” Be Here Now with New Class, New Areas, and New Loot

STOCKHOLM — Jan. 14, 2016 — Paradox Interactive, a Level 18 Publisher of Chaotic Good games, today released the newest expansion for Knights of Pen & Paper 2, the meta-RPG where players play as players and game-masters simultaneously. The expansion, “Here Be Dragons,” is available today for Windows, Mac, and Linux PCs, and iOS and Android devices. Included are new features such as a new story and quests, an added character class, and more monsters, loot, and humor than you’ll find on a d100 table. Developed by KYY Games, “Here Be Dragons” finally enables players of Knights of Pen & Paper 2 to play as the in-game Knight class while they slay every entry in the new in-game bestiary.

Glimpse the epic adventure that awaits you in this new trailer:

Knights of Pen & Paper 2 offers players the chance to organize a party of virtual friends and play a pen & paper RPG that requires neither pen nor paper. The new expansion, “Here Be Dragons,” follows the party as they undertake a classic RPG quest for high-level characters. Players’ in-game players will finally go pixel-to-pixel against honest-to-goodness dragons and prove themselves the finest adventurers in all of Paperos.

New features/contents:


  • New class: Knight (unlocked via quests).
  • New roleplayer: Bookworm (unlocked via Modern Dungeons magazine).
  • New feature: Bestiary.

  • All-new high-level campaign!
  • Dragon fights!
  • New locations!
  • 1 new dungeon!
  • New Items and Furniture!
  • New crafting recipes!
  • Increased skill cap!
  • Mad Kings!
  • Did we mention dragons?

  • Red Eyed Skull and Blue Eyed Skull trinkets have had their effect doubled.
  • Wound condition received a recovery roll (balance issue due to most monsters not having healing)
  • Player’s Handbook now mentions the skill cap of 15 and that each expansion increases it by 3
  • Touch of Blight and Bombs (incl. Giant Bomb) randomize conditions a bit differently. Instead of always generating a new condition the target doesn’t yet have, they can now increase existing condition stacks (Burn, Wound and Poison), as well. This is a minor balance change.
  • TV Set furniture affects attack consumables (bombs) as well.
  • Health/Energy recovery during resting has been simplified while it also scales better at higher levels. The new mechanic is explained in the Player’s Handbook as well:
  • Anyone rolling a success recovers 100%.
  • Anyone rolling a fail recovers 50%.
  • If everyone fails, the party will be ambushed (same as before).
  • All basic weapons have been enabled in expansion area shops (incl. Orienting Village).
  • Cleric’s Purge energy cost was increased by 3, because mass condition removal is simply that good.
  • Poison’s energy damage now converts to health damage correctly. Previously it only happened when energy was already at 0.
  • Enchanted bow/shuriken with a charm now fits all stats into item info.
  • Warlock’s Summon Demon skill no longer fills up the first enemy’s health bar (only visually) for 1 turn.
  • Memory optimization.
If you wish to start your quest, “Here Be Dragons” be here: https://www.paradoxplaza.com/knights-of-pen-and-paper-2-here-be-dragons

For more information about Knights of Pen & Paper 2, visit https://www.paradoxplaza.com/knights-of-pen-paper-2

EU4 - Dev Diary - January 14th 2016

Hello everyone and welcome back to yet another development diary for Europa Universalis 4. TodayAn's dev diary is the second in our two-parter about patch 1.15, which is a bugfixing and balancing patch that is planned to come out before the end of January.

World War Wednesday today (13th) at 14:45 CET

This afternoon - The return of World War Wednesday!
In the west corner, we have Johan Andersson as Great Britain. and in the east we have Jakob Munthe sporting the German side.

Today, Part III - We are at September 1938, the Rheinland has been re-militarised. The anschluss of Austria has occurred and now the Czechs are awaiting their fate. Will anyone stand with them?

Tune in at 14:45 CET - http://www.twitch.tv/paradoxinteractive

Conclave Dev Diary #1

Hi folks, I hope you have all had a nice and relaxing holiday! However, just in case you didn’t, let me take the edge off your existential angst with some soothing talk about the next expansion for Crusader Kings II; a little thing we eventually decided to call Conclave...

As you know, most of CK2’s expansions have “widened” the gameplay by unlocking new regions of the map and making various religions playable. You can now start the game in widely different cultural spheres for a great variety of different experiences; “Fifty Shades of Dark”, if you will. Meanwhile, we have gradually improved the core gameplay in patches (e.g. the technology system), but rarely in any radical way. Whenever we did try to “deepen” the core gameplay in an expansion, it often turned out to be a mistake: The Retinue mechanic of Legacy of Rome should, for example, have been a part of the base game so we could have kept building upon it.

Even so, it is high time that we addressed some of the major shortcomings of the strategy game that underpins the RPG experience. In particular, CK2 suffers from a kind of inverse difficulty progression; it is hard in the beginning and easy in the mid-to-late game. This is a great shame, because one of the main points of the whole feudal hierarchy mechanic - the need to rely on vassals - was to make it hard to maintain stable large Realms. So, my first and foremost intention with Conclave was to increase the challenge of the mid-to-late game. This was the general plan of action:

  • Reduce the “positive opinion inflation” of vassals vs their liege. (We ended up cutting many important positive opinion modifiers in half.)
  • Highlight the most powerful vassals by making them strongly desire a Council seat.
  • Give the Council more power without reducing player agency. (You are free to disregard the Council’s suggestions, but this will have ramifications on Factions. More on this later...)
  • Introduce Infamy and Coalitions against aggressively expanding Realms.
  • Improve the alliance mechanic to make it a more intentional choice. (A royal marriage is now simply a non-aggression pact. Alliance is the second step, but still requires a marriage.)
  • Improve the diplomatic AI in order to contain “blobs” (with the help of the above Alliance and Coalition systems.)
  • Bring the military AI to a whole new level.
  • Make it harder to quickly win wars through one or two major engagements. (Hence, we reduced the bloodiness of battles overall, introduced “shattered retreats” and made armies reinforce in friendly territory.)
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Thus, the features of Conclave and the accompanying patch are a combination of internal and external measures to make blobbing harder. This intention had ripple effects on other mechanics. For example, malcontents now tend to gang up into fewer but more powerful Factions, and we reworked the Law Screen while we were adding the new Council Power laws.

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We also took this opportunity to address an unrelated weakness in the game, namely the education of children. If you have the expansion, that whole experience should now be more interesting…

That’s all for now, stay tuned for the details!

Stellaris Dev Diary #16 - Colony Events

Events in Stellaris will not be limited to the Anomalies you find in space. Another event category that you will encounter as you play the game are colony events. Fairly self-explanatory, colony events are events that can trigger on your colonies. Our goal with these events is to provide a bit of identity to the planets you colonize, and set them further apart.

Hearts of Iron IV - 39th Development Diary - 8th of January 2016

Welcome to another development diary on Hearts of Iron IV.

Today we’ll talk about one of the most important gadgets of WW2, the radio. The radio was used for communication and for propaganda. It was used on the battlefield, and in people’s homes.

In our game, we have a technology called “Radio” which simulates adopting the inventions of amateur radio operators and extending the use of FM radio to reduce radio interference and allow us to find new uses for radio technology. This later on leads to the construction of Radar Stations. Looking closely at this technology tells us it gives +10% chance to reinforce.

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