wielkicien

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Here is something that I was wondering for a long time: how many people, who worked on original EU4, are still active developers in EU4 dev team right now? Are they still hired in PDS?
 

MrNibbles

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Here is something that I was wondering for a long time: how many people, who worked on original EU4, are still active developers in EU4 dev team right now? Are they still hired in PDS?

I might be mistaken here but I would say none - but most/many are still at PDS on either other titles or in other functions (but my memory might be wrong)
 

Lordlory95

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When will CKIII wiki be operative? I want to do my part :)
 

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This thread is for questions not dealt with elsewhere.

Please post CK3 questions in that forum, thanks.
 

Nikolai

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As you have known, There hasn't been a question thread(, megathread or portal) by Paradox in CK3 forum.
Please read the rules, both of this thread and of the forum. :)
 

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What is the weirdest/most memorable TODO note (either as an actual note or as a comment in a file) you've made for yourself as part of your work?

What is the weirdest/most memorable TODO note (either as an actual note or as a comment in a file) you've come across as part of your work that someone else left?
 

Archangel85

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What is the weirdest/most memorable TODO note (either as an actual note or as a comment in a file) you've made for yourself as part of your work?

TODO_CD_GABRIEL: Make this tooltip not look like complete garbage (it's still in)

What is the weirdest/most memorable TODO note (either as an actual note or as a comment in a file) you've come across as part of your work that someone else left?

TODO: Revisit before release (found 3 years after release)
 

SolSara

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What is the weirdest/most memorable TODO note (either as an actual note or as a comment in a file) you've come across as part of your work that someone else left?

Not really a TODO but a placeholder text that got translated into at least Spanish: "Eklund pls" "Eklund pfv" and "Eklund please" "Eklund por favor" :D
 

alexman

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hey pax. as your games usually have a shelf life of 8 years. will you take this into account when making future games. considering there is a cpu core race in 2025 the avarage user will likely have 12-24 cores and enthusiast 32-60. with vulkan multigpu will become a thing and return of ondie gpus on cpus. we will probably see people keeping old gpus and supplimenting with a newer one. will your future engine be more corefriendly and allow mixed gpu setups?
 

jakeSnake317

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I am a huge fan of the Surviving Mars series and have an interest in The next upcoming "Survival" series.

I have a huge wonder if anyone has an inclining into a game or expansion to the SM game using the Venus colonization ideas that is being discussed in NASA news recently. I could see a game with floating cities, reflective space mirrors, blimps, gas harvesters, and possible vapor electrolysis and heat sink Stirling engines as a power source for the colonies.

You Surviving Mars game was amazing and look forward to your other related projects.
 

Jormungandur

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I am a huge fan of the Surviving Mars series and have an interest in The next upcoming "Survival" series.

I have a huge wonder if anyone has an inclining into a game or expansion to the SM game using the Venus colonization ideas that is being discussed in NASA news recently. I could see a game with floating cities, reflective space mirrors, blimps, gas harvesters, and possible vapor electrolysis and heat sink Stirling engines as a power source for the colonies.

You Surviving Mars game was amazing and look forward to your other related projects.
Surviving Mars is indeed amazing! However, it was developed by Haemimont Games and published by Paradox Interactive. The Paradox dev studio (PDS) did not develop it, so we can't really answer any questions about it in this thread. I'd try the Surviving Mars forum - https://forum.paradoxplaza.com/forum/index.php?forums/surviving-mars.983/
 

Silversweeeper

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- What is the strangest thing you've had to research?

- What is something that was surprisingly easy to research?

- What is something that was surprisingly difficult to research?

- What is something that was added to a game because of something someone discovered while researching something else?
 

SolSara

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- What is the strangest thing you've had to research?

- What is something that was surprisingly easy to research?

- What is something that was surprisingly difficult to research?

- What is something that was added to a game because of something someone discovered while researching something else?

Easy: Women in History.
Hard: Flavor events for Indian kingdoms in EU4.
Added: I was reading up on people living during the Middle ages for CK2 and found a woman who was jealous of a male courtier her husband liked to favor and so she pushed him "playfully" into the river when they were out walking together one day. Cannot recall if the courtier died or not, but I made an event out of it where if a married count or higher liked a male courtier more than his wife then that wife could get an event where she could decide to push the courtier into a river or not. There were at least two outcomes: The courtier died and the husband could execute, jail or forgive his wife or the courtier lived and the husband could treat the wife better (relationship up), jail her or reprimand her IIRC. The notice I found wasn't long, but it inspired an event series I am still quite proud of.
 

alexman

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when you make hoi5 what are the things you most want to focus and work on compared to 4. what things do u think is missing?
would u want to expand on spying/subterfuge, politics, prewar maybe push back date to 1910, trade, return hoi3 chain of command
 

Archangel85

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when you make hoi5 what are the things you most want to focus and work on compared to 4. what things do u think is missing?
would u want to expand on spying/subterfuge, politics, prewar maybe push back date to 1910, trade, return hoi3 chain of command

Personally, I think the short timeframe of the game leads to a lot of problems that a longer timeframe would avoid. The singular focus on a single conflict in a very specific period of time means we have to design all our mechanics around this conflict, so we end up with mechanics designed to work perfectly fine in 98% of cases that need to be adapted to account for this one very specific edge case that happened historically (France needs to fall on time, but France should also be as militarily strong as it was historically, so our entire surrender system essentially is build around making France fall when it does). If we had a longer timeframe, especially if it starts earlier, we could lean way harder into the simulation angle and let things unfold dynamically, without having to account for as many edge cases.
 

Vic3RebelUprising

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How do you choose the colors for the nations in the games?