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Europa Universalis IV

Game

Documents about Europa Universalis IV

Cover of How DLC boosts engagement for PC and console games
Report13 pages

How DLC boosts engagement for PC and console games

Downloadable content is a core tool for attracting and retaining players, particularly as live-service models make a steady flow of new content more important.

  • DLC releases drive an average 11% increase in monthly active users (MAU), with medium-sized games (250,000 to 2 million MAU) seeing the highest impact at 22% growth.
  • Strategy games benefit most from the DLC model, recording a 30.5% average increase in MAU, followed by role-playing and adventure titles.
  • DLC is a significant revenue driver, accounting for 13% of PC revenue and 7% of console revenue in the U.S. during 2022.
NewzooMay 2023
Cover of Approximately History: Developer Perspectives on Counterfactual History in Digital Strategy Games
Whitepaper3 pages

Approximately History: Developer Perspectives on Counterfactual History in Digital Strategy Games

This study examines how developers at Paradox Development Studio approach counterfactual history in two strategy games, Europa Universalis IV (2013) and Hearts of Iron IV (2016), which allow players to explore alternative outcomes to historical events.

  • The study argues that counterfactual scenarios in digital strategy games are shaped by game design practice, genre conventions, and commercial considerations, not just historical interest, and that these factors together determine how games use the past in the present.
  • Counterfactual scenarios are analysed through three categories: wishful thinking (reconstructing the in-game past within the in-game present), possible worlds (reimagining in-game outcomes), and future fiction (exploring consequences of altered events), distinguished by their focus and their arguments about causality, continuity, and contingency.
  • The research combines qualitative interviews with Paradox Development Studio developers and volunteer beta testers in Stockholm with a technical analysis of the games' scripted code and localisation files, focusing on Europa Universalis IV (2013) and Hearts of Iron IV (2016).
DiGRAJan 2020
Cover of Digitising Diplomacy: Grand Strategy Video Games as an Introductory Tool for Learning Diplomacy and International Relations
Whitepaper18 pages

Digitising Diplomacy: Grand Strategy Video Games as an Introductory Tool for Learning Diplomacy and International Relations

Rhett Loban's paper argues that grand strategy video games, particularly titles such as Europa Universalis IV, Stellaris, and Hearts of Iron IV, can serve as accessible introductory tools for teaching diplomacy and International Relations (IR).

  • Only about 27 percent of IR educators report using digital games in teaching, compared with 56 percent who use non-digital resources, revealing a notable gap in higher education.
  • Rhett Loban argues that grand strategy games such as Europa Universalis IV, Stellaris, and Hearts of Iron IV can serve as accessible introductory tools for teaching diplomacy and International Relations.
  • These games model IR concepts both explicitly, through diplomatic action interfaces, opinion modifiers, and war declarations, and in more complex ways, through balance-of-power coalitions, alliance systems, and democratic peace dynamics reflected in AI behaviour.
DiGRAJan 2017