EU4 - Development Diary - 9th of April 2019

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    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


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CountCristo

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MatRopert

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Will the new update add multi-thread support for eu4?
There is already.The performance is due to other factors.
Multithreading is indeed already baked in.
The thing is, not everything can be multithreaded.
For example a lot of computations in the daily update are what we call "order dependent": the final result depends on the order of execution.
Running that in parallel (through multithreading) will make the result non-deterministic, meaning two computers running the same update will get different values. In multiplayer, this would out-of-sync immediately.
 

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Let's play 7 differences, can you spot what changed from the current release in this beta screenshot?

There are no differences, I think?
 

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Question that maybe someone can resolve here. Whenever I go to load into a game and then have to exit to main menu the game completely restarts - as in it exits to desktop and then reloads. This happens to my friend that I play with on multi. Is this across for everyone?

If so, why does it do this? Can someone explain why it doesn't exit back to the menu and why it has to completely reload the game?
 

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Question that maybe someone can resolve here. Whenever I go to load into a game and then have to exit to main menu the game completely restarts - as in it exits to desktop and then reloads. This happens to my friend that I play with on multi. Is this across for everyone?

If so, why does it do this? Can someone explain why it doesn't exit back to the menu and why it has to completely reload the game?
If i'm not mistaken,It's for reload the game to prevent some issues with game initialisation,especially for mod debugging.
 

Russglish21

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If i'm not mistaken,It's for reload the game to prevent some issues with game initialisation,especially for mod debugging.

In short - the game would not load correctly unless it entirely reloads, even without any mods being used?
 

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Thing is, it's not great and mainly hurts AMD, I can run the game with only 30% performance on my core but still lag in multi-player.
It is very hard to make a game use a great multithreading.It also depends the way on how the game is coded.But in pratic,there is also the Amdhal law who means that a number of things run better on one thread that on several.
 

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Consider this: for every two countries in the game, a bunch of stuff needs to be computed each in-game day (relations, AI attitude...). For every two provinces in the game, the game has to know the way from A to B (what we call pathfinding). This is known as a quadratic problem. For those who don't favor math, it means that for X provinces, the problem complexity is X squared. Doubling the number of provinces does not double the number of computations needed, it quadruples it.
This is not necessarily the case though. I graduated university not so long ago and wrote my thesis on fast routing algorithms. There are actually several ways to find a shortest path between two provinces faster than in quadratic time. The increased performance does come with a tradeoff of some preprocessing time and increased memory usage, so it's not like there is a magic fix that makes the entire problem go away, but having studied this subject I'm curious if you have at least considered using these faster algorithms.
 

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That seems like something they should have fixed with the game being out since 2013...I mean exiting to menu should like, exit to menu? Anyway, thanks for clearing that up!
No problem,i think it's due in part to the Clauzewitz version used by EU4 since CK2 has also problems when you quit the game and back to main menu.For example,for play multiplayer after you have launch a Solo game,you need to restart the game.
 

Exitialium

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Will you guys fix the "Return to Menu" problem? It's quite annoying that we have to restart the whole game just to get back to the menu. ((No offense, just asking
 

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Thanks for the update. Sorry if this has already been addressed elsewhere, but will anything be done to fix the way the game has to kind-of-exit-itself-and-restart whenever you try to go back to the main screen? That’d be the most significant technical improvement, as far as I’m concerned.

Also, total non sequitur, but new/improved Portuguese national ideas, please and thank you. Yet another (another) friendly reminder.
 

Voigt

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I think one difference in the screenshot is the double border. Normal province border for the HRE Mapmode + the coloured border to indicate which country this is.

The Exit to menu restarting the whole game was introduced as a "feature" some years after the release of the game. This cleans the game, so bugs don't appear if you quit the menu and start a new game. Most problematic in multiplayer games, but can also be a problem if you want to play ironman games.

If you want the most performance in Paradox Games, you want a recent and powerfull Intel Processor. AMD will just lag behind, even if they slap more cores on their processors.
 

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This is not necessarily the case though. I graduated university not so long ago and wrote my thesis on fast routing algorithms. There are actually several ways to find a shortest path between two provinces faster than in quadratic time. The increased performance does come with a tradeoff of some preprocessing time and increased memory usage, so it's not like there is a magic fix that makes the entire problem go away, but having studied this subject I'm curious if you have at least considered using these faster algorithms.
I don't think that's what he meant. What he meant is that if you have X number of provinces, you need to calculate X * (X-1) ≈ X^2 routes, but when number of provinces increases twofold, you need to calculate (X*2) * ((X * 2) - 1) ≈ 4 * X^2 routes. So number of calculations grows quadratically with number of provinces.
 

qweyt

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I don't think that's what he meant. What he meant is that if you have X number of provinces, you need to calculate X * (X-1) ≈ X^2 routes, but when number of provinces increases twofold, you need to calculate (X*2) * ((X * 2) - 1) ≈ 4 * X^2 routes. So number of calculations grows quadratically with number of provinces.
You are right that the total number of calculations does increase quadratically, but that's not what it means for the problem to be quadratic. Although I guess it depends on how we define the problem in this case.

I see no reason for the game to recaluculate the distances between all provinces regularly. When a unit moves from one province to another, only the path between those two provinces is needed and that is not necessarily a quadratic problem.