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Hello everybody, and welcome to the first development diary for Europa Universalis IV. We've been working on this project for quite a long time, with the first design dicussions starting not long after Divine Wind was released. During last year we spent a lot of time working on the design concepts, and late in 2011, the core team was assembled, and actual development started.

Earlier this month, we announced the game at Gamescom, and showed a minor subset of the features for the game. Today we start a series of weekly development diaries where we'll go into detail about the game. Our goal is to release an entry each friday, with breaks for holidays.

The subject of todays diary is 'Why do Europa Universalis IV and what is our goal with the game?'.

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Why are we working on a sequel to Europa Universalis?

Well, first of all, the team we are all major fans of this series, with me personally being the core guy behind the original game, back in the late 90's, and the others being involved for quite a lot of time on it. We are a group who love playing Europa Universalis (EU), both in singleplayer and in multiplayer together, so you could definitely say it is the favorite series for the people working on Europa Universalis IV.

Originally EU1 started development in 1997, EU2 in 2001, EU3 started in 2005, so we were overdue a new take on the genre. During those years we've accumulated quite a lot of ideas, and discarded far more. We've come to understand what Europa Universalis is about for a lot of people, and what it means for ourselves.

One important thing though, is that while we had lots of cool and interesting ideas for EU, we simply couldn't just add them all in, as the game would become an unwieldly mass. EU has a complexity level we do not want to dramatically increase and while improving the interface can reduce it a fair bit, it is a very fine balance when it comes to designing a game.

So we took a step back and looked at what Europa Universalis was and what we wanted to do, and since its a new game, we had quite a large amount of flexibility. We could rewrite entire systems from scratch, and do some paradigm shifts. One such example is the complete removal of the old trade system with centers of trade, which was replaced with a new trade system with dynamic flow of trade. This flexibility has been a great benefit when it comes to designing the game.


So then, what is our goal with Europa Universalis IV?

In all our games we aim to have believable mechanics. When playing a Grand Strategy game it should be about immersion and suspension of disbelief. You should feel like you are playing a country in the time period. This is something all our EU games have managed to achieve, and it is very important that EU4 will have that same feeling.

The game should, as we mentioned earlier, not increase its complexity levels dramatically. We are happy with the level of complexity the Eu-series has, and want to keep it at this level.

One of the most important aspects of EU4 is to make an interface that is both easier to get into, and less hassle for an expert user. This a fine line to balance, and we are rather happy with the interfaces we have done so far for EU4.

We also want to make sure that players feel that this is a new game, that this is worth paying money for, and this comes from new mechanics and better interfaces. With detailed dev-diaries every week until release, we are rather confident that you'll all be excited about it when its finally ready.

So, now we've just talked about history and visions, I'll try to clarify a confusion about sandbox, historical events and plausibility. Europa Universalis have always been about historically plausible outcomes, as I mentioned over six years ago , and EU4 is no different in that regard. No determenism or full sandbox will ever be in the EU series. In EU3 we scrapped historical events and added lots and lots of system and mechanics to create more plausible gameplay. While we are continuing on that concept and keep making more plausible mechanics, we are in EU4 doing something new...

We'e adding in Dynamic Historical Events. We'll have more of those than we had historical in EU2, and together with a fair amount of other planned features, this is creating an even more immersive type of gameplay, where countries feel far more unique than they did in any previous game in the series. A 'dynamic historical event', or DHE for short, is an event that has some rather rigid triggers that they feel plausible to happen with, ie, no Spanish Bankruptcy just because its a certain date, but events that tie into mechanics rather heavily.

The example I want to talk about is War of the Roses for England. At any point of time, before 1500, if England lacks an heir, then the chain for War of the Roses can start, which creates a lot of interesting situations for the player, as well as giving unique historical immersion.

Next week we'll talk more about the map, so enjoy for now!


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Chamboozer

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I know. It's rather exciting. If anyone seriously thinks events are cop out to making actual mechanics, then I suggest they do some real modding and realize all the amazing crazy things you can pull off with just events.

Imagine all the crazy things you could pull off with events were you to have more mechanics to work with. ;)
 

flame7926

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Imagine all the crazy things you could pull off with events were you to have more mechanics to work with. ;)

You usually can't interact very much with mechanics by events.
 

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Imagine all the crazy things you could pull off with events were you to have more mechanics to work with. ;)

There's actually a fair amount you could do with the current mechanics if they just gave us more event triggers and effects.
 

airpirate

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Since you've focused on those dynamic historical events. They seem like a convenient way to avoid adding any proper mechanics. Civil wars? Nah, we have all the historical ones covered by DHEs. Some other mechanics? Nah, why add them if they can be modelled by DHEs.

You do realize this is the first of many, many dev diaries right? They're talking about the DHE's in the intro dev diary and saving all the big stuff for later. Besides, the game hasn't been announced for very long at all, no one except the devs can say anything substantial about the game due to lack of information.
 

Wallain

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I know. It's rather exciting. If anyone seriously thinks events are cop out to making actual mechanics, then I suggest they do some real modding and realize all the amazing crazy things you can pull off with just events.
It is a cop out, no matter how crazy things you can make via events. Some things deserve their own mechanics not just due to complexity, but due to sheer importance. Do not mistake me for being against improving on events themselves though (as these events in question seem to be in some cases).
 

Chamboozer

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You usually can't interact very much with mechanics by events.

Which mechanics, exactly? The addition of HRE reforms gave us Imperial Authority to mess with, and a new place to mod in decisions for the Holy Roman Emperor. The same with the Shogunate. Factions are moddable (at least they used to be, idk about now). Everything in DW was manipulable via events in some way. For HTTT, your heir could be generated or killed via event, and so on.
 

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I know. It's rather exciting. If anyone seriously thinks events are cop out to making actual mechanics, then I suggest they do some real modding and realize all the amazing crazy things you can pull off with just events.

Which is great! I have done some modding myself, and I applaud all the modders for their creativity with events. But what we are talking about here isn't a mod, it's a new game which will be sold for cash. As such, I expect far higher standards from it then from mods. They shouldn't simply be creative with events, they should program many creative mechanics.
 

birdboy2000

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Given the fact that they're going to have a developer diary every week from now until release in Q3 2013, I'm sure there will be plenty of new or dramatically overhauled mechanics. Not increasing complexity doesn't mean keeping things the same as in EU3. People are worrying too much about events vs. mechanics - it's certainly possible to have both!
 

flame7926

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Which mechanics, exactly? The addition of HRE reforms gave us Imperial Authority to mess with, and a new place to mod in decisions for the Holy Roman Emperor. The same with the Shogunate. Factions are moddable (at least they used to be, idk about now). Everything in DW was manipulable via events in some way. For HTTT, your heir could be generated or killed via event, and so on.
Events aren't limited by the mechanics as much as triggers and effects. I was trying to say that adding in new mechanics won't expand what you can do with events as much as new triggers and effects.
Which is great! I have done some modding myself, and I applaud all the modders for their creativity with events. But what we are talking about here isn't a mod, it's a new game which will be sold for cash. As such, I expect far higher standards from it then from mods. They shouldn't simply be creative with events, they should program many creative mechanics.
Adding new events is a good thing, but I don't see any reason why you think it means that there won't be many new mechanics as well.
 

flame7926

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Well, we for instance already know that the War of Roses won't arise from mechanics, but from arbitrary events caused by strict triggers.

Okay, that's one small thing. What other dynastic civil wars happened in Christian Europe countries during this period that it is oh so necessary to model with a mechanic? And its not arbitrary at all if it has a strict trigger.
 

DanubianCossak

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Which is great! I have done some modding myself, and I applaud all the modders for their creativity with events. But what we are talking about here isn't a mod, it's a new game which will be sold for cash. As such, I expect far higher standards from it then from mods. They shouldn't simply be creative with events, they should program many creative mechanics.

I would really like to learn more about Paradox staff, specifically, who writes events? Is it like a production process where one person comes up with story and cotenxt, and then a coder writes event based on that, or is it more like one person show? It would be great if Johan could tell us more about that.

Well, we for instance already know that the War of Roses won't arise from mechanics, but from arbitrary events caused by strict triggers.

Heh all this talk about war of the roses is gonna make me write this for EU3 XD
 

Dafool

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Imagine all the crazy things you could pull off with events were you to have more mechanics to work with. ;)
Mechanics tend to be quite stiff and unchangeable. Things like the factions, HRE system, and Shogun system are very hard to mod. "Softer" mechanics, such as the ability to use specific triggers and set flags, allows for much more flexible design.
Which is great! I have done some modding myself, and I applaud all the modders for their creativity with events. But what we are talking about here isn't a mod, it's a new game which will be sold for cash. As such, I expect far higher standards from it then from mods. They shouldn't simply be creative with events, they should program many creative mechanics.
Like I said, there's nothing inherently more useful about hardwired mechanics than events. Sure, the presentation is often different, but the aesthetics of it hardly reflect the practical concerns, which are often far more flexibly dealt with when they're not all directly tied to a very rigid game mechanic.
 

Seli

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Well, we for instance already know that the War of Roses won't arise from mechanics, but from arbitrary events caused by strict triggers.

That is not what they said. They only said that if the circumstances were right in the right country they would have specific events to give flavour. They never indicated that the same circumstances in a different country would not give a similar war (by event, which is a mechanism) without the favour.
 

Raph

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Awesome to see the dev diaries starting already! I'm really looking forward to learning more about the game and I do agree that some flavor/immersion was the big thing that was lacking in the pretty perfect game that EU3+Expansions became.

And to those being pissed off, let me get this right? You're pissed that there wasn't enough country-specific attention in EU3; EU4 is getting more but mainly in the majors, and you're pissed about that? Going from very few country-specific events to lots and lots should be a change in the right direction for you, shouldn't it?
 

James The 1st

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Awesome to see the dev diaries starting already! I'm really looking forward to learning more about the game and I do agree that some flavor/immersion was the big thing that was lacking in the pretty perfect game that EU3+Expansions became.

And to those being pissed off, let me get this right? You're pissed that there wasn't enough country-specific attention in EU3; EU4 is getting more but mainly in the majors, and you're pissed about that? Going from very few country-specific events to lots and lots should be a change in the right direction for you, shouldn't it?
People just like to whine.;)
 

johho888

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I really like the DHE idea! :)

For me personally EU3 never had enough flavour, not like EU2 with all its (modded) historical events. On the other hand EU3 had better game mechanics, a superior interface and was probably the better game. Hopefully this will bring together the best of each game.
 

Svip

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Well, we for instance already know that the War of Roses won't arise from mechanics, but from arbitrary events caused by strict triggers.

No, we actually don't know that. What we know is that a certain civil war - prior to 1500 - will simply be called War of the Roses. Is that saying other countries won't have civil wars? No. Is that saying England cannot have civil wars not being called War of the Roses? Of course not, any suggestion thereof is silly.

You keep implying that DHE is the only feature of EU4. As if this DD is the only DD we are going to get.

Since you've focused on those dynamic historical events. They seem like a convenient way to avoid adding any proper mechanics. Civil wars? Nah, we have all the historical ones covered by DHEs. Some other mechanics? Nah, why add them if they can be modelled by DHEs.

No more mechanics! The developer said events! You cannot have events and mechanics, at the same time.

Are you purposefully being stupid or are you just that stupid?
 

Tornadoli

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Are you purposefully being stupid or are you just that stupid?

Hey, who do you think you are that you can just insult people? If you are so braindead that you cannot understand my point that in my opinion (you also seem too ignorant to understand that people can have different opinions), mechanics are more important than events, then perhaps it is time to stop.

Also, reported to mods. I don't come here to be insulted by some insecure poster who thinks he is someone special.