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Stellaris Dev Diary #92: FTL Rework and Galactic Terrain

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is about Faster than Light travel in the Cherryh update, and it's likely to be a controversial one. When discussing, please remember to keep things civil, and I would kindly ask that you read the entire dev diary before rushing to post, as it's going to cover some of the questions and concerns we expect to see from the playerbase. Also, as posted last week, all of these changes are currently far away, and we cannot give more details on ETAs or the exact nature of the Cherryh update than we already have. Thank you!

FTL Rework
The single biggest design issue we have had to tackle in the Stellaris team since release is the asymmetrical FTL. While it's a cool and interesting idea on paper, the honest truth is that the feature just does not fit well into the game in practice, and blocks numerous improvements on a myriad of other features such as warfare and exploration, as well as solutions to fundamental design problems like the weakness of static defenses. After a lot of debate among the designers, we finally decided that if we were ever going to be able to tackle these issues and turn Stellaris into a game with truly engrossing and interesting warfare, we would have to bite the bullet and take a controversial decision: Consolidating FTL from the current three types down into a primarily hyperlane-based game, with more advanced forms of FTL unlocked through technology.

However, as I have said on the previous occasions when discussing this issue, one thing we would never consider doing is just slashing FTL types from the game without adding in something else to compensate their loss. That is what most of this dev diary is going to be about. However, before continuing with the details on the additions and changes we're making to FTL, I want to cover a couple of the questions I expect will arise from this:

Why are you removing FTL choices instead of building on them?
A lot of people have asked this question when we have brought up consolidating FTL types before, suggesting that problems such as static defenses can be solved by just adding more mechanics to handle each special case. I think the problem with this is best illustrated with defense stations and FTL inhibitors. One of the aims of the Starbase system is to give empires the ability to 'lock down' their borders, building fortresses that enemy fleets cannot simply skip past to strike at their core worlds, instead of having to create static defenses in every single valuable system.

With hyperlanes, this is a pretty simple affair: As hyperlanes create natural choke points, the only thing a hyperlane-stopping FTL inhibitor needs to do is to prevent enemy fleets from leaving the system once they enter it. The fleet can enter, it can retreat (via emergency FTL) and it can bring down the source of the FTL inhibitor (which might be a Starbase or even a planet) to be able to continue. This is quite easy to understand, both in terms of which system you need to defend to lock down your borders, and how it works when you are on the offensive.

Now let's add Warp to the mix. In this case, the single-system FTL inhibitor is useless because Warp fleets can just go over it, so we'll invent another mechanic: A warp interdiction bubble, stretching a certain distance around the system, that pull in any hostile Warp fleets traveling there to the system containing the FTL inhibitor, and force them to battle it or retreat. This is immediately a lot more messy: First of all, this bubble can't possibly affect Hyperlane fleets, because it could potentially pull them dozens of jumps away from their current location. This means that when fortifying your borders, you now need to not just make sure that every important chokepoint is covered, but also that your entire border is covered in warp interdiction bubbles.

But there's more: Add Wormholes as well, and you now have an FTL type where not only the 'bubble' type interdictor doesn't make intuitive sense (because Wormhole fleets make point-to-point jumps rather than traveling over the map) but if said interdictor works to pull Wormhole fleets out of position regardless of what makes intuitive sense, you end up with the same probem as with hyperlanes, where the fleet can get pulled out of range of its wormhole network and end up stranded even if it brings down the defenses. This means you pretty much have to invent a third type of interdiction type for Wormhole on top of what is already an overengineered and hard to understand system.

Finally, add the problem of displaying all these different types of inhibitors and interdictors on the map, in a way that the player can even remotely start to understand, and you end up with nothing short of a complete mess, where it's far better to just have static defenses protecting single valuable systems... and so we come full circle.

This is the fundamental problem that we have been grappling with when it comes to asymmetrical FTL: What works in a game such as Sword of the Stars, with its turn-based gameplay, small maps of usually no more than 3-6 empires, and 1-on-1 wars breaks down completely in a Stellaris game with real-time gameplay and wars potentially containing a dozen actors, all with their own form of FTL. The complexity collapses into what is for the player just a mess of fleets appearing and disappearing with no discernible logic to them.

Why Hyperlanes?
When discussing this, we essentially boiled down the consolidation into three possibilities: Hyperlanes only, Warp-only, and Warp+Hyperlanes. Wormhole is simply too different a FTL type to ever really work with the others, and not intuitive enough to work as the sole starting FTL for everyone playing the game. Keeping both Warp and Hyperlanes would be an improvement, but would still keep many of the issues we currently have in regards to user experience and fleet coordination. Warp-only was considered as an alternative, but ultimately Hyperlanes won out because of the possibilities it opens up for galactic geography, static defenses and enhancements to exploration.

Here are the some of the possibilities that consolidation of FTL into Hyperlanes creates for Stellaris:
  • Unified distance, sensor and border systems that make sense for everyone (for example, cost of claiming a system not being based on euclidean distance but rather the actual distance for ships to travel there)
  • Galactic 'geography', systems that are strategically and tactically important due to location and 'terrain' (more on this below) rather than just resources
  • More possibilities for galaxy generation and exploration (for example, entire regions of space accessible only through a wormhole or a single guarded hyperlane, containing special locations and events to discover)
  • Better performance through caching and unified code (Wormhole FTL in particular is a massive resource hog in the late game)
  • Warfare with a distinct sense of 'theatres', advancing/retreating fronts and border skirmishes (more on this in future dev diaries)
Are all new forms of FTL free patch content?
Yes. Naturally we're not going to charge for any form of content meant to replace the loss of old FTL types.

Hyperlane and Sublight Travel
As mentioned, in the Cherryh update. all empires will now start the game with Hyperlanes as their only mode of FTL. By default, hyperlane generation is going to be changed to create more 'islands' and 'choke points', to make for more interesting galactic geography. However, as we know some players do not enjoy the idea of constricted space, we are going to add a slider that controls the general frequency and connectivity of hyperlanes. Turning this up will create a more connected galaxy and make it harder to protect all your systems with static defenses, for players who prefer something closer to the current game's Warp-style movement.

Sublight travel is also being changed somewhat, in the sense that you need to actually travel to the entry point to a particular hyperlane (the arrow inside a system) to enter it, rather than being able to enter any hyperlane from any point outside's a system's gravity well. This means that fleets will move in a more predictable fashion, and interdictions will frequently happen inside systems instead of nearly always being at the edge of them, in particular allowing for fleets to 'guard' important hyperlane entry/exit points. To compensate for the need to move across systems, sublight travel has been sped up, especially with more advanced forms of thrusters.
2017_11_02_2.png


FTL Sensors
Along with the change to FTL, we are also changing the way sensors work. Instead of simply being a circle radiating an arbitrary distance from a ship, station or planet, each level of sensors can now see a certain distance in FTL connections. For example, a ship with level 1 sensors (Radar) will only give sensor coverage of the same system that it is currently in, while a ship with level 2 (Gravitic) sensors will give sensor coverage of that system and all systems connected to it through a Hyperlane or explored Wormhole (more on that below), a ship with level 3 sensors will be able to see systems connected to those systems, and so on. Sensor coverage can be 'blocked' by certain galactic features (more on that below), which will also block propagation into further connected systems. We are currently discussing the implementation of sensor blockers as a potential Starbase component.
2017_11_02_1.png


Wormholes
While Wormhole as a full-fledged FTL type is gone, Wormholes are not. Instead they have been changed into a natural formation that can be encountered while exploring the galaxy. Wormholes come in pairs, essentially functioning as very long hyperlanes that can potentially take a ship across the entire galaxy near-instantly. Natural Wormholes are unstable, and when first encountered, you will not be able to explore them. To explore a Wormhole, you need the Wormhole Stabilization technology, after which a science ship can be sent to stabilize and chart the Wormhole to find out what lies on the other side. If you're lucky, this may be unclaimed space full of valuable systems, but it could just as well be a Devouring Swarm eager to come over for dinner. There is a slider on game setup that controls the frequency of wormhole pairs in the galaxy.
2017_11_02_4.png


Gateways
Gateways is an advanced form of FTL most closely resembling the Wormhole FTL in the live version of the game. While exploring the galaxy, you can find abandoned Gateways that were once part of a massive, galaxy-spanning network. These Gateways are disabled and unusable, but with the Gateway Reactivation mid-game technology and a hefty investment of minerals, they can be restored to working order. Like Wormholes, Gateways allow for near-instant travel to other Gateways, but the difference is that any activated Gateway can be used to travel to any other activated Gateway, and late-game technology allows for the construction of more Gateways to expand the network. Also unlike Wormholes, which cannot be 'closed', Gateways also have the advantage of allowing any empire controlling the system they're in to control who goes through said Gateway - hostile empires and empires to whom you have closed your borders will not be able to use 'your' Gateways to just appear inside of your systems.

When the first Gateway is re-activated, another random Gateway will also be re-activated along with it, so that there is never a situation where you just have a single active Gateway going nowhere. There is a slider on game setup that controls the frequency of abandoned gateways in the galaxy.
2017_11_02_8.png


Jump Drives
Jump Drives and Psi Jump Drives have been changed, and is now an advanced form of FTL that mixes Hyperdrive with some functionality from the old Warp FTL. They allow for a ship to travel normally and very quickly along hyperlanes, but also come equipped with a tactical 'jump' functionality that allows a fleet to make a point-to-point jump ignoring the normal hyperlane limitations. This is done with a special fleet order where you select a target system for the jump (within a certain pre-defined range, with Psi Jump Drives having longer range than regular Jump Drives), after which the fleet charges up its jump drive and creates a temporary wormhole leading to the system. After the fleet makes its 'jump', the Jump Drive will need to recharge, with a significant cooldown before it can be used again, and also applies a debuff to the fleet that reduces its combat effectiveness while the cooldown is in effect. This allows for fleets with Jump Drives to ignore the usual FTL restrictions and skip straight past enemy fleets and stations, but at the cost of leaving themselves vulnerable and potentially stranded for a time afterwards. This design is highly experimental, and may change during the development of Cherryh, but we wanted Jump Drives to not just be 'Hyperdrive IV' but rather to unlock new tactical and strategic possibilities for warfare.

Galactic Terrain
With the switch to Hyperlanes and the creation of strategically important systems and chokepoints, we've also decided to implement something we had always thought was a really interesting idea, but which made little sense without such chokepoints: Galactic Terrain. Specifically, systems with environmental effects and hazards that have profound tactical and strategic effects on ships and empires. This is still something we are in the middle of testing and prototyping, but so far we have created the following forms of Galactic Terrain:
Nebulas block all sensor coverage originating from other systems, meaning that it's impossible for an empire to see what ships and stations are inside a system in a nebula without having a ship or station stationed there, allowing empires to hide their fleets and set up ambushes.
Pulsars interfere with deflector technology, nullifying all ship and station shields in a system with a Pulsar.
Neutron Stars interfere with navigation and ship systems, significantly slowing down sublight travel in a system with a Neutron Star.
Black Holes interfere with FTL, increasing the time it takes for a fleet to charge its emergency FTL and making it more difficult to ships to individually disengage from combat (more on this in a later dev diary).

The above is just a first iteration, and it's something we're likely to tweak and build on more for both the Cherryh update and other updates beyond it, so stay tuned for more information on this.
2017_11_02_3.png

2017_11_02_5.png


That's all for today! I will finish this dev diary by saying that we do not expect everyone to be happy with these changes, but we truly believe that they are necessary to give Stellaris truly great warfare, and that we think you will find the game better for it once you get a chance to try them. We will be doing a Design Corner feature on today's Extraterrestial Thursday stream, where me and Game Designer Daniel Moregård (grekulf) will be discussing the changes, fielding questions and showing off some gameplay in the internal development build. If you want a look at some of these changes in a live game environment, be sure to tune to the Paradox Interactive twitch channel at 4pm CET.

Next week, we're going to talk about war and peace, including the complete rework of the current wargoal system that was made possible by the changes to FTL and system control discussed in this and last week's dev diary. See you then!
 
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milamber81

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I have to admit, that I really prefer wormholes, although they make going to war with a distant enemy very difficult. (If you first have to get station rights, than build stations and than, finally, you can let your war-machine loose.) On the one hand I'm not really happy about loosing my favourite FTL. But on the other hand I really like the changes in the Dev Diaries #91 and #93. Never liked the idea of some magical influence spheres, that claimed all star in a certain distance around my planets, even if I can't reach them due to spiral gaps...
So I'll simply wait and see what the changed game will be like. When they changed the forts in EU4 I also didn't like it. But now I have accepted it and still like the game. So I don't really get all these arguing about the removement of the FTLs. Just give it a try. And if you don't like the new feeling, simply drop back on the old patch version... Hell, you can even have the good old all-lances battleships back, if you really want...
 

HorusHeresy1982

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I have no issue with this. I found the Wormhole system very frustrating when at war and splitting multiple fleets to destroy generators is just as frustrating. I generally play with all Hyperlanes for the exact reasons stated in this. I like being able to predict entry points when a war breaks out and I can usually plan around it. The new features sound interesting with the gateways actually being an original idea instead of just build a gateway to every system in range. Point to point still makes for interesting uses.
 

Boygor

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Have you taken any time to consider the idea that not everyone shares your opinion?

No, I haven't taken the time to consider this because it's completely obvious. What is there to consider exactly?

If you read my post you should have inferred that I was speaking about folks who don't like the changes, have voiced how they are "done" with the game and will likely buy new content anyway. Folks without principles, you know, the reason that horse armour, console internet paywalls and loot crates are a thing?
 

Insane Commander

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I've played hyperlame games before and they never kept my interest for long. If there is no way to bring back warp and/or wh than I'll be very disappointed and will never buy anything from Paradox again. And I doubt that slider will make any difference, since despite what some people say in this thread there is no reason to believe it will connect stars to others far away. It'll likely simply connect all nearby systems but you will still have to move through each one.

But I'll wait for 1.9 and I'll try it before rating the game on Steam.
 

LeanneKaos

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Have you taken any time to consider the idea that not everyone shares your opinion?

I've seen a post that (by my reading of it) parsed out as "I think your suggestion is bad but I'll change my mind if the devs endorse it."

So it seems to me that both are true: some people have a different opinion from him, and some just let the devs tell them what opinions to have.
 

-Myth-

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I'm loving these changes so much, it made me giddy just to read the dev diary.

I tried starting with hyperlane before (but did not make "Hyperlane only" games because I liked the tactical challenge of being overrun by wormhole AIs) but I've encountered a huge problem a few times: sometimes you are boxed in your starting location by a FE and nothing you can do will make them give you border access. While gifting star charts and active sensor links to the machine and xenophile FEs is enough to make them like you, the spiritualists are hit and miss (I was a spiritualist empire and they did not open their borders at all, even until after Cruiser tech, forcing me to play tall on 6 worlds), and as we all know the Xenophobe FE will NEVER ever give you border access (nore should it).

As such, the algorithm has to make absolutely sure you are not boxed in like that. The same has to be true for leviathans, as the stellarite devourer can be just as bad.

I'm loving the increased tactical and strategic aspects of the game as it is now finally possible to "turtle" and rushing to block off strategic choke points and expanding in your warded off area at your lesure is absolutely viable now. It also makes sense for numerically inferior fleets to lure the AI into attacking you, only for it to ram its head at statick defenses and Bulwark of Harmony.

You're doing a great job so far, I also love the new wargoal mechanics. Can you please revisit weapon systems and tall vs wide play as well, or will there not be enough time for this patch?
 

Obak

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Insead of warp snarres, perhaps a sort of warp innertia generators that increase enemies travle time into your teritory, paired with warnibgs that enemy fleets are approaching obe of your systems, this would give you time to aasemble your own defences. It wont solve the doomstacks, but hyperlanes will not solve it either, and we could keep the difret forms of travle.
 

Obak

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For me the lure of space games is that there are no boundries, space war should reflect this. You never know from where the enemy might appear and this forces you to adapt an elastic defence doctrine, simmilar to the great naval wars in history.

Also, history holds many examples of strategies that defied conventional doctrie, ignored strongpoints or simply did what was thought impossible.
The german invadion of belgium, hannibals march over the alps, swedish army marching over the frozen straits into denmark

I dont want a game with warfare by autobahn, but that is what hyperlanes are
 

-Myth-

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Insead of warp snarres, perhaps a sort of warp innertia generators that increase enemies travle time into your teritory, paired with warnibgs that enemy fleets are approaching obe of your systems, this would give you time to aasemble your own defences. It wont solve the doomstacks, but hyperlanes will not solve it either, and we could keep the difret forms of travle.

You clicked "Disagree" on my post but reading your reply you seem to not even grasp why they are changing the systems. Solving doomstacks is a multi step process and the first step is having a level playing field in terms of star ship movement. Having different forms of FTL travel is interesting but is counterproductive for gameplay and it makes no sense as to why if all 3 methods exist, can't any civ make use of any method they have researched. Having restricted FTL movement based on initial choice was an artificial and immersion breaking invisible wall for the sake of gameplay.

The new system is more elegant, more balanced and opens up new strategic options.
 

Obak

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I have made some observations in other space games.
In sins of a solar empire, tjey used star lanes and had a hardcapped fleet level, this would lead to neverenfing mestgrinds between fleets where players tried to sneak raiding forces through the enemies gauntlet to raid their economy.
In master of orion, we had a simmilar problem with doom stacks, the sakkra was a pain to face on highest difficulty.
In endless space each fleet was hardcapped, this would lead to the player with the technological edge to dominate.

My suggestion would be to recognize that the doomstack problem and ftl travle to be two separate issues.
The doom stacks could be solved by better diploacy, forging federations against agressors would firce them to split their fleets.
Making admirals skills control how much of the flert could be utilized at maximum efgiciency, this could be mitigatef by spöitting your fleets under many admirals, but then this would take a huge chunk out if your influence.

Planets should have ground-to-space weapons that would blast away at bombardibg fleets, causing attrition among the besiegers.

Fleets should need logistics, giving an edge to defenders and forcing attackers to build forward supply dumps that could be raided by an inferior enemy in order to widdle down a numerically superior attacker
 

Obak

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You clicked "Disagree" on my post but reading your reply you seem to not even grasp why they are changing the systems. Solving doomstacks is a multi step process and the first step is having a level playing field in terms of star ship movement. Having different forms of FTL travel is interesting but is counterproductive for gameplay and it makes no sense as to why if all 3 methods exist, can't any civ make use of any method they have researched. Having restricted FTL movement based on initial choice was an artificial and immersion breaking invisible wall for the sake of gameplay.

The new system is more elegant, more balanced and opens up new strategic options.

Because I dont agree with you and I think you are wrong :)
 

Kappenloch

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You clicked "Disagree" on my post but reading your reply you seem to not even grasp why they are changing the systems. Solving doomstacks is a multi step process and the first step is having a level playing field in terms of star ship movement. Having different forms of FTL travel is interesting but is counterproductive for gameplay and it makes no sense as to why if all 3 methods exist, can't any civ make use of any method they have researched. Having restricted FTL movement based on initial choice was an artificial and immersion breaking invisible wall for the sake of gameplay.

The new system is more elegant, more balanced and opens up new strategic options.

Sword of the Stars I & II had 6 different FTL methods and doomstacks were not a serious problem with that game. FTL method has nothing at all to do with doomstacks.
 

pcavalcanti

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I think if the devs wanted to make such a huge change in the game they should have left to communicate this one at the end of the cycle - when they had some actual gameplay footage of the systems at work - they probably would have avoided this PR nightmare, because then seeing it in action it might not be as bad as it can turn out to be in people's expectations. It would have avoided all this speculation.
 

Kappenloch

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I think if the devs wanted to make such a huge change in the game they should have left to communicate this one at the end of the cycle - when they had some actual gameplay footage of the systems at work - they probably would have avoided this PR nightmare, because then seeing it in action it might not be as bad as it can turn out to be in people's expectations. It would have avoided all this speculation.

Seeing in-game footage of being forced to use hyperlanes with no other FTL option available really isn't going to help, I already know what that's like, which is precisely why I avoid hyperlane-only games like the plague.
 

Shadeseraph

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Ooook... Maybe I'm misunderstanding something, but I was under the impression that the objective of this change had relatively little to do with doomstacks and more to do with scalability and complexity for future content. Adding more fun/interesting features is much harder if you have to take 3 different travel methods into account than if you have to only deal with one. The example given here is that making defensive war playstyles viable is much harder if you need to take all three FTL methods into account, but I think the idea is that this applies too to a number of other features. Adding "space terrain", for example, is much harder if you need to add terrain and mechanics to make it effective against all three models. Same with a bunch of other issues. I honestly like the idea of finding a weird spatial disruption that lets me jump to an isolated system, not connected by normal hyperlanes, that contains the ruins of an old civilization or somesuch. Having those three modes makes it harder to achieve this kind of inmersive exploration. And there are a bunch of very interesting concepts that are much harder to integrate, such as real trade routes or supply lines, which could come down the line, but that are infinitely harder to define and balance if you have to account for the three FTL methods.

I'm a bit sad that the old FTL methods will be removed, but honestly, in the end they didn't add enough compared to other, much more important to me features that currently aren't in the game. If this sacrifice means I can look forward to an interesting trade system or a more organic diplomacy/war system sooner, I'll take the hit.
 

Peko?

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I think if the devs wanted to make such a huge change in the game they should have left to communicate this one at the end of the cycle - when they had some actual gameplay footage of the systems at work - they probably would have avoided this PR nightmare, because then seeing it in action it might not be as bad as it can turn out to be in people's expectations. It would have avoided all this speculation.
I think it makes some sense to deliver the controversial changes early. It gives people some time to get over their initial reaction and get used to the idea. Some will cool down a bit and maybe think to themselves "You know what, this could be ok". Me and others who've followed the development a bit more closely have already had this time, my own reaction would probably have been different if this DD was the first I heard about it.
Besides, it would have been difficult to do any gameplay footage without showing some of these changes. It would become the elephant in the room where everyone knows something's up but not quite what.
 

Cat_Fuzz

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Seeing in-game footage of being forced to use hyperlanes with no other FTL option available really isn't going to help, I already know what that's like, which is precisely why I avoid hyperlane-only games like the plague.

Conversely, dropping it in right before release would have left that bitter resentment we saw last week stinking up the place around the time they would not be needing negative reviews.

Dropping it early means those who despise it can get over it and move on now, while others who are waiting and seeing may just accept the changes for what they are by the time the release rolls around.

I think they made the right call as already the chatter has subsided, and people are now waiting to see what other updates are coming before passing judgement.
 

-Myth-

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Online gaming communities are very volatile and are much prone to mob mentality, circklejerking/bandwagoning or the "voice of the few" minority who have no life and write every day making it seem that the entire community wants or doesn't want something. Forums should be for discussion between players, for player suggestions the devs can comb through and implement at their leisure and for bug reports. Players seem to regard game developers as their personal slaves and throw tantrums if things don't go their way. Just because you are a paying customer doesn't make you their boss.

This does NOT mean, however, that we should blindly accept money grubbing schemes, or keep quiet about obviously lackluster parts of a game. I daresay however, that the Paradox model and their continued support for games turns out masterpieces that have evolved as the game has matured, so I do beleive that their after sales support and DLC model are actually the best way to get an extremely high quality and in-depth game (this is based on my experience with CK2).

Compare them with CA who shat out Rome II and did nothing in 5 yers of numerous DLCs and patches, but add a few reskinned factions and add features to the game that were promised upon launch, as well as do engine and AI optimisations that enabled people to actually have a semblance of enjoyment from playing lead battles.

Whenever I want to make a list of suggestions for Medieval 3 Total War I end up giving CK2 as an example as often as I give examples from historical texts and books.
 
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