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Hello everybody, and welcome to the first development diary for Europa Universalis IV. We've been working on this project for quite a long time, with the first design dicussions starting not long after Divine Wind was released. During last year we spent a lot of time working on the design concepts, and late in 2011, the core team was assembled, and actual development started.

Earlier this month, we announced the game at Gamescom, and showed a minor subset of the features for the game. Today we start a series of weekly development diaries where we'll go into detail about the game. Our goal is to release an entry each friday, with breaks for holidays.

The subject of todays diary is 'Why do Europa Universalis IV and what is our goal with the game?'.

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Why are we working on a sequel to Europa Universalis?

Well, first of all, the team we are all major fans of this series, with me personally being the core guy behind the original game, back in the late 90's, and the others being involved for quite a lot of time on it. We are a group who love playing Europa Universalis (EU), both in singleplayer and in multiplayer together, so you could definitely say it is the favorite series for the people working on Europa Universalis IV.

Originally EU1 started development in 1997, EU2 in 2001, EU3 started in 2005, so we were overdue a new take on the genre. During those years we've accumulated quite a lot of ideas, and discarded far more. We've come to understand what Europa Universalis is about for a lot of people, and what it means for ourselves.

One important thing though, is that while we had lots of cool and interesting ideas for EU, we simply couldn't just add them all in, as the game would become an unwieldly mass. EU has a complexity level we do not want to dramatically increase and while improving the interface can reduce it a fair bit, it is a very fine balance when it comes to designing a game.

So we took a step back and looked at what Europa Universalis was and what we wanted to do, and since its a new game, we had quite a large amount of flexibility. We could rewrite entire systems from scratch, and do some paradigm shifts. One such example is the complete removal of the old trade system with centers of trade, which was replaced with a new trade system with dynamic flow of trade. This flexibility has been a great benefit when it comes to designing the game.


So then, what is our goal with Europa Universalis IV?

In all our games we aim to have believable mechanics. When playing a Grand Strategy game it should be about immersion and suspension of disbelief. You should feel like you are playing a country in the time period. This is something all our EU games have managed to achieve, and it is very important that EU4 will have that same feeling.

The game should, as we mentioned earlier, not increase its complexity levels dramatically. We are happy with the level of complexity the Eu-series has, and want to keep it at this level.

One of the most important aspects of EU4 is to make an interface that is both easier to get into, and less hassle for an expert user. This a fine line to balance, and we are rather happy with the interfaces we have done so far for EU4.

We also want to make sure that players feel that this is a new game, that this is worth paying money for, and this comes from new mechanics and better interfaces. With detailed dev-diaries every week until release, we are rather confident that you'll all be excited about it when its finally ready.

So, now we've just talked about history and visions, I'll try to clarify a confusion about sandbox, historical events and plausibility. Europa Universalis have always been about historically plausible outcomes, as I mentioned over six years ago , and EU4 is no different in that regard. No determenism or full sandbox will ever be in the EU series. In EU3 we scrapped historical events and added lots and lots of system and mechanics to create more plausible gameplay. While we are continuing on that concept and keep making more plausible mechanics, we are in EU4 doing something new...

We'e adding in Dynamic Historical Events. We'll have more of those than we had historical in EU2, and together with a fair amount of other planned features, this is creating an even more immersive type of gameplay, where countries feel far more unique than they did in any previous game in the series. A 'dynamic historical event', or DHE for short, is an event that has some rather rigid triggers that they feel plausible to happen with, ie, no Spanish Bankruptcy just because its a certain date, but events that tie into mechanics rather heavily.

The example I want to talk about is War of the Roses for England. At any point of time, before 1500, if England lacks an heir, then the chain for War of the Roses can start, which creates a lot of interesting situations for the player, as well as giving unique historical immersion.

Next week we'll talk more about the map, so enjoy for now!


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They seem to suggest that EU 3 created plausible outcomes. Oh, the hilarity.

More plausible than a complete sandbox, less plausible than a railroad would be, just somewhere there in the middle as could be obtained with sensible expenses of time, money, stability, playability, and cycles.
 
More plausible than a complete sandbox, less plausible than a railroad would be, just somewhere there in the middle as could be obtained with sensible expenses of time, money, stability, playability, and cycles.

He still says that EU 3 is was plausible. That's a lie.
 
Please no events like the one in Victoria 2 that gives Madagascar to France even though they did nothing to earn it.

Except sphere Madagascar. That's earning it in my book.

I'm looking forward to these events, hopefully it will help guide the world in a direction that looks a bit less silly than most Eu3 games.
 
All Eu3 events are still in, and lots more coming. (of course, some random ones affecting mechanics not present anymore may have been cut.)

Yay! I hope its the same for decisions, too. Things like Byzantine Refugees and Holding the Last Joust were immensely flavourful.
 
I imagine (or at least hope) these decisions can be easily modded so modders can add as many decisions as they want for non-european countries, or expand upon what we'll get in europe.

I wouldn't expect anything less from Paradox.
 
i wonder what these big 8 are... I hope Prussia and the Netherlands won't be left out as in EUIII...

Since these nations appeared halfway through the game period, I wouldn't be so sure. On the other hand, Prussian fanboyism is probably second only to Byzantine fanboism. I wonder how Poland(-Lithuania) would be modelled? Hopefully it wouldn't disappear early on replaced by event driven Prussia or something, but given general dislike that devs have - who knows? ;)
 
Since these nations appeared halfway through the game period, I wouldn't be so sure. On the other hand, Prussian fanboyism is probably second only to Byzantine fanboism. I wonder how Poland(-Lithuania) would be modelled? Hopefully it wouldn't disappear early on replaced by event driven Prussia or something, but given general dislike that devs have - who knows? ;)
Which dislike? I think Poland-Lithauina should be a natural choice for one of the big eight, seeing how they were a quite important during the entire time period, compared to Prussia which only was important during the very end of the game.
 
I think the DHE is a great idea and have no problem with them being concentrated on the European majors; that’s inevitable. Hopefully it will lead to a greater emphasis on being able to play majors over a long period without ‘blobbing’ becoming an issue. (Personally, I’d be happy to have minors like Ryukyu unplayable like CK pagans (or the EU1 minors), but I know they have to make every country selectable now).

The big DHE question - if the Duke of Burgundy dies without a strong heir, will it trigger a process towards the historical partition between France and HRE? Or is that too deterministic? Whichever way you decide to handle that event will have a huge impact on the game.
 
More plausible than a complete sandbox, less plausible than a railroad would be, just somewhere there in the middle as could be obtained with sensible expenses of time, money, stability, playability, and cycles.

EUIII is more plausible than most other games in the sense that it's detailed enough that plausibility can be taken into consideration at all. One can't really comment on the plausibility of Civilization, for example, because it doesnt even look like the real world.

That being said, a great deal of the actual things that happen in EUIII games are not plausible at all. ;)
 
Country specific, all the texts are rather country specific, and they are unique for that country.

That will SUCK. This isn't plausibility; it is determinism. There should be generic civil war events, which could trigger for all countries (maybe add some unique "War of Roses" text for England to satisfy the uber-historical crowd). Now people will just work toward fulfilling the triggers to get those historical events, which is not how history worked. People often didn't know what something would cause in the future. This decision will make EU4 very boring and bland actually.