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Mining, Prop Trading, OpenAI, AI and History, Dealmaking, Rates, EU5

Longreads

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Games

Switched up leisure time-sinks this week—let's talk about Europa Universalis V. This is the latest entrant in Paradox Interactive's series of grand strategy games revolving around world conquest, in this case covering the time period from 1337 to 1837.

The previous game in the series came out a decade ago, and while it's a wonderfully complex simulation, it's locked into some abstractions that separate it from what it's trying to simulate. That's true of any game, but one of the measures of a simulation is how well it trades off between fidelity to what it's simulating and fun. Over time, EU4 has tilted towards fun, specifically of the map-painting variety—the way the game is set up strongly encourages rapid conquest; if you're playing France, it's a good idea to expand into Iberia and Italy, get a toehold in England, start working your way through North Africa, etc. Over time, they've added downloadable content (more on this later) adding ever more entertaining ahistorical outcomes, from a resurgent Eastern Roman Empire to the very meme-flavored alternative history where the Teutonic Order becomes a nomadic horde of religious fanatics, slaughtering/pillaging/converting their way across central Asia. But historically, there's a very real sense in which France didn't even conquer France until late in the game's timeline. It's a bit immersion-breaking when you're supposed to be a 16th-century monarch and you're carefully micromanaging land you've conquered on the other side of the planet. That just wasn't practical with that era's technology or institutions! And this is common for historical grand strategy games. Giving players enough direct control over every aspect of a country is ahistorical, and leads to fun novelty strategies like "the chief of the Golden Horde converted to Christianity, became Holy Roman Emperor, and finished conquering the entire world by 1527."

EU5 basically goes in the opposite direction; it's a simulation of the shift from early, weak states to centralized modern ones, and from economies completely dominated by local agriculture to manufacturing and global trade. At every opportunity, where EU4 had a discrete binary—a province is 100% Orthodox until the day a missionary finishes his work, at which point it's 100% Sunni—EU5 has continua. They track populations in each province, with a mix of different cultures, religions, and social classes. Populations shift between these, sometimes inertially but often through player intervention. And they model states' ability to project power by tracking how much control the central government has over any given location. That control level starts at 100% in the capital, but as it radiates outward, it declines—unless you build roads, or have a navy patrolling the coast, or invest in placing government representatives in these various far-flung locations. (This leads to its own funny emergent properties; Hungary's capital is far enough from their borders, and the country's economy happens to be configured in such a way that they don't trade much, so because of how the game models the diffusion of scientific knowledge, Hungary can end up being an isolated intellectual backwater. That's not especially historical, but it's really cool that "This place doesn't have access to modern technology because they don't have enough transportation infrastructure to expose people to it," a real historical phenomenon, is an emergent property of the game's design.)

It's impressive that they've managed to both make the game reflect the historical reality that pre-modern states exerted very little control over their populace, without making the game incredibly frustrating. It's still a little frustrating, but good games basically deliver a drip of structured frustration, where there are interesting obstacles put in the player's way, and interesting choices for how to solve them.

In EU4, one of the game design problems was that there wasn't much to do during peacetime (the main way to solve this is to get big enough that you're always fighting a war, or several, while preparing for the next few). They had a lightweight economic model, with different commodities produced in different places and trade routes that would shift over time—one emergent phenomenon the game didn't have to hard-code was the relative decline of Venice as a center of trade, as more Asian imports were routed over the ocean rather than land. But specific commodities didn't make that much of a difference—other than grabbing gold and cloves when the opportunity presented itself, random events like the Reformation reducing the price of incense had basically zero impact on the game. EU5 goes in the opposite direction. One of the core loops in the game is cranking out more lumber and stone so you can build tools and masonry, so you can build paper mills, alum mines, and a dye industry, so you can crank out scriptoria that produce books which can be used to build universities and libraries so your populace acquires the knowledge and wisdom necessary to slavishly obey their ruler. War is more of an inconvenient interruption to assembling a large industrial base.

What you're left with is a detailed interactive simulation of early modern economies, which will of course take all kinds of liberties with the truth but still have a system that produces realistic outcomes: a gradual decline in fragmentation, seafaring empires having more far-flung provinces than land-based ones, mountains marking natural borders, etc. All in all, an impressive accomplishment.

The usual story with Paradox is that they deliver an incredibly polished, compelling gaming experience, generally two to five years after release date. But this lends itself to a business model where they release a game, and then start shipping additional content that users have to pay for. In general, for pretty obvious commercial reasons, the paid content unlocks new mechanics and country-specific flavor that makes it easier to win. (Or, at least, easier to win eventually; when they offered a new content package for the wildly popular Eastern Roman Empire, the setup they used was that at first, the country is actually weaker than it looks on paper, but a skilled or lucky player who pulls off a few early victories gets a lot of momentum). For EU4, the game was priced at $40 at launch, and if you insist on buying all of the expansions, you'll spend $370(!). Or you'll subscribe for $8/month. This is actually a very user-aligned model, at least if you think alignment with users is "keeping them entertained" and not "ensuring that they put their non-work/non-sleep time to its highest and best use." For a product that appeals to a nerdy demographic, caveat emptor is probably the best approach.

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