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Paradox is the best company ever :love:

Discussion in 'General Gaming' started by Konjad, Jan 21, 2013.

  1. Space Nugget Guest

    Space Nugget
    Heh, no Hardsuit Labs. :eek:
     
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  2. LESS T_T Prestigious Gentleman Arcane

    LESS T_T
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    Codex 2014
    I don't think owning only 33% makes it internal.
     
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  3. Space Nugget Guest

    Space Nugget
    I wonder what's their plan regarding its fate.
     
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  4. AwesomeButton Cut a deal with the authorities Patron

    AwesomeButton
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    PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Paradox "Tectonic", in California :D
     
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  5. Spectacle Arcane Patron

    Spectacle
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    It is way past time that California leaves the US and joins Sweden!
     
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  6. Space Satan Arcane

    Space Satan
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    Welp, it seems cancerous degenerate DLC policy works
    [​IMG]
     
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  7. AwesomeButton Cut a deal with the authorities Patron

    AwesomeButton
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    PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Intelligent gamers are dead. They don't need to be your audience!
     
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  8. Delterius Prestigious Gentleman Arcane

    Delterius
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    i love paradox
     
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  9. XenomorphII Prophet

    XenomorphII
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    They need competition.
     
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  10. Space Satan Arcane

    Space Satan
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    They do, but to have at least some competition new devs need some experience with grand strategies.
    And it is that shitty assumption that grand strategies are a nice genre, while it is among the STEAM top concurrent players. Right now Hearts of Iron IV have 15 000 average-per-month players, while Fallout 4 have 10000 and other Paradox grand strategies almost never leave top 40. Monsters of strategy gaming like Civ V have 20000.
    Yet almost everyone treat grand strategy genre like, I don't know, golf or train simulators. Goddamn people are ready to pay for DLCs and play half-broken Paradox games and still no one tries to get into grand strategy market.
    Some kind of space strategies are the rare exception but even here things are bad,
     
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  11. fantadomat Dumbfuck! Dumbfuck Edgy

    fantadomat
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    On the codex,the rest is a desert of constant decline and mediocrity!
    :excellent:
     
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  12. normie Prophet Patron

    normie
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    why isn't there any, though?

    the formula isn't a secret and people, currently stuck with what Paradox provides to scratch the itch, are begging for a mana-less, aztec-less take on the genre that'd really do it for them
    somebody should've popped out of the modding milieu, but unfortunately none have (?), or has Paradox itself absorbed the talent?
     
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  13. Rahdulan Arcane Patron

    Rahdulan
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    It's not like that particular DLC approach is wrong, though. At the end of the day it adds a fuckton of new content to your game and if you like the game "cost vs enjoyment" is pretty high if you're buying along. When it becomes a problem is when you get into the game late or skip a few pieces of DLC only to have to buy a whole bunch at once. There's also nickel and diming at work, but I would argue most of Paradox's DLC is worth it. Most.
     
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  14. LESS T_T Prestigious Gentleman Arcane

    LESS T_T
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    Codex 2014
    https://www.paradoxplaza.com/news?aid=PDXCON-2019-Tickets-Available

    Colossal Order's new game? Romero's strategy game, it's going to be revealed at E3 anyway.

    Also more console ports. (Seeing the logo of Tantalus Media, the port developer of Stellaris and Cities, at the PDXCON website.)
     
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  15. Space Satan Arcane

    Space Satan
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    Interim Report January – March 2019
    First quarter 2019
    • Revenues amounted to SEK 238.3 (267.0) million, a decrease by 11 % compared to the same period last year.
    • Operating profit amounted to SEK 62.7 (140.5) million, a decrease by 55 %.
    • Profit before tax amounted to SEK 63.2 (140.5) million, and profit after tax amounted to SEK 49.3 (108.8) million.
    • Cash flow from operating activities amounted to SEK 156.3 (144.2) million, and cash flow from investing activities amounted to SEK -10.6 (-90.3) million.
    • By the end of the period cash and short-term placements amounted to SEK 378.7 (373.6) million.
    • Earnings per share amounted to SEK 0.47 (1.03) per share.
    • Revenues from the first quarter of 2019 are mainly attributable to Hearts of Iron IV, Cities: Skylines, Stellaris, Europa Universalis IV and Crusader Kings II.
    Important events in the first quarter 2019
    • Three new expansions were released during the period; Green Cities and Parklife for Cities: Skylines Console, and Man the Guns for Hearts of Iron IV.
    • In February Stellaris was released for the first time on Console; Stellaris: Console Edition.
    • On March 7, Paradox announced the opening of a new internal development studio, Paradox Tectonic, which will operate in Berkeley, California.
    • On March 21, the new game Vampire: the Masquerade – Bloodlines 2 was announced, developed by Hardsuit Labs Inc. The game is planned for released in March 2020.
    • Steam Winter Sale took place December 20 to January 3.
    Show Spoiler

    Words from CEO
    Our long-term growth journey continues

    2019 has started at full speed and we have already passed several of this year’s milestones. The first quarter of the year has been characterised by a focus on long-term growth and expansion in several of our core areas. During the quarter, we invested more in both game development and marketing than we did in any previous quarter. Among other things, we carried out our largest marketing campaign ever when we announced the game Vampire: the Masquerade – Bloodlines 2. We have also gradually invested in building an organisation that will be able to develop and publish our growing game portfolio. Since the first quarter of 2018, we have grown from 287 employees to 423, i.e., by 47%. These investments in development, marketing and organisation need to be done well in advance of the games being released and thus before we get a return on these investments. This means that our margins are lower when we are in a strong development phase, an effect that will be very noticeable when we simultaneously have a quarter with fewer major game releases. It should be noted that all game purchases made before a game has been released are not recognized as revenue until the game is released.

    The quarter’s revenues amounted to SEK 238.3 million, compared with SEK 267.0 million in the first quarter of 2018. The quarter’s earnings before tax amounted to SEK 63.2 million, compared with SEK 140.5 million in the first quarter of 2018. Our operations and our game launches are not seasonal, which means that a comparison of the financial outcome between single quarters from one year to another rarely gives a representative picture of the company’s development. The comparison between the first quarter of this year and last year is an example of this, where the first quarter of 2018 contained more major launches, including a new game, than the first quarter of this year, at the same time as our investments for the future have been at a record high.

    During the quarter, we launched the expansion Man the Guns to our grand strategy game Hearts of Iron IV. The expansion broke the sales record for the game when, one month after launch, it had sold more than any other of the game’s previous expansions during the corresponding time. This development where game expansions break new sales records many years after the launch of their base games is something we have seen the past year with several of our games, such as Europa Universalis IV, Crusader Kings II and Cities: Skylines. We are delighted that our games continue to attract players and generate revenue for such a long time after launch. Long-life games and a business model that gives us continuous revenue during the game’s lifetime are central to our strategy.

    During the period we continued our investment in games for gaming consoles – a platform that is increasing in value for us. In February, we launched Stellaris: Console Edition for Xbox One and Playstation 4. This is the first time we have launched a grand strategy game on console. The game has been received very positively by both existing and new players and creates opportunities for additional grand strategy games for console. We also released two expansions to Cities: Skylines Console – Green Cities and Parklife. Green Cities sold more copies during the first month after launch than any other expansion to Cities: Skylines Console previously made.

    In March at the Game Developers Conference in San Francisco, we announced our upcoming game Vampire: The Masquerade – Bloodlines 2. The game is based on one of the brands we acquired as part of White Wolf. The game is developed by the Seattle-based studio Hardsuit Labs, of which we own 33%, and is scheduled to be launched during the first quarter of 2020. Vampire: The Masquerade – Bloodlines 2 is an important step of our expansion in the role-playing genre, an important growth area for us alongside strategy and management games.

    During the first quarter of the year, we also increased our development competence and capacity by opening the doors to our new development studio Paradox Tectonic in Berkeley, California. The studio is led by game veteran Rod Humble and is currently developing a not-yet-announced game.

    In February, we launched Paradox Mods, a further development of our modding platform that enables our players to share their own modifications of Paradox games to other players on both PC and Xbox One. That our players engage and participate in the development of our games through mods has been a contributing factor to the success of our games and is something that continues to be a central part of our identity.

    April 25, we launched Imperator: Rome – the first new grand strategy game we have released since 2016. Imperator: Rome is developed by our Stockholm-based studio Paradox Development Studio and is now the fifth active grand strategy game in our portfolio. So far Imperator: Rome has exceeded our sales targets. Gaming press reviews have been very positive, however, we see lower user ratings than expected on Steam. We take this seriously; the game team is working on analyzing these reviews and reviewing their planned roadmap with them in mind. This is, in many ways, business as usual for us – our game development is always in close harmony with our players and we are extremely grateful for all the feedback on how we can make the game better.

    In connection with the launch of Imperator: Rome, we reached another milestone on our growth journey – we passed ten million registered Paradox accounts! The growth of Paradox accounts is important as these form the basis of our ecosystem. Not least, they give us new opportunities to communicate directly with our players in a more personalized and relevant way. Players with Paradox accounts spend, on average, more time and money on our games than players without a Paradox account.

    We look forward to the continuation of 2019 with great enthusiasm. First off are the expansion Green Planet for Surviving Mars in May and Urban Warfare for BATTLETECH in June. In August, we will launch the highly anticipated Age of Wonders: Planetfall, developed by Triumph Studios. On May 17, we also have our Annual General Meeting where I hope to meet as many of our shareholders as possible.

    Ebba Ljungerud, CEO
     
    Last edited: May 14, 2019
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  16. fantadomat Dumbfuck! Dumbfuck Edgy

    fantadomat
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    Those people are retarded....
     
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  17. Life of the Party Arcane

    Life of the Party
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    [​IMG]
     
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  18. Jugashvili 管官的官 Patron

    Jugashvili
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    >buy Paradox game bundle
    >forget to turn off obligatory Plebaton soundtrack
    >shit-tier music starts blaring, ruining the atmosphere
     
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  19. what am i doing Savant

    what am i doing
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    Same reason RTS is a dead genre. They're harder to make because of engine requirements. (that's the tl;dr for the below wall of text by the way)

    If you want to make almost any genre of game, you can take a mainstream game engine with all sorts of support, whether that's Unreal Engine, Unity, CryEngine, or some other shit. You make your game, player controls a character, they move their character around the game world and do stuff. Maybe the camera is first person or third person, maybe it's 2D or 3D, but fundamentally the player controls a character that moves around the game world. Doesn't really matter if your game is a shooter or hack 'n' slash, has dialogue or not, RPG type character building or no, vehicles... the same engine will probably do just fine for all of that. Now consider RTS: all of a sudden the player's not controlling their character, they're controlling their camera, and issuing instructions to NPCs that the NPCs should follow, and constructing buildings, and managing an economy. It's a big shift and while a skilled company can probably make a character-oriented engine work with it, it's likely still very difficult for them because most RTS run on in-house engines. There's more reason for that, for example historically RTS tended to be P2P to deal with latency issues, and they had to be lockstep and completely deterministic, again for multiplayer reasons (most engines aren't deterministic, and even if capable of being made to act like it, it's probably too much of a hassle to make sure they work all the time). Even if some of that is less pronounced these days due to improving network infrastructure (I've heard that StarCraft 2 actually uses dedicated servers instead of P2P, but I prefer strategy games that are about strategy rather than coping with incompetently made interfaces so I don't follow the StarCraft series closely), it's still a concern.

    All this is to say if you're making a strategy game you're probably going to be best off making your own engine. The problem with this is that making an engine requires you to have some genuine Neanderthal programmers on your staff, it's a lot of work and takes genuine skill to do right, and if you don't have those available then you're not going to get an engine. And, if you don't have that kind of programming team available, chances are you wouldn't be able to get a strategy game working very well in Unreal or whatever anyways. Most companies don't really have good programmers anymore, as advancing hardware capabilities and culture of allowing "good enough" pajeets in has led to the average programmer being pretty shit - hence the popularity of using a third party engine these days. So most developers are not going to set out to make an RTS.

    Now go over to Grand Strategy and suddenly you're looking at the same problem but worse, because you're got something that's even more different from most games than RTS, now instead of controlling a character, or being a camera that gives instructions to various NPCs in the game world, your players are actually not even looking at a game world in that sense, they are looking at a map that has a sort of representation of places but the whole notion of an army actually "moving" to a space is just a representation, your game world could just as easily be represented as a text-based list, it's not an actual space. You're dealing with something very different from the structure of almost all other video games, and chances are any engine you think of, even an RTS-optimized engine, is not going to work too well with it. Paradox naturally uses their own engines, these being Europa Engine and later, Clausewitz Engine, and they used to license them out but then realized that it made more sense not to do so, because restricting it would make it harder for small, fledgeling developers to make something more popular than Paradox and force them to make good games in turn to compete.

    Now I mean, you "could" make a strategy game in Unity or something. But it'd be pretty shit, and doubly so because people would be comparing it to strategy games from the 00s when hindoo incompetence hadn't overrun the gaming industry, the RTS genre was at its peak, 4X was doing well, and there was a lot of talent and budget going into making really good strategy games, most of which have aged well enough due to the genre's stagnation that players can and will compare your attempt at a Unity strategy game to the older titles as though they're contemporaries, and whatever you've made won't hold up. The same holds true for grand strategy. If you make a grand strategy game, it's not just going to compete with Paradox's newer catastrophes, it's going to be competing with older stuff from when Paradox was competent, like Victoria 2 - and it will have to be extremely good, or people will just stick to the existing Paradox games. Grand strategy is a lot like an MMO in that people tend to play them for massive amounts of time, again and again, sometimes even as the same country each time, and the whole fatigue and desire for a new game is nowhere near as pronounced as it might be for, say an RPG or a platformer. Where someone who's played an RPG to death might buy a different RPG and give it a shot, someone who's played Victoria 2 to death might decide "hmm this time I will play as Sardinia-Piedmont instead of doing the 10th Netherlands game in a row". Your game can't just be new and different - it has to be so good that it's worth "switching over", same as if you were trying to poach an MMO fanbase.

    To actually have a competitor to Paradox arrive you'd need some reasonably wealthy publisher together with a highly skilled developer to decide to take a stab at that exact niche genre, with a willingness to make a high initial investment while understanding that the returns will never be extremely great, and that the most they can expect out of it is perhaps a consistent fanbase - and even then, they could still make a few small design errors that lead to people sticking to existing Paradox games. On top of that you'd have to have a developer willing to constrain themselves to developing a historical game, because the whole historical aspect is a big draw for the fans of Paradox games. Not that I think a fantasy or science fiction grand strategy would be impossible, but it might alienate more people than it would draw in, and it would also make it easier for developers to lose their vision of what a grand strategy is (this even happened to Paradox when they made Stellaris, which is a 4X), because without history as a guide you start getting tempted to balance things and reduce "railroading", but asymmetric balance of power, realistic instead of 4X-ish AI, and some degree of railroading due to a static map and its impact on geopolitics are all vital ingredients for a good grand strategy game.
     
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  20. normie Prophet Patron

    normie
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    cool
     
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  21. Life of the Party Arcane

    Life of the Party
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    https://www.gamewatcher.com/news/paradox-ceo-dlc-comments-fair-content-release

     
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  22. JarlFrank I like Thief THIS much Patron

    JarlFrank
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    Deep discounts that still make the full game with all DLC cost over 100 euros and I'm not even mentioning the overpriced DLC like CK2's ruler designer (which has negative review scores on Steam for how overpriced it is compared to what it does) which costs 5 bucks when all it does is add one new functionality. Also the amount of features offered by new DLCs never justify the ridiculous prices. A lot of full mid-budget indie games cost as much at full price as a Paradox DLC which adds 3 new features.

    Look at the price of this entire game, which is constantly being updated by its devs:
    https://store.steampowered.com/app/499660/Medieval_Kingdom_Wars/
    And compare it to the price of a single DLC for CK2:
    https://store.steampowered.com/app/756660/Expansion__Crusader_Kings_II_Holy_Fury/

    Now, yes, Holy Fury is one of the better DLCs that actually adds valuable content to the game by adding new Crusade mechanics that make crusades more sensible than before, and adding new pagan reformation mechanics.
    And yet...
    Let's actually look at the feature list:

    - Expanded Crusading mechanics
    - Expanded Pagan reformation mechanics
    - Inheritable bloodlines
    - Warrior lodges (which work very similar to societies added by a different DLC)
    - Random maps

    A lot of these are either expansions of already existing features, based on existing features from other DLC (the warrior lodges), or very situational (random maps don't matter to most players, as most players prefer the historical starts, for example).
    It's a good DLC, but is it really worth 20 bucks at its full price? Really? You can get entire games for 20 bucks. Some of the Total War games, like all the older ones (Rome, Medieval 2), as well as Empire, Shogun 2, Rome 2, can be gotten for around that price (the newer ones like Rome 2 only on a sale, but still; as of the current Steam summer sale Rome 2 is at 14 bucks). Civilization VI is at 14 bucks during the current summer sale. Civ V costs 30 without a sale, Civ 4 is even cheaper. The indie 4X Oriental Empires is at about 30 at full price, too.

    Paradox DLCs have this thing where the substantial ones that add 3 or 4 new features cost almost as much as some full games. Is that really an adequate price? And in addition to that, flavor features like portraits, music, unit models etc are split off from the DLC and have to be bought separately. I don't like the DLC policy of the Total War games either, but at least the recent ones gave us entirely new campaigns with new factions and units and mechanics for 15 bucks instead of 20, and unit packs that add mechanically interesting new units for 5 bucks.
    Paradox turns this up a notch: they sell a package of 4 new features for 20 bucks, new music for 5 bucks, new portraits for 5 bucks, new unit models for 5 bucks (and who even cares about unit models in a Paradox game lol, by all means those should be part of the 20 bucks DLC).

    That's just fucking ridiculous. DLC is good when it brings new content, yes. Supporting a game 5 years after release is good, yes.
    Selling 4 new features for almost the price of a full new game, and splitting off all the flavor stuff that should by all rights be part of that DLC into separate 5 dollar DLCs, is not.
     
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  23. vonAchdorf Prestigious Gentleman Arcane

    vonAchdorf
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    They reversed this a couple of DLC ago - they don't split their DLC anymore and all the flavor stuff is part of the DLC package.
     
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  24. fantadomat Dumbfuck! Dumbfuck Edgy

    fantadomat
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    Hahahahaha their next DLC was pushed back for 2020 even if it is almost done. It seems all that people are put on Imperator's miscarriage.
     
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  25. Space Satan Arcane

    Space Satan
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    Der Ewgige Swede gets fatter
    Interim Report January – June 2019
    Second quarter 2019
    • Revenues amounted to SEK 387.2 (298.8) million, an increase by 30 % compared to the same period last year.
    • Operating profit amounted to SEK 154.2 (99.4) million, an increase by 55 %.
    • Profit before tax amounted to SEK 154.0 (99.5) million, and profit after tax amounted to SEK 120.3 (77.9) million.
    • Cash flow from operating activities amounted to SEK 232.7 (182.3) million, and cash flow from investing activities amounted to SEK -104.9 (-121.2) million.
    • By the end of the period cash amounted to SEK 396.4 (329.3) million.
    • Earnings per share amounted to SEK 1.14 (0.74) per share.
    • Revenues in the quarter are mainly attributable to Cities: Skylines, Hearts of Iron IV, Imperator: Rome, Stellaris and Surviving Mars.
    Half year 2019
    • Revenues for the period amounted to SEK 625.4 (565.8) million, an increase by 11 % compared to the same period last year.
    • Operating profit amounted to SEK 217.0 (239.9) million, a decrease by 10 %.
    • Profit before tax amounted to SEK 217.2 (240.1) million, and profit after tax amounted to SEK 169.6 (186.7) million.
    • Earnings per share amounted to SEK 1.61 (1.77).
    Important events in the second quarter 2019
    • One new game was released during the period, Imperator: Rome, developed by Paradox Development Studio.
    • Six new expansions were released during the period; Urban Warfare for BATTLETECH, Campus for Cities: Skylines, Green Planet for Surviving Mars, Ancient Relics Story Pack for Stellaris, Industries for Cities: Skylines Console, and Leviathans Story Pack for Stellaris: Console Edition.
    • In June, the new game Empire of Sin was announced, developed by Romero Games. The game is planned for release in spring 2020.
    • A collaboration has been initiated with publisher and developer Double Eleven for continued development of the game Prison Architect on PC and console.
    • Steam Summer Sale took place June 25 to July 9.
    • At the Annual General Meeting on May 17, Mathias Hermansson was elected as a new board member. Cecilia Beck-Friis declined re-election.
    Show Spoiler

    Comments from CEO
    Strong cash flow that lays the foundation for our continued growth
    We finance our entire growth with the cash flow from our current operations. High profitability is the basis for strong cash flow and thus an important prerequisite for us to be able to invest in the future. Both the development and marketing of our games start long before the games are released, and substantial parts of these costs are recognized immediately. This means that we have costs for our games long before they start to generate revenue, which has also been the case during the second quarter of the year with, for example, Vampire: The Masquerade – Bloodlines 2, Age of Wonders: Planetfall and Empire of Sin. The profitability of the period is thus held back the more we invest in future games, and this trend will continue so long as we continue to increase our investments.

    When we develop and plan our business, it is crucial for us to maintain a good balance between generating high profitability in the period and at the same time building for the future. We think we succeed well in achieving this balance. During the second quarter of the year we set a new revenue record. Revenues amounted to SEK 387.2 million, compared with SEK 298.8 million in the second quarter of 2018. This resulted in an increase of 30 % compared to last year’s second quarter, and an increase of 15 % compared to the previous revenue record from the fourth quarter of 2018. The quarter’s profit before tax amounted to SEK 154.0 million, compared with SEK 99.5 million in the second quarter of 2018. At the same time, we continued to increase our investments for the future; during the quarter we spent more on game development and marketing of games than we have in any previous quarter.

    Our cash flow continues to be strong. Despite the fact that we spent more than ever during the quarter on both game development and marketing and distributed SEK 105.6 million to our shareholders as dividend, the total cash flow was positive and we closed the quarter with a record-high cash position. Our positive cash flow comes entirely from current operations and has been extra strong this quarter thanks to an advance payment for our collaboration with Xbox Game Pass. The second quarter of the year has thus continued on the same growth path that Paradox has followed for several years, with a well-balanced, continuous increase of both cash flows from operating activities and investments for the future.

    As always, our quarterly financial outcome depends on the new games and expansions we release during the quarter. During the second quarter we released an entirely new game, Imperator: Rome. Imperator: Rome is the latest addition to our portfolio of grand strategy games and is developed by our Stockholm-based Paradox Development Studio. The game was well received by industry media, but the reception from our players has not been as positive as we had hoped for. We are grateful for our active player community and take all feedback from our players very seriously. Positive as well as negative opinions have, after thorough analysis, helped shape the three free updates we have delivered so far to Imperator: Rome and will continue to do so going forward. Both the released and the upcoming updates that are currently being tested by our players have improved the game’s experience and have been met with a positive response. We have also published our development plan for the game for the coming year.

    During the quarter, we also released six expansions to existing games. Last year’s new games BATTLETECH and Surviving Mars received new expansions through Urban Warfare and Green Planet, respectively. We released the Campus expansion to our top seller Cities: Skylines while the popular expansion Industries made its way to Cities: Skylines – Console Edition. Stellaris celebrated a three-year anniversary during the quarter and received two new Story Packs; Ancient Relics for PC players and Leviathans for console players.

    During the quarter, we deepened our collaboration with Microsoft through the new Xbox Game Pass for PC subscription service. We have previously participated in Xbox Game Pass for console and when Microsoft released the service for PC earlier in June this year, we were part of the launch with Imperator: Rome, Surviving Mars and Tyranny. It is important for us to continuously test new ways to offer our games to the market and the Xbox Game Pass is an interesting one. Our main distribution platform continues to be Steam, with another successful Summer Sale capping off the quarter.

    In June, we participated in the E3 video game trade show in Los Angeles, where we presented several of our upcoming games. It was there that we had the pleasure to announce our upcoming game Empire of Sin, a strategy game set in the 1920s in Chicago’s criminal underworld. The game is developed by Romero Games and has a planned release in spring 2020 on PC as well as PlayStation, Xbox and Nintendo Switch. Through Empire of Sin we continue to expand within one of our most successful gaming genres, strategy games. While our most successful strategy games to date have been real-time grand strategy games, Empire of Sin is a turn-based strategy game with tactical features.

    On August 6, we released our new game Age of Wonders: Planetfall. The game has been very well received by both players and industry media and we look forward to continuing to develop the game for a long time ahead. Age of Wonders: Planetfall is a turn-based strategy game in a science fiction environment that complements and expands our existing portfolio of strategy games in a good way. The game is developed by our Dutch studio Triumph Studios and is the first Triumph-developed game released since we acquired the studio in 2017.

    We enthusiastically look forward to an eventful second half of 2019. For us at Paradox, this year’s highlight will be October 18th to 20th, when PDXCON 2019 takes place in Berlin. We feel extremely privileged to once again meet so many Paradox fans eye to eye.

    Ebba Ljungerud, CEO
     
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