Nobody at Paradox has ever argued that the AI isn't important. Johan said he didn't care about AI for *one specific issue*, which has then been taken out of context to mean that he doesn't care about the AI at all. As the person he hired specifically because he cared about improving AI, that one is always good for a laugh for me.
Indeed, but the role of the AI as either a competitor or as a simple in-game mechanic piece is an important distinction. I hope I've been correct to infer that EU strives for the former, especially as it does factor prominently even in MP games. The AI is not a thinking human being with long-range planning, but it is still important to choose whether its play attempts to fill the role of a human best it can or if it's meant as an obstacle or mechanic indistinct from say manpower recovery rate or war score.
I was less bothered by that statement than I was about the reasoning for the long truce time, but I know not everyone sees it the same way

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I guess nobody could point out flaws in my argument. I mean it isn't that hard to know that in a couple of years Paradox won't be the same, as they want to water down their games to simplistic casual MP games for the sake of profit but at the expense of people who enjoyed Victoria 2, EU3 and Crusader kings 2. That being said i fully enjoy all their current title and i hope they won't move in the disastrous idea of the casualization of Paradox.
You need a stream of new players, or your hardcore base shrinks. I don't see any evidence of this game going particularly casual and player accounts of how it relates to earlier iterations are conflicting, but pulling in casual players and making the game accessible to them is useful to everyone. The question is whether this has a material impact on the impact of skill at high levels of play.