Stellaris (Fake) Dev Diary #138 - Donte's Inferno

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Dnote

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Welcome, to the new (Fake) Dev Diary, Donte's Inferno!

As you may or may not have heard, today's dev clash was postponed in favor of allowing the development team (the majority of the participants), to focus their time on the current work-in-progress patch.

We pride ourselves here at Paradox on having a bit of fun with what we do, and the streams are a large part of that, not only are they great for promoting our games and engaging with the players, but they are short moments of light relief form the normal tasks and duties of the staff. However, it is important for us to keep in mind that we're here to make great games, so sometimes we end up in situations like today where we needed to team to focus on the development of the patch, rather than participate in the stream. On top of this, Daniel has also had to focus his attention on the patch, rather than write you a dev diary, so here I am as a quick and dirty stand in!

These things happen, it's game development, it rarely goes according to plan, but it's still good fun at the end of the day.

As a quick introduction for anyone who doesn't remember the last time I did one of these, my name is Bevan, aka Dnote, and I'm a Product Segment Owner. Very fancy title, but essentially, I'm part of the Product Management team, responsible for the "business case" of a game, bringing together the various disciplines involved and ensuring that everyone is working towards the same goal. This is usually broken down into two parts, Production (they make games), and Marketing (they talk about and sell games). In other companies, I'm the suit in the background controlling the money and making all the decisions you players usually hate!

On top of this though, I'm also responsible for the strategy games part of our portfolio of games. This means every strategy game that Paradox develops and publishes is my responsibility to some extent. I'm also responsible for growing that part of the portfolio, so I get a very large say in what games we make next. It's always fun to work with the talented creative leads we have and at other studios to come up with new ideas and opporunities, then do some revenue forecasts and cost estimates to determine if we can actually make it work or not.. so far we've been pretty lucky with that.

So, I want to take this opportunity to talk a little bit about where we are at and where we are headed. This isn't strictly a Stellaris dev diary, as I like to think I'm smart enough to leave the actual development of the game to the specialists in that area. Daniel, nor Martin before him, has come to me with an idea that was too crazy to do, so I feel a little confident in leaving them to it (though I still complain about how expensive it is to do everything).

Where we are at right now is pretty good, we have Europa Universalis 4, Crusader Kings 2, Hearts of Iron 4, Stellaris and Battletech, in what we call a live state. They are launched and have active ongoing development, focused on a mixture of free updates and DLC. The cadence and types of updates and DLC are things that are determined by the individual teams, but they all seem to have found a healthy approach that works for them and the players of those games.

Going forward, we do have more games in development, we break this down in various ways but out of those that we've announced, we have Imperator: Rome from PDS, Age of Wonders: Planetfall from Triumph and Stellaris Console from Tantalus. Whilst technically Stellaris Console isn't a new game, we do have a different development team on it, so we treat it as it's own thing. And I'm pretty sure this isn't a secret (I don't stay up to date on everything), but these three are all planned to come out this year too.

On top of this, we have other strategy games in development as well, both at our internal studios and at external studios, which we aren't ready to talk about. Suffice to say we're pretty confident you'll enjoy them and I don't know the exact timing of things but you'll probably want to make sure you attend or tune into PDXCon later this year. Our road map forward is solid and builds on the expertise we already have, with a focus towards delivering the types of games we know you, our current players, enjoy.

Then there is the theoretical part of the portfolio, which is the fun part for me. What are we going to do beyond that!

At this point, we don't really know (much to the annoyance of Management and Acquisitions). It can be quite hard for us, or anyone in this industry to identify new opportunities, as very few companies publish data about their games and the audiences (people that buy and play them). We need to find our own ways to figure this out, through a mixture of market research, player engagement (we do talk with you every now and then) and gut feeling.

So my question to you, is what would you like to see?

Now, I know you're going to say the usual things, but what I'm really curious about is the unusual things. What features in strategy games are important to you, what features in other games would like to see come to strategy games? Maybe you would like to see something that brings epic large scale wars to life, with tactical battles (imagine control the Khan's horde as it rampages across Europe), or a game where you unite the HRE but each of the major dynasties are fleshed out with personalities and story arcs beyond normal procedural content, or something else entirely?

Every year we look at what is coming next, its an ever updating plan and right now, in this moment, we're looking for something special, something that really stands out from the crowd.

Anyways, not a proper dev diary, and not really Stellaris focused, but Daniel and Jamie will be back soon with more info on the patch and the dev clash will resume next week if all goes well with it.

I also wouldn't mind hearing about where you would like Stellaris to go? We've made some pretty big changes to the game over the last 18 months, but what would you like to see added to it, flesh out, or changed?
 
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Dnote

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Welcome to the party, pal.

To answer your question: I always love flavor packs, more ships, more races, more traits! The more options to customize your empire the better. However in the intermediate future I would really like an extended bug fix/quality of life/balance pass though because things need to catch up and fit together from 1.9>2.0>2.2 massive changes. So maybe get the artists working on fluff while the programmers deep dive into getting 2.2 in sync as a great base to build off of in the future.

The team is focused on the existing content right now, we'll see what they accomplish in the time they've been given, but I'm confident in them.
 

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"...the time they've been given..." scares me a bit in this context. What if the "drop-dead date" comes and goes and the AI is still pants-on-head with incredibly slow lategame performance? Will extra time be budgeted or are we just left in a continual spiral of tech debt as the team is forced to move on to the next DLC? Just how long are you prepared to spend polishing the existing state?

We don't stop fixing the game just because we start working on an expansion, but it becomes a balancing act then, where as right now their sole focus is on fixing. The plan can always change if needed, I'm not completely evil.. just mostly.
 

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A strategy game that has less of an emphasis on war, and more of an emphasis on politics and subterfuge. Personally I always thought a cold war era game would be fascinating, but it could be any post-nuclear time period where the prospect of war can lead to mutual destruction of everybody.

I love the Twilight Struggle board game, and the whole Cold War scenario, pushing strings from the shadows (maybe that is why I have the job I have..). But I think those of us that enjoy such things might be a really small minority :(

Game of Thrones GSG?

That totally isn't going to happen, but wouldn't mind doing something in a fantasy setting one day.
 

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All 12 people that own Majesty are active forum members and we're pouncing on this thread hoping to get it done.

You should all be banned! :p

Most importantly keep the clear UI coming. Learning what your buttons actually do shouldn't be the battle.

This is really important to me, but so difficult to make happen, especially when you start adding stuff post-launch. But we're working on it.

I'd also love to see a migration period game. Collapse of the Western Roman Empire would be interesting.

I'd love to do a game set around 400 AD, empires have collapse, infrastructure and knowledge remains but everyone became very isolated and got a good kicking for a few centuries. Holding a town, or duchy together during those following years to come out the other side prosperous would be a new challenge.
 

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I love the Twilight Struggle board game, and the whole Cold War scenario, pushing strings from the shadows (maybe that is why I have the job I have..). But I think those of us that enjoy such things might be a really small minority :(



That totally isn't going to happen, but wouldn't mind doing something in a fantasy setting one day.

You play Twilight Struggle and havnt told me?!?! I'm the biggest TS nerd there is! :eek:

Personally I would be super psyched for a wargame like HOI but Eastern Front hardcore only or any old-school sierra citybuilder game!
 

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I know it's not a good business case (heck it's not a good short term investment) but a new game engine to produce your games in would be fantastic. While I do believe you guys have done something amazing with the Clausewitz engine, a lot of games are having late game lag issues. While I can understand the difficulty of processing all of those units, algorithms, updates, and other important features, there has to be a point where new technology can be adapted. Maybe I just do not know how these things work (won't pretend to be a dev anytime), my feeling is that the Clausewitz engine is old. Really old.

We have a core tech team that works on it, you'll see the next major iteration of it with Imperator, but its an evolution thing, something is improved piece by piece over time, because the rest of technology that it works with (OS, drivers, chipsets), don't advance that fast.

It may be a small suggestion, but BOARDING SHIPS/PODS! Space pirates and boarding soldiers would be amazing in Stellaris.

Wouldn't mind having more than tech from salvage, being able to capture and repair ships would be cool.

Personally, every night I dream about game - hybrid of Stronghold and Crusader Kings. Managing your own holding, with diplomacy, you know. But not in the medieval setting, it's bored. Maybe something like Bronze Age dynasty, or Mesoamerican (Conquistador invasion DLC!).

I've always thought there was something special about the gameplay of Stronghold, being able to flesh that out with a strategy layer and long term campaign, rather than the individual missions the game is known for sounds like something that could be cool. Difficult to say though, RTS games aren't as popular as they used to be.

A worthy successor to Sid Meier's Pirates (in terms of the feeling), but with your own unique take on the strategy aspect regarding everything that involved managing a pirate crew and its ship(s).

I'd buy that so hard it's not even funny.

I love Sid Meier's Pirates, just don't know how to justify investing in a pirate themed game, as the theme isn't as popular as people seem to think. It's like the wild west, in general no one cares about it, but every now and then you get a gem of a movie or game set in it that just works perfectly.

I also don't fancy the idea of trying to live up to the nostalgia of a Sid classic. :eek:
 

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@Dnote

Here's my sincere feedback, since you asked for it, I hope (but unfortunately also doubt) you and your team will read it.

I love Majesty, that game is still brilliant. Majesty 2 is an abortion, though.

That said, I would not look forward to seeing Paradox do Majesty, after seeing how Stellaris has turned out after 3 years. On that note, I'm very disappointed to see this misdirection on part of PDX, to draw attention into new shiny ideas, away from the present. It's okay that Stellaris came out years ago boring, bland and obviously unbaked, because surely it would only get better, right? Well, now I can see where we've gotten from there. Nobody at PDX is willing to state exactly how much time has been allocated to bugfixing, and as best as anyone could tell, the AI is essentially in the hands of a single modder. Hard to make money off of selling base features like AI back to the players after all.

It's starting to crystallize to me that PDX seems to be in the business of selling the customer a dream, rather than a product. When the game comes out and is bad, no problem, just keep buying our DLCs and we'll make it better. The sunk cost fallacy kicks in and soon you're hundreds of dollars deep in your investment. The game doesn't feel much more complete than it did when it first came out, because features that get broken in the process of changing things, after they've been already put into place, need you to keep buying more DLC. Then they spend more of your time, to make you wait for it to perhaps be fixed, inevitably breaking something crucial in the process, thusly the cycle just never ends.

In the end, years pass, money keeps draining, the game is constantly buggy or broken somehow, with some small moments where it can be generally agreed to be in a fine state. All the while actually finished and working products are released by other companies, with a much lower total cost to boot.

I feel like the PDX model has further cemented the idea of releasing a game as a complete and finished package as the gold standard, for me.

I'm a product manager Razzlie, I work in excel and powerpoint, I'm really not much use to the team right now as their focus is on bug fixing and performance. There wasn't going to be any dev diary because they, the development team, decided that the most important thing for them to do was work on this patch, everything else was cancelled or postponed.

I merely stepped in with this dev diary to give you something, you're more than welcome to not like what I have written, but there is no attempt to hide anything or divert attention. I just think if we've said we're going to put out a dev diary, then we should probably do it, you know, keep promises. Even if it isn't the dev diary content everyone was waiting for.

The patch will come, and we'll keep fixing and improving the game. We know the quality isn't where it needs to be and that is why we've pushed out the next planned DLC to be a bit later, we can't push it out completely, but for now the only thing the team is working on is fixing what is already there (I'm pretty sure this what people have been asking for, fix what is already there before you add more?).

So, I'll keep talking about random stuff that is relevant for my job, and I'll leave the actual devs to talk about what they are doing on the game itself. ;)
 

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I think you may have misunderstood my post, it's not specifically about Stellaris, but an overall critique of the larger company policy, and feedback on how I personally feel about it after a few years. It's great you're communicating with your community and all that, and since you seemed to be asking for feedback on new projects and whatnot, I responded.

My point is that I feel you're burning a lot of trust and goodwill, at least for me, personally, with how things have been handled. I would much prefer to wait for something to be done before I pay, from now on. The idea of funneling money into a project and waiting for years, based on a vague hope, simply isn't appealing.

That said, I'm sure nothing I say really matters as long as the profit graphs keep going up. But personally, I'll probably stick to heavy discounts from now on, as I have little trust left. We were told quite a while ago how things would be improved, and polish would be more important, and I've yet to see any sign of that being backed with action. Just my two cents.

Anyways, I don't mean to derail your data gathering, so I'll probably leave my posting in this thread at that.

I understand your point, we aim to create games that offer great experiences without DLC, but there is always more that the team would like to do regardless of where we are at when we launch. Taking Imperator as an example, we're not far off from launch, but what we have is what we believe makes for a compelling, fun and diverse experience, a solid game. Sure, there will, if all goes well, be DLC for it after launch, however we haven't actually put any thought, effort or planning into what those might be, we'll tackle that after we launch. You get some pretty strange practices in this industry, but it is never our intention here at Paradox to release anything but a complete game.

In hindsight, Stellaris is a better game now than it was at launch, but not because we held back, rather because we learned a lot after it launched (especially from player feedback) and brought in new people to the team with new ideas over time as well. Henrik got Stellaris to launch, Martin drove it forward for two and half years after launch and now Daniel will take the helm and bring new things to it as well.

A little insider info here, Stellaris had an amazing year in 2018 when you look at the raw numbers, if that was all that mattered we would've just gone straight into the next expansion work, but we're not like that. Quality and to an extent, perception of quality, is also important, people are unhappy with the state of the AI at the moment and various bugs and balance issues, whether they are actual bugs we've logged or just a perception of a problem, we need to take a breather and deal with them.

There is this saying, you can please some of the people all of the time, or all the people some of the time, but never all of the people all of the time. Its a fine balancing act and sometimes we get it wrong, we think we're at that point where we've been too focused on reworking content or adding new content, and now we're taking a step back, fixing things up and planning the future, hopefully our new plans avoid us ending up in this situation again, but time will tell there.

I think its important for people to understand as well that Paradox isn't a hive mind, it's a group of individuals, people come and go, things change, we're always learning and trying new things, sometimes human error happens, sometimes we simply don't think of everything either. What is important is that those of you who play the game and are passionate about it continue to give your feedback on these forums and let us know what you think, preferably in constructive ways. We need you :)

So let me tell you why I'm here in the first place. You guys bought HBS and I'm one of the Battletech fans you aquired with them. As such I've actually gotten Stellaris for free and as I've thereafter baught almost every Stellaris DLC. So no, I'm not hating all your decisions at all.

As for what I want the answer is quite obvious: More BATTLETECH!
But as I'm also an RPG Fan I would very much like to see more of the Shadowrun IP you aquired with it. Shadowrun Stockhom anyone?
Though something akin to Endless I could see in my Library too.

A word though on the difficulty that has been mentioned to be too low in Stellaris or other PDX-games. I don't see that at all. I find Grand Stragtegy Games to be incredibly difficult. And often facing the problem that I feel like I need to understand 100% of the game mechanics to even start. That's the single reason I've not bought Stellaris myself years ago and it's the one which will propably male me shy away from Imperator too. I'ts less of an AI issue but more of an accessibility one.

Unfortunately Shadowrun is Microsoft's IP, so whilst we can do some things with BATTLETECH which is also their's, we're not in a position to currently do anything with Shadowrun.
 

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For Paradox games generally, I think you guys should try to decide on a point where further development on a current entry is no longer ideal, and to instead release a sequel. Sequels have certain benefits over dlc from a player's perspective the biggest being that they're not as large an investment for new players (I'd say a lot of new players of eu4 or ck2 would be seriously put off by the price tag of the massive amount of dlc there). The second benefit is that it allows for you to radically redesign things, and cull the features from previous dlc that don't really work well (I'd argue EU4 has a serious case of feature bloat at the moment). I would say both eu4 and ck2 are at the point where they should move on to sequels. Certain features are not very engaging in both games, and a lot of existing features don't interact with each other in any real way. I think stellaris has done a better job of that in this respect, everything is quite cohesive in stellaris.

That is one of the questions that comes up quite regularly, whilst Crusader Kings 2 has now gone on for nearly seven years post launch, it probably isn't something that is ideal for all of our games. Some of them are harder to expand upon in meaningful ways than others. Part of what we're doing in this area is shifting how we plan on our projects, so we can get a more high level road map that goes for a longer period of time, which should inform us sooner, rather than later, when we think it is the right time to sunset a game and move onto the sequel. As that isn't a simple thing either, huge amounts of planning from all departments are required to start up new projects, so we have to be able to plan for that type of disruption as well.

Have you ever thought about a game in the Warhammer 40k universe?
Coming from tabletop a strategy adaptation wouldn't be far fetched, Games Workshop seems to give the license to just about anyone, tabletop gamer's tendency to spend large amounts of money on their hobby would work well with the long lasting dlc support of paradox, and there's a lack of great games in this universe :D

Pretty much guaranteed that we won't work with the Warhammer license, whilst there are a lot of fans of it in the office, we're just far more interested in working with our own IPs than using other people's. Though there will be exceptions to that rule as needed.

I'd like to see PDX and Kerberos create SotS3. Or even get SotS remastered going. I don't know how involved PDX would have to be...but I can imagine a SotS with a bit more empire, population, diplomacy depth with the best effective ship design and real-time space combat in the genre. It'd be a welcome change from 4Xs that like to use war and have poor or uninvolved/non-rewarding combat (looking at Stellaris, GC3 and ES2).

I'd also like to see Stellaris see a successful and stable development year. That being said I'd also like to see combat completely changed.

I'm hoping to enjoy more Stallaris soon. For now it's shelved.

Sword of the Stars was amazing, I have no idea what things are like with that IP and Kerberos these days though. I think there might still be a market for a game like that, but the challenge I'm facing right now is finding developers outside of our own studios that are interested in doing these things, good strategy game developers aren't very common these days.

Well this is completely off topic for Stellaris but I would literally drool at the prospect of a cyberpunk game where you play as a corporation, focused around corporate espionage. Buying out governments, stealing secrets, securing patents, murdering competitors...Deus Ex, Paradox GSG style.

Cyberpunk and to a lesser extent Steampunk are bad words in the office, though I really enjoy the cyberpunk setting. I've always wanted a sequel to Syndicate, but that is never going to happen and figuring out an alternative has proven difficult. Cyberpunk is also a little hit and miss with popularity, I expect a small resurgence once CD Projekt's game comes out, but whether that grows interest in the setting beyond RPGs or not remains to be seen.

Why not try to find a game outside the "box"? I'm not sure how it would sell of course. Someting I can think off at this moment would be a grand stategy game set in the Pre-Columbian Americas. Or maybe even go all the way back in human history. Surely there's a game in humans expanding from Africa?

Going to far outside the box tends to put you in a difficult place, people like familiarity so if it is too unique then they tend to shy away from it, until it becomes some kind of viral trend (those indie hits that happen every now and then). I also think that early civilization colonization type game could be interesting, but would probably push it more towards a management focus, a lighter experience with less emphasis on combat and strategy. Which then also pushes it outside of my segment of control :)

This is kind of out there, so bear with me, but what about a Stellaris MMORPG? I'm thinking something akin to Eve or Star Wars: Old Republic, but with more emphasis on exploration. There are so many awesome story lines in Stellaris. I would love to experience a War in Heaven from the perspective of a ship captain. Or being able to command a science ship and go explore uncharted systems. Or be a pirate and prey on trade ships. Or be part of a fleet sent to take out some pirates!

I know Paradox is already working on a Vampire: Masquerade MMO, so a Stellaris MMO is pretty much out of the running, but a guy can dream.

I'm a massive MMO player, so it's always an option as long as I'm here. What that is though, no idea, I certainly don't think there is any reason to go towards EVE, nothing is going to replicate it's success nor draw people away from it. More traditional MMORPG though, they are very expensive and very difficult to sell, so it isn't something I would want to tackle without knowing failure is okay. Maybe there is a strategy MMO that could be done, I think if we ever tried to make a game that works in China, it could be like that, probably needs to be like that, but it isn't something we're looking at right now.

I think it'd be interesting to see a strategy game set in a near-future Solar system, where various nations scramble to exploit the resources Mars, the asteroid belt, and soforth. It would be neat to see realistic limits imposed on where ships could go based on orbital mechanics, delta-v, etc. but it definitely shouldn't be quite as detailed on the physics simulation front as, say, Children of a Dead Earth.

I love the Expanse, but don't know how to translate that into a meaningful gaming experience. Maybe it's more pure in its approach, as in you command the ship from the bridge, it's reactionary and largely non-visual (think along the lines of inspiring a thriller experience), then the majority of the game probably has an XCOM feel to it and is played on foot at the various locations. Really difficult to see how you position it and sell it, or bring the whole experience together.

Like a roguelike manager. Take the majesty concept of providing services and guilds for heroes make it more simmy and less rts and put it on top of an rng heavy dungeon.

I like the concept of Recettear and Moonlighter, I think there is something solid with those ideas that could be expanded upon and built out more on the strategy layer. That isn't an area of the market we've been in though, and I have no experience in that space, so would be entirely dependent on a developer giving us a good pitch that fills in the details.

I am not sure if Paradox realizes the value in what they picked up with Exalted (part of your White Wolf purchase).

It managed, at its height, to nearly catch D&D in terms of popularity - when it was waning and falling behind Pathfinder. It is in my opinion the strongest fantasy IP that anyone could have hoped to have purchased in the last few decades.

Which brings me, naturally, to the Crisis of the Third Century.

Because the Crisis of the Third Century overlaps with Three Kingdoms Era China.

For me, one of the biggest draws of Koei's R3K games was the fact that you could play such a wide variety of characters - landed or not. It's not as deep as CK2, exactly, but Koei has been really dropping the ball with the series as a whole lately. Not just R3K but Dynasty Warriors/Tactics as well.

A 'sequel' to Imperator could have a start date in the very late 2nd or early 3rd centuries. Both empires are about to fracture, and some serious thought could be given to portraying their near collapse in an engaging fashion. Character focused, perhaps to the point that battles are pseudo-real time a la Stellaris. For multiplayer, maybe have 'time dilation' or a battle mode for major battles.

Where this relates to Exalted is the combined 1st person / GSG angle. I remember picking up Magicka, playing it, and thinking how a first person Exalted game could control its activated charms. It could just as well be two games, but I think there's a lot of potential in a sort of first-person grand strategy.

Like the Crisis of the Third Century and the Three Kingdom's period, Exalted's canon start is set just before the Empire is about to collapse.

Exalted would be further in the future, I think, though. I can only imagine how much of your Chinese playerbase would drool over a serious R3K competitor.

I really need to spend more time with White Wolf, we've had some good discussions about their IPs and what could be done with them, also how we could expand and create new ones within what they have.

My only concern is that these have predominately been used for RPGs, so understanding the challenges of bringing them to strategy games without servicing the RPG needs of the fans is a risk.
 

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We're under the current impression that Stellaris is earning the most money for Paradox at the moment. It's certainly the most played game out of the PDS set. This might not be true, and of course, I'm not sure what goes into a team. I get the impression the different teams don't have dedicated art/music people and instead put in tickets to get this work done from a team common to PDS itself, and perhaps the same is true for QA.

So, I'm not assuming 'only ten people touch Stellaris'. Though maybe having a clearer community view into your teams may be helpful and cause people to draw fewer assumptions from what @Darkrenown or someone else says.

That said, I have to wonder if consideration has been put to growing the team a bit. Stellaris still feels like a shadow of what it could be. At least to me.

There are features put into CK2 and EU4 years ago that Stellaris still doesn't have. Variable exports, explicit mod dependencies, etc.

Even ignoring this, I remember ranting to someone (was it you?) how e.g. Leviathans didn't feel 'done'. It's such a tiny thing, but there is no closure with the Curators when you kill any of the leviathans, or what should be an event chain involving the artisans after they screw with you. Another week or so of one scripter's time, maybe two, would do wonders to flesh it out - but it never comes. Yes, it's money, but a bit of that right now to put some flesh on everything may go a long way towards goodwill.

A bit of extra attention could have made sure that at least species on the undesirable track were processed outside of the decline system, ensuring that the Scourge and Contingency didn't bug two thirds of peoples' endgames.

=====================================================

Another concern, and I did mention this to Fredrik so you may have already heard it.

I think you need to consider a 'roll in' DLC policy. Where older DLCs - especially non-cosmetic ones - get rolled into the core game after awhile, perhaps after an extended discount period.

There's a balance between turning people away from sticker shock at the sheer quantity of DLC material, and managing to hook people enough that they binge-buy the set. From my discussions with gamers in America here, I'm not sure you are making more money this way.

=====================================================

Third, the state of the launcher. All of them.

It is exceedingly clunky, and I think you should consider spending some cash on developing a unified Paradox launcher that could do things like supporting various mod sets, prevalidating checksums before game start for multiplayer, etc.

1. The Stellaris team is the biggest of our live PDS teams and has been growing year on year. I don't know the number off the top of my head, but its a lot more than ten.
2. Changing something that people have previously paid for is quite scary, you never know how they will react. Whilst there may be vocal support for something like that on the forums, the silent majority could react very differently. But we know that a wall of DLC is a barrier to entry and will continue to work on how to solve that.
3. We have a new launcher coming, which we will keep working on and improving in the years to come. You'll see it for the first time with Imperator.

You have your hands on Exalted & Wraith: the Oblivion lines, don't you? Are there any .... discussions, not plans, about bringing White Wolf legacy into strategy format?

There are always discussions, but there definitely needs to be more discussions. Just a question of finding time, I'm a little busy at the moment.

I can't read 21 pages, so forgive me if it's been said, but with the failure of Taleworlds to get M&B2 out, and given that you're not involved this time around, can you do your own thing? I'm a massive Crusader Kings fan and I love the idea of playing it in first person. Riding your character into battle, if you spend all your days looking at state matters you might become diligent, if you spend all your days in the pleasure houses of the towns and castles being bawdy you might get lustful and drunkard, if you employ good tactics to win battles you get good martial traits, etc. A mix between the two games would be my dream.

Other than that, I want the usual things. V3, better AI and diplomacy for Stellaris, and vastly better performance at late game stages for all games. I know why they all suffer late game lag, I just wish there was a way to deal with it. Oh, and something I've always wanted in CK2 is better representation of religion. You don't just build a cathedral in all your towns. The religion is not in your control, you can give gifts to religious orders or monastic institutions, land and or wealth, but you can't be responsible for building every single church and cathedral. There should be a diocese map setting also, like duchies, kingdoms etc.

I like the concept of M&B, or at least the power fantasy of it. I certainly have no plans to go down the M&B route for a game, but I might take that power fantasy and use it at the core of a different type of game.

I cannot help but notice that @Dnote has replied several times about things they aren't doing; however, he has not responded saying they are not doing a CK-style game in a fantasy setting. Therefore, CK-style game in fantasy setting confirmed! ;P

We have no plans to do a fantasy version of Crusader Kings. This for me is a difficult question, if we did a fantasy GSG, what would be better for Paradox, the development team and the players, taking CK and applying the formula to a fantasy setting, or building something completely free form with a fantasy setting (like Stellaris did with Sci-Fi)? There are advantages and disadvantages to both approaches.
 

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So on a scale of 1 to 10 how fruitless is it trying to convince you to take up Exalted for a fantasy GSG?

Well, things work in two ways here. For internal studios, we generally let the Game Director or other creative lead come up with an idea and direction, then work out the business case from there, for external studios, we go out to them with a genre and list of IPs and then they pitch us ideas based on those parameters.

So, if you specifically want a GSG, it will a case of us mentioning to them that we think they should consider using a certain IP, but we don't force them. Very much a wait and see approach.

If you want any kind of strategic game, then we can add Exalted to list of IPs we send out to developers.

Now, on top of that, there is also a priority when it comes to IPs, some are stronger than others and more available (we do other types of games too). Currently from my point of view, Exalted isn't very high on the list, but a good pitch can change that.
 

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What does make for a good pitch?
Let's say I've got an idea I think could be made to happen. Just talking about it like "this would be cool" is something we often and easily do. But how do we take a pitch from that point to something you could seriously consider?
Is there maybe something like a reference example or some guidance on that?
Are there some core criteria needed to make it a possible option at all?

Well, if you have a dev team, I can put you in touch with the BisDev team and they can explain what a good pitch it. :)