▶
10 years of EUIV
Today it is 10 years ago since we released EU4, back on August 13th of 2023. I guess it's a sign that you are getting old that you can write posts like this. Back in the early autumn of 2011, PDS was much smaller, I was still the studio manager, and we had 1 full team led by Henrik Doomdark Fhraeus working on CK2, while a smaller team with Dan podcat Lind and 2 other people was doing expansions for HoI3 and V2. Paradox France, which was a small subsidiary with 2 employees, was working on March of the Eagles with support from Olof Birken Bjrk. I remember this as a time when we had lots of experience, with some of us doing these games for a decade or more, and the studio was growing every year. We had just wrapped up Sengoku with another small (4-5 people) team, and we needed to decide what to do now. Thomas Besuchov Johansson, by then a ten year veteran, who had been away on parental leave was coming back, and the two together with Chris King King started to define what project we want to do. It was quickly obvious that it should be a sequel to Europa Universalis III, but how we should go ahead was a bit harder. After a few days of talks, we settled on a simple vision of
this is one of the first screnshots we had in an early development diary for EU4. As we had a playable game early on, we could constantly playtest the game. By the autumn of 2012 we had grown the studio to include 4 internal QA. We divided the EU4 team into two, where Thomas Johansson led people developing additional features, fixing bugs and improving UI, while I led the other half that just focused on playtesting, balancing and feature changes. Several days each week for quite a while we started the new nightly version in multiplayer, with about 6 players playing one of France, Castille, Portugal, England, Burgundy or Austria. After about 100-150 years, or about 5-6 hours into the session we gathered for feedback, fixed what we could fix, or made jiras for the other team on what did not work. All in all, we spent about 18 months on the project before release, and by the time we reached the release, it was the biggest project PDS had ever done.
I guess you could describe the release as a roaring success. By then it was our best selling GSG, while also having a 87 score on Metacritic. We had experience of how good the new DLC model was for our studio with Crusader Kings 2, so we planned for up to 3 years of regular DLC. The key thing was to do realistic things that could be released on a regular basis, which would be good for the player. Most of the time this succeeded. So let's now see how this decade panned out, and if I have any anecdotes. The first dlc was the minor American Dream, which was basically an event pack that was released not too long after the release. I really dont have any memories from it, and suspect it is not on anyones list of our top 5 dlcs. The first big expansion for EU4 came about half a year after release, with Conquest of Paradise. Back during the original design talks for EU3, I had envisioned a random new world. This was beyond our skill back then, and it was beyond what we could add to Eu4 at release, so we thought it would be a good idea to add to the first expansion. In hindsight it was not. Besides the fact that it was insanely expensive to do, it also did not work properly in multiplayer nor did it create good maps. The next two expansions, Wealth of Nations and Res Publica, that we released during the first half of 2014 were smaller in scope, and mostly focused around trade and politics. During this time period we played lots of both single player games and dev clashes, so a lot of feature design came from, let's make this better. Speaking of the dev clashes. Most of the features we made for Art of War, which came out in late autumn of 2014, were designed and created directly based on our experience there. First of all, we added in the Zone of Control system that has been used ever since, removing the tedious need to siege every single province. Most importantly, we spent a lot of time revising the map outside of Europe to make density more evenly distributed, so warfare outside of Europe was as fun as inside it. Moving armies on a detailed map is about half the fun of a PDS game, and especially in a multiplayer game. I really must give a huge shout out to Henrik Trin Tragula Lohmander, who was doing a lot of that map overhaul!
We had some map upgrades to India for Art of War. During the summer of 2014 we did some severe reorganizations at Paradox and I got cursed with the position being an executive in charge of all of our studios, so after Art of War I basically had to leave the EU4 development, which I handed over to Martin Wiz Anward, who had been working with AI and design on EU4 for a while. Of course, I could not keep my hands away and did design and code systems like the Nahuatl religion and the development system. During Martins reign, we first released El Dorado, which included fun mechanics for the new world, while also adding the custom nation feature, which is among the most popular starts. The accompanying patch had the big reworking of the random new world feature, making it actually fun to use. The next expansion was Common Sense, which made the political and diplomatic game deeper, and after that, in December of 2015 it was time for The Cossacks, which added so much to the center of the eurasia. This was also when estates were first introduced into EU4. Now,in the beginning of 2016, PDS had grown a fair bit, and we had two games about to be released in HoI4 and Stellaris, and other games in the early phases, like CK3 and V3, so the team got reduced in size, and Martin left for the V3 team. I came back to be a dedicated Game Director for EU4 for a while. Being an executive is not fun, and it's far more fun to be a game developer. As we started on Mare Nostrum we had a dilemma, as we would be releasing in the middle of Stellaris and HoI4 which was not something Paradox could handle then. So we scoped down and reduced the price of it to reflect what it contained, and released it earlier than originally planned. It was not a great expansion, but it was not bad either.. Now Jake Leiper-Ritchie joined the team as a designer, and we designed Rights of Man together. This is one of the expansions I am most proud of. We added the great powers system, personalities and traits to rulers & leaders, consorts for rulers and ways to give military objectives to your subjects. In the accompanying patch we reworked technology groups to the new Institutions system. During this development, we also added in ideas for what we then viewed as the final four expansions, which we had already named, and set the theme for. Mandate of Heaven, Cradle of Civilization, Dharma and Emperor. Mandate of Heaven, this was the April 2017 expansion, where the focus was on East Asia with mechanics for China, Japan and Manchu. Together with a patch that added the Age System this was greatly appreciated by the players. During the spring, I had the idea that we should make smaller immersion packs, focused on a single country, or a smaller region. I wrote the design and coded Third Rome, basically myself, with Art and QA support, for a release in June 2017. Ironically, the timing was pretty shit, as at the same time we released it, a dlc with focus on Russia, our sales team did a huge regional price adjustment which was a bit less than popular to say the least. Now I felt that Jake was experienced enough to handle EU4, and he took over as Game Director. The second of the final expansions was Cradle of Civilization which was released in late 2017, with a focus on the Middle East. In retrospective it's interesting how much we released during the first four years of EU4. Spring of 2018 saw the release of the immersion pack Rule Britannia, which was a pretty release, but it's overshadowed by the patch which introduced the new mission system. This new mission system has managed to prolong the life cycle of the game several years beyond what we had deemed possible. At the end of the Summer of 2018 we saw the release of what we had envisioned as the penultimate expansion of Eu4, named Dharma. It was not all that positively received, and the most popular feature, the government reforms were baked into the base game soon after. A third immersion pack Golden Century was released at the end of the 2018, also to extremely bad reviews. A decision was made to make a big free patch fixing bugs and improving the game, but the patch got severely delayed, and was also tied together with the new launcher which was not popular either. At this point, we had to bake in features like transfer occupation, government reforms and improve development to the base game, to improve the community perception. Meanwhile, work was ongoing on what we had we originally thought of as the final expansion, in Emperor. It was getting delayed, and then Jake resigned during the autumn of 2019, to focus more on his career as an influencer. At this point Emperor was in a mess, and we had no idea if it could be finished. PDS had other projects with major needs, so we decided to move most people to projects like CK3 and Stellaris, and focus with a small old-school team Daniel Starnan Olsson as producer/qa-coordinator, Henrik Groogy Hansson as designer/programmer, Daniel neondt Tolman as content designer and me as game director/programmer. We had some UX, Art and QA support as well, but the team was really small. A lot of features was revamped, redesigned, and made more streamlined, and I must say that those 3 people did a marvelous job, an absolutely stunning performance there. What made it even more challenging was the little thing called Covid which happened half-way through Emperor's development. We eventually launched at huge success, being the best selling eu4 expansion ever. It was definitely a good way and a good end to what we originally had planned for EU4. It was during Emperor, and reflecting over the impact of the pandemic, that we started the decision to create a studio, Paradox Tinto, in Barcelona. Some of us had houses there, so it felt like a good place for somewhere new. Of course, the studio needed to do something, so starting with making content for EU4 sounded like a good idea.
Yeah.. We released leviathan. Good ideas, and pretty fun now, but the launch was an unmitigated disaster. Too buggy, and missing art etc. Anyway, we moved forward, recruited more people, and continued on. What does not kill you etc,.. One of the fun things with recruiting to Tinto has been recruiting people with more hours than me actually playing the game. Im a noob outside of work, with only about 1400 hours in my spare time playing the game. Being able to hire modders with more experience making mission trees for eu4 than any internal staff, or QA with 5,000+ hours is such a boon. I cant name drop everyone at Tinto, but they are all awesome to work with! While we had focused a fair bit on fixing old bugs before the release of Leviathan, now it was our goal with all releases. We should be the team with the least amount of open and known bugs at Paradox, which we have successfully been able to uphold ever since then, averaging between a third or a half of the 2nd best teams bug count. We also made the decision to not add new major systems, nor do major map overhauls to keep risks down, and make sure that the player experience was the main focus of our job. The first release we did as a full team on our own here at Tinto was Origins, which was the African focus Immersion pack. It was a good learning experience for the team, and we like to think it was well received. We tried out new ways with missions, which so far has been a success for us. The year after Origins, we released Lions of the North, an immersion pack focused on the Baltics. Here the team went absolutely ballistic with content, and diverging mission trees, new government reforms, and most importantly overpowering Sweden.
I guess this was a bit more popular. After this, the team went even more ambitious with Domination, creating enormous mission trees, unique units and much more for the major powers, those that are the most played ones. It's been a fun ride for over a dozen years, actually, let's face it, it's been 25 and half years since we started with the first EU1. Most of the time Ive been involved on a daily basis, and sometimes Ive merely been a supervisor, but EU has always been the franchise closest to my heart What does the future hold from here? Well, we have promised some more releases.
[ 2023-08-13 14:41:53 CET ] [ Original post ]
Today, August 13th of 2023, Marks the 10th Anniversary day of Europa Universalis IV. To look back on how we got here, we invite you to join long time GSG Developer and Studio Manager of Paradox Tinto Johan Andersson as he reflects on the last 10 years.
Please enjoy this retrospective from him below:
Today it is 10 years ago since we released EU4, back on August 13th of 2023. I guess it's a sign that you are getting old that you can write posts like this. Back in the early autumn of 2011, PDS was much smaller, I was still the studio manager, and we had 1 full team led by Henrik Doomdark Fhraeus working on CK2, while a smaller team with Dan podcat Lind and 2 other people was doing expansions for HoI3 and V2. Paradox France, which was a small subsidiary with 2 employees, was working on March of the Eagles with support from Olof Birken Bjrk. I remember this as a time when we had lots of experience, with some of us doing these games for a decade or more, and the studio was growing every year. We had just wrapped up Sengoku with another small (4-5 people) team, and we needed to decide what to do now. Thomas Besuchov Johansson, by then a ten year veteran, who had been away on parental leave was coming back, and the two together with Chris King King started to define what project we want to do. It was quickly obvious that it should be a sequel to Europa Universalis III, but how we should go ahead was a bit harder. After a few days of talks, we settled on a simple vision of
- 25% on better UI
- 25% on multiplayer
- 25% on better graphics
- 25% on new features
this is one of the first screnshots we had in an early development diary for EU4. As we had a playable game early on, we could constantly playtest the game. By the autumn of 2012 we had grown the studio to include 4 internal QA. We divided the EU4 team into two, where Thomas Johansson led people developing additional features, fixing bugs and improving UI, while I led the other half that just focused on playtesting, balancing and feature changes. Several days each week for quite a while we started the new nightly version in multiplayer, with about 6 players playing one of France, Castille, Portugal, England, Burgundy or Austria. After about 100-150 years, or about 5-6 hours into the session we gathered for feedback, fixed what we could fix, or made jiras for the other team on what did not work. All in all, we spent about 18 months on the project before release, and by the time we reached the release, it was the biggest project PDS had ever done.
I guess you could describe the release as a roaring success. By then it was our best selling GSG, while also having a 87 score on Metacritic. We had experience of how good the new DLC model was for our studio with Crusader Kings 2, so we planned for up to 3 years of regular DLC. The key thing was to do realistic things that could be released on a regular basis, which would be good for the player. Most of the time this succeeded. So let's now see how this decade panned out, and if I have any anecdotes. The first dlc was the minor American Dream, which was basically an event pack that was released not too long after the release. I really dont have any memories from it, and suspect it is not on anyones list of our top 5 dlcs. The first big expansion for EU4 came about half a year after release, with Conquest of Paradise. Back during the original design talks for EU3, I had envisioned a random new world. This was beyond our skill back then, and it was beyond what we could add to Eu4 at release, so we thought it would be a good idea to add to the first expansion. In hindsight it was not. Besides the fact that it was insanely expensive to do, it also did not work properly in multiplayer nor did it create good maps. The next two expansions, Wealth of Nations and Res Publica, that we released during the first half of 2014 were smaller in scope, and mostly focused around trade and politics. During this time period we played lots of both single player games and dev clashes, so a lot of feature design came from, let's make this better. Speaking of the dev clashes. Most of the features we made for Art of War, which came out in late autumn of 2014, were designed and created directly based on our experience there. First of all, we added in the Zone of Control system that has been used ever since, removing the tedious need to siege every single province. Most importantly, we spent a lot of time revising the map outside of Europe to make density more evenly distributed, so warfare outside of Europe was as fun as inside it. Moving armies on a detailed map is about half the fun of a PDS game, and especially in a multiplayer game. I really must give a huge shout out to Henrik Trin Tragula Lohmander, who was doing a lot of that map overhaul!
We had some map upgrades to India for Art of War. During the summer of 2014 we did some severe reorganizations at Paradox and I got cursed with the position being an executive in charge of all of our studios, so after Art of War I basically had to leave the EU4 development, which I handed over to Martin Wiz Anward, who had been working with AI and design on EU4 for a while. Of course, I could not keep my hands away and did design and code systems like the Nahuatl religion and the development system. During Martins reign, we first released El Dorado, which included fun mechanics for the new world, while also adding the custom nation feature, which is among the most popular starts. The accompanying patch had the big reworking of the random new world feature, making it actually fun to use. The next expansion was Common Sense, which made the political and diplomatic game deeper, and after that, in December of 2015 it was time for The Cossacks, which added so much to the center of the eurasia. This was also when estates were first introduced into EU4. Now,in the beginning of 2016, PDS had grown a fair bit, and we had two games about to be released in HoI4 and Stellaris, and other games in the early phases, like CK3 and V3, so the team got reduced in size, and Martin left for the V3 team. I came back to be a dedicated Game Director for EU4 for a while. Being an executive is not fun, and it's far more fun to be a game developer. As we started on Mare Nostrum we had a dilemma, as we would be releasing in the middle of Stellaris and HoI4 which was not something Paradox could handle then. So we scoped down and reduced the price of it to reflect what it contained, and released it earlier than originally planned. It was not a great expansion, but it was not bad either.. Now Jake Leiper-Ritchie joined the team as a designer, and we designed Rights of Man together. This is one of the expansions I am most proud of. We added the great powers system, personalities and traits to rulers & leaders, consorts for rulers and ways to give military objectives to your subjects. In the accompanying patch we reworked technology groups to the new Institutions system. During this development, we also added in ideas for what we then viewed as the final four expansions, which we had already named, and set the theme for. Mandate of Heaven, Cradle of Civilization, Dharma and Emperor. Mandate of Heaven, this was the April 2017 expansion, where the focus was on East Asia with mechanics for China, Japan and Manchu. Together with a patch that added the Age System this was greatly appreciated by the players. During the spring, I had the idea that we should make smaller immersion packs, focused on a single country, or a smaller region. I wrote the design and coded Third Rome, basically myself, with Art and QA support, for a release in June 2017. Ironically, the timing was pretty shit, as at the same time we released it, a dlc with focus on Russia, our sales team did a huge regional price adjustment which was a bit less than popular to say the least. Now I felt that Jake was experienced enough to handle EU4, and he took over as Game Director. The second of the final expansions was Cradle of Civilization which was released in late 2017, with a focus on the Middle East. In retrospective it's interesting how much we released during the first four years of EU4. Spring of 2018 saw the release of the immersion pack Rule Britannia, which was a pretty release, but it's overshadowed by the patch which introduced the new mission system. This new mission system has managed to prolong the life cycle of the game several years beyond what we had deemed possible. At the end of the Summer of 2018 we saw the release of what we had envisioned as the penultimate expansion of Eu4, named Dharma. It was not all that positively received, and the most popular feature, the government reforms were baked into the base game soon after. A third immersion pack Golden Century was released at the end of the 2018, also to extremely bad reviews. A decision was made to make a big free patch fixing bugs and improving the game, but the patch got severely delayed, and was also tied together with the new launcher which was not popular either. At this point, we had to bake in features like transfer occupation, government reforms and improve development to the base game, to improve the community perception. Meanwhile, work was ongoing on what we had we originally thought of as the final expansion, in Emperor. It was getting delayed, and then Jake resigned during the autumn of 2019, to focus more on his career as an influencer. At this point Emperor was in a mess, and we had no idea if it could be finished. PDS had other projects with major needs, so we decided to move most people to projects like CK3 and Stellaris, and focus with a small old-school team Daniel Starnan Olsson as producer/qa-coordinator, Henrik Groogy Hansson as designer/programmer, Daniel neondt Tolman as content designer and me as game director/programmer. We had some UX, Art and QA support as well, but the team was really small. A lot of features was revamped, redesigned, and made more streamlined, and I must say that those 3 people did a marvelous job, an absolutely stunning performance there. What made it even more challenging was the little thing called Covid which happened half-way through Emperor's development. We eventually launched at huge success, being the best selling eu4 expansion ever. It was definitely a good way and a good end to what we originally had planned for EU4. It was during Emperor, and reflecting over the impact of the pandemic, that we started the decision to create a studio, Paradox Tinto, in Barcelona. Some of us had houses there, so it felt like a good place for somewhere new. Of course, the studio needed to do something, so starting with making content for EU4 sounded like a good idea.
Yeah.. We released leviathan. Good ideas, and pretty fun now, but the launch was an unmitigated disaster. Too buggy, and missing art etc. Anyway, we moved forward, recruited more people, and continued on. What does not kill you etc,.. One of the fun things with recruiting to Tinto has been recruiting people with more hours than me actually playing the game. Im a noob outside of work, with only about 1400 hours in my spare time playing the game. Being able to hire modders with more experience making mission trees for eu4 than any internal staff, or QA with 5,000+ hours is such a boon. I cant name drop everyone at Tinto, but they are all awesome to work with! While we had focused a fair bit on fixing old bugs before the release of Leviathan, now it was our goal with all releases. We should be the team with the least amount of open and known bugs at Paradox, which we have successfully been able to uphold ever since then, averaging between a third or a half of the 2nd best teams bug count. We also made the decision to not add new major systems, nor do major map overhauls to keep risks down, and make sure that the player experience was the main focus of our job. The first release we did as a full team on our own here at Tinto was Origins, which was the African focus Immersion pack. It was a good learning experience for the team, and we like to think it was well received. We tried out new ways with missions, which so far has been a success for us. The year after Origins, we released Lions of the North, an immersion pack focused on the Baltics. Here the team went absolutely ballistic with content, and diverging mission trees, new government reforms, and most importantly overpowering Sweden.
I guess this was a bit more popular. After this, the team went even more ambitious with Domination, creating enormous mission trees, unique units and much more for the major powers, those that are the most played ones. It's been a fun ride for over a dozen years, actually, let's face it, it's been 25 and half years since we started with the first EU1. Most of the time Ive been involved on a daily basis, and sometimes Ive merely been a supervisor, but EU has always been the franchise closest to my heart What does the future hold from here? Well, we have promised some more releases.
[ 2023-08-13 14:41:53 CET ] [ Original post ]
Europa Universalis IV
Paradox Development Studio
Developer
Paradox Interactive
Publisher
2013-08-13
Release
GameBillet:
33.97 €
Game News Posts:
500
🎹🖱️Keyboard + Mouse
Very Positive
(88744 reviews)
The Game includes VR Support
Public Linux Depots:
- EU4 LINUX [50.69 M]
Available DLCs:
- Europa Universalis IV: American Dream DLC
- Europa Universalis IV: National Monuments II
- Europa Universalis IV: Conquest of Paradise
- Europa Universalis IV: Conquistadors Unit pack
- Europa Universalis IV: Native Americans Unit Pack
- Europa Universalis IV: Songs of the New World
- Europa Universalis IV: Songs of Yuletide
- Europa Universalis IV: Native Americans II Unit Pack
- Europa Universalis IV: Colonial British and French Unit Pack
- Europa Universalis IV: Muslim Advisor Portraits
- Europa Universalis IV: Wealth of Nations
- Europa Universalis IV: Muslim Ships Unit Pack
- Europa Universalis IV: Trade Nations Unit Pack
- Europa Universalis IV: Res Publica
- Europa Universalis IV: Anthology of Alternate History
- Europa Universalis IV: Indian Subcontinent Unit Pack
- Europa Universalis IV: Indian Ships Unit Pack
- Europa Universalis IV: Wealth of Nations E-book
- Europa Universalis IV: Republican Music Pack (Skopje Sessions)
- Europa Universalis IV: Art of War
- Europa Universalis IV: Evangelical Union Unit Pack
- Europa Universalis IV: Catholic League Unit Pack
- Europa Universalis IV: Songs of War Music Pack
- Europa Universalis IV: Guns, Drums and Steel Music Pack
- Europa Universalis IV: Art of War Ebook
- Europa Universalis IV: El Dorado
- Europa Universalis IV: El Dorado Content Pack
- Europa Universalis IV: Guns, Drums and Steel Volume 2
- Europa Universalis IV: Common Sense
- Europa Universalis IV: Common Sense Content Pack
- Europa Universalis IV: Common Sense E-Book
- Europa Universalis IV: The Cossacks
- Europa Universalis IV: The Cossacks Content Pack
- Europa Universalis IV: Sounds from the community - Kairi Soundtrack
- Europa Universalis IV: Catholic Majors Unit Pack
- Europa Universalis IV: Sabaton Soundtrack
- Europa Universalis IV: Mare Nostrum
- Europa Universalis IV: Mare Nostrum Content Pack
- Europa Universalis IV: Kairi Soundtrack Part II
- Europa Universalis IV: Rights of Man
- Europa Universalis IV: Rights of Man Content Pack
- Europa Universalis IV: Fredman's Midsummer Epistles
- Europa Universalis IV: Songs of Regency
- Europa Universalis IV: Mandate of Heaven
- Europa Universalis IV: Mandate of Heaven Content Pack
- Europa Universalis IV: Evangelical Majors Unit Pack
- Europa Universalis IV: Ultimate Music Pack
- Europa Universalis IV: Ultimate E-book Pack
- Europa Universalis IV: Early Upgrade Pack
- Europa Universalis IV: Third Rome
- Europa Universalis IV: The Rus Awakening
Fulfill Your Quest For Global Domination
Paradox Development Studio is back with the fourth installment of the award-winning Europa Universalis series. The empire building game Europa Universalis IV gives you control of a nation to guide through the years in order to create a dominant global empire. Rule your nation through the centuries, with unparalleled freedom, depth and historical accuracy. True exploration, trade, warfare and diplomacy will be brought to life in this epic title rife with rich strategic and tactical depth.
Paradox Development Studio is back with the fourth installment of the award-winning Europa Universalis series. The empire building game Europa Universalis IV gives you control of a nation to guide through the years in order to create a dominant global empire. Rule your nation through the centuries, with unparalleled freedom, depth and historical accuracy. True exploration, trade, warfare and diplomacy will be brought to life in this epic title rife with rich strategic and tactical depth.
Main Features
- Make your own decisions: Nation building is completely flexible and the possibilities are endless.
- Use your Monarch Power: Experience the new system of monarch power where your choices are influenced by the caliber of the man or woman you have at the top and will direct the ebb and flow of gameplay.
- Experience history coming to life: The great personalities of the past are on hand to support you as you make your mark on thousands of historical events.
- Turn the world into your playground: Enjoy hundreds of years of gameplay in a lush topographical map complete with dynamic seasonal effects.
- Experience the all new trade system: The trade system adds a new dimension to the great trade empires of the period. Gain control of vital trade routes and make the wealth of the world flow to your coffers.
- Bring out your negotiating skills in a deeper diplomatic system: Use coalitions, royal marriages and support for rebels and explore the possibilities of the new unilateral opinion system.
- Engage in Cross-platform Multiplayer: Battle against your friends or try the co-operative multiplayer mode that allows several players to work together to control a single nation with up to 32 players. Featuring improved chat and new matchmaking servers.
- Create your own history & customize your game: Europa Universalis IV gives you the chance to customize and mod practically anything your heart may desire and uses Steam Workshop.
MINIMAL SETUP
- Processor: Intel Core i3-2105 / AMD FX 4300Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX 460 / AMD Radeon HD 5850Video Memory: 1 GB RAMIDIA GeForce 9600 or higher. 1024MB graphics memory requiredHard Drive:6 GB HD spaceOther Requirements:Broadband Internet connectionAdditional:GLSL 1.3. OpenGL 2.1. Controller support: 3-button mouse. keyboard and speakers. Internet Connection or LAN for multiplayer
- Processor: Intel Core i3 3240 / AMD FX 8120Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GeForce GTX 560 TiVideo Memory: 1 GB RAMHard Drive:6 GB HD spaceOther Requirements:Broadband Internet connectionAdditional:GLSL 1.3. OpenGL 2.1. Controller support: 3-button mouse. keyboard and speakers. Internet Connection or LAN for multiplayer
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