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Interview
Interview with Paradox’s Johan Andersson
The Wargamer (WG): The Europa Universalis series in all its
forms now covers 75% of Western Civilization. Given this breadth, I wonder if
you have a background in history? If so, what historiographical school do you
subscribe to?
Johan Andersson (JA): I have no education in history past
basic high school, only a huge love and interest of the topic. I love watching
historical movies, reading books and playing computer games. However, we have
people hired for historical research, and work with test groups of very highly
educated people.
WG: A few gaps still exist in the series such as the Hellenistic
Age. Do you plan to cover these gaps?
JA: That’s a good idea for a future game!
WG: All the other EU games have prosaic features for the economy
and technology. With EU: Rome, you introduce some mysticism with “Omens”
and “Sacrifices”. Why is that?
JA: We believe that adding mystical elements to a game in
that era makes a more immersive gameplay. Religion was something much more involved
in people’s daily lives in those days, and people actually believed in
gods affecting their lives.
WG: In terms of government, EU: Rome doesn’t explicitly
deal with the Senate or the Plebian Assembly. Are these abstracted somehow?
JA: There are several events dealing with internal politics
not just for republics like Rome but also for monarchies and tribal governments.
These events deal with everything from new law proposals to disagreements in
the senate, senators bribing other members to increase their support, elections
for different offices like military tribune or censor and lots of other political
issues.
WG: Terrain affects combat in EU: Rome. An advantage for the
Roman army was that its formations adapted to different terrain types. Do the
Romans get any combat modifications for this flexibility?
JA: No, there is no simulation of such things.
WG: Events occur in EU: Rome. Are they random, scripted, or
context driven?
JA: Everything is context driven, that’s our philosophy.
Random would just be silly, and scripted purely is frustrating to players.
WG: Trade is simplified in EU: Rome. Is this a function of
the period or a design decision based on player comments?
JA: I would not say that trade is simplified, as it involves
a lot more strategic decisions than before. It is not only about maximizing
profit, but also about handling which resource you need where.
WG: If the Principate is ever handled, will the Roman “Bread
and Circuses” feature be explicitly introduced?
JA: We’ll see then ? I’d guess it would be a vital
part, but we won’t know until we ever do such a thing.
WG: Inflation plays a part in many Paradox games. Rome often
had inflation problems. Why isn’t inflation a factor in EU: Rome?
JA: Inflation would not have improved the gameplay of Rome,
so that is why it was not included. We feel that the game works better without
an inflation model.
WG: We can easily enumerate the differences between the games
in the Paradox series. What would you consider the constants in the series other
than the “real time’ aspects?
JA: You play the soul behind a country, you control armies/units
on a map, and you play a fun and deep game!
WG: Thank you, Johan, for your time and consideration in responding
to these questions.
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