Of course are they on fixed salaries. Wouldn’t be surprised if in Sweden there are next to no non unionized jobs even around. If their salary (and thus livelihood) depended on sales, I guess we’d see much higher quality and more responsiveness from them and a bigger urgency to fix things instead of planning a month long vacation and the next one around the corner in 3 months
Haha, get your cringe reaganomics out of here, this isn't how the world works. I will conclude that your parents signed you up for this forum right after your birth (good for them, tbh), because literally only 13 year olds believe this.
This is a consequence of mismanagement, and "lazy developers" as a reason for issues at this scale only exist in your imagination. If the staff was overworked because "back of the box" features were prioritised and QA fell by the wayside, a union can help with that. If not enough QA is on staff, a union can help with that. Decision makers and stakeholders, who btw I am pretty sure ARE compensated in stock and may have bonuses based on sales, in other words ARE compensated based on the game's success, created those conditions. They decided to downscale QA, they decided to prioritise features over quality, they decided to rush the release date for reasons unrelated to EU4. Do you think random union developers are twiddling their thumbs or randomly decide to implement another feature instead of doing the QA they were assigned to? Come on. The outcome we are seeing here is the consequence of your line of thinking in action and it is failing.
And by the way, compensating workers with a percentage of the profits (on top of a living wage of course, since they are also people who have rent and expenses and dependents) usually is a union demand, not a capitalist demand, especially in software development. That's why you are not seeing it happening out of the goodness of private businesses hearts. Corporations like to keep profits to themselves, and their stockholders.
(This is not to say that developers are beyond criticism, for example the way certain balancing decisions or gameplay implementations were done were certainly their decision. But attributing structural issues and lack of QA on individual developers is literally accomplishing the opposite of the improvement we all desire.)