Overall very welcome additions. A couple of questions/observations/suggestions:
Hotjoining
One major complaint we've had about the multiplayer experience in our previous games, is the hassle with having to rehost if someone loses their connection or wants to join the game at a later time. We have rewritten our network kengine from scratch and, if the host so desires, players can join a game already in progress through what we call hotjoin. That player will then connect, and get the savegame sent to him or her, allowing that player to join with minimal work, and with just a small pause for the rest of the players.
First, yay for hotjoining!
However, with hotjoining comes the occasional Out Of Sync error in my experience with other games that have this feature. While I'm all for hotjoining I'd like to see something in EU4 that some other games (ie: Civ 4) had in regards to OOS errors that we did not see in EU3. In short whenever anyone goes OOS, all players get an indicator showing who is OOS that does not go away, and not just the player that goes OOS, as is the case in EU3. This has two benefits:
1st: It can be helpful in determining what exactly causes the OOS error.
2nd: It greatly reduces or eliminates all-together some exploits/cheats that some less honorable players do engage in. (ie: in EU3 some folks have been known to pause the game and pretend OOS, to get a rehost, to look at a save, to avoid a stab hit, avoid a bad event, etc).
Where I suggest putting this in the UI is as a mouseover, like how each players individual game date is shown in EU3. So if someone goes OOS, everyone gets a pop-up telling them that so-and-so went OOS that they can close, but the information that someone is OOS remains in that mouseoverable area where it shows what date everyone is on (I'm assuming that's coming back for EU4?).
Improved Chat
Eu4 has an improved chat compared to EU3. We are using the one we premiered for HoI3: Their Finest Hour, where you can have chat channels and secret whispers. It also has a long scrollback so you can see all the previous chat, and is easily minimized so it won’t obstruct the screen while playing. You can also clearly see when a private message sent to you.
Thank Odin! Do we have copy n paste abilities as well? That is a basic feature that was sorely missing from EU3 chat (and the Host IP input box).
AI Takeover.
As all who have played a game over the internet can testify, shit does happen. Sometimes you lose your internet connection, sometimes you lose power, sometimes the game even crashes. In EU3, the host could then decide to have your country either go braindead or become fully controlled by the AI. In EU4 we have expanded this, and now have a few options where you can tell the AI how they should govern the country while the human player is AWOL. You can tell it to avoid starting wars, to keep alliances even if an AI would cancel them, whether it canmove merchants or not and more customization options.
What is also cool is this aspect is saved in the save game file, so if you miss a session in your MP campaign, your country is more likely to be as you want it when you get back to playing it again.
Is this something the gamehost does or something the individual player does? I think ideally each player in a multiplayer game could set their AI settings the way they'd like, with the gamehost being able to set them if the player failed to do so, or override a player choice if need be (ie: player DCs and had alliances set to not be saved, yet the gamehost knows that is not what the player actually wanted).