Teaching Paradox: Hearts of Iron IV, Part II: Divisions, Designers and Doctrines

This is the second part (I) of our long-delayed series looking at Hearts of Iron IV, Paradox Interactive's World War II grand strategy game and also one of the most popular strategy games currently on the market. Last week, we looked at how HoI4 simulates combat, particularly its focus on operations (rather than tactics or, … Continue reading Teaching Paradox: Hearts of Iron IV, Part II: Divisions, Designers and Doctrines →

Teaching Paradox: Hearts of Iron IV, Part I: Operational Art

This week, at long last, we begin our long-delayed but always expected something that we blog for: the Hearts of Iron IV Teaching Paradox series! This has been a long requested series that I put off for a long time because I wasn't entirely sure how I wanted to tackle it. But my thoughts here … Continue reading Teaching Paradox: Hearts of Iron IV, Part I: Operational Art →

Miscellania: Europa Universalis V Confirmed! (First Impressions)

Something different this week! The folks at Paradox Development Studios were nice enough to give me a review copy of the upcoming Europa Universalis V (releasing Nov. 4) ahead of release so that I could share some thoughts! For the unfamiliar, Europa Universalis is a series of strategy games covering the early modern period (traditionally … Continue reading Miscellania: Europa Universalis V Confirmed! (First Impressions) →

Collections: Teaching Paradox, Imperator, Part IIIb: Imperator Interrupted

This is the second half of the third and final part of our three-part (I, IIa, IIb, IIIa, IIIb) look at Paradox Interactives ancient grand strategy game, Imperator: Rome, which covers (inter alia) the period of the collapse of the Roman Republic, which we generally call the Late Republic (c. 133-31 BC). Last time, we … Continue reading Collections: Teaching Paradox, Imperator, Part IIIb: Imperator Interrupted →

Collections: Teaching Paradox, Imperator, Part IIIa: De Re Publica

This is the first half of the third part of our three-part (I, IIa, IIb, IIIa, IIIb) look at Paradox Interactive’s ancient grand strategy game Imperator: Rome, running from the late fourth through the first century BCE, a period that, relevant for today's discussion, covers the Middle and Late Roman Republic, including the collapse of … Continue reading Collections: Teaching Paradox, Imperator, Part IIIa: De Re Publica →

Collections: Teaching Paradox, Imperator, Part IIb: Built in a Day

This is the second half of the second part of our three part (I, IIa, IIb, IIIa, IIIb) look at Paradox Interactive's ancient grand strategy game Imperator: Rome which covers the broader Mediterranean and South Asia from the very late fourth century through to the end of the first century BC, the period of the … Continue reading Collections: Teaching Paradox, Imperator, Part IIb: Built in a Day →

Collections: Teaching Paradox, Imperator, Part IIa: Pops and Chains

This is the first half of the second part of our three part (I, IIa, IIb, IIIa, IIIb) look at Paradox Interactive's Hellenistic-era grand strategy game Imperator: Rome. I had hoped to do this part in a single post, but my book writing schedule intervened and so it became necessary to split it up. Last … Continue reading Collections: Teaching Paradox, Imperator, Part IIa: Pops and Chains →

Collections: Teaching Paradox, Imperator, Part I: Divisa in Partes Tres

This is the first part of a three-part (I, IIa, IIb, IIIa, IIIb) series, examining the historical assumptions of Imperator: Rome, a historical grand strategy game by Paradox Interactive, set during the rise and collapse of the Roman Republic from 304-27 BC and covering the broader Mediterranean world and South Asia. This is also the … Continue reading Collections: Teaching Paradox, Imperator, Part I: Divisa in Partes Tres →

Collections: Teaching Paradox, Crusader Kings III, Part IV: Emperors, Soldiers and Peasants

This is the last part of a four part series (I, IIa, IIb, III, IV) examining the historical assumptions behind the popular medieval grand strategy game Crusader Kings III, made by Paradox Interactive. In the previous sections, we'd laid out what CKIII does very well: building a simulated model (albeit a simplified one) of power … Continue reading Collections: Teaching Paradox, Crusader Kings III, Part IV: Emperors, Soldiers and Peasants →

Collections: Teaching Paradox, Crusader Kings III, Part III: Constructivisting a Kingdom

This is the third part of a four part series (I, IIa, IIb, III, IV) examining the historical assumptions behind the popular medieval grand strategy game Crusader Kings III, made by Paradox Interactive. In the last part (in two sections), we discussed how CKIII attempts to model decentralized political power in the fragmented polities of … Continue reading Collections: Teaching Paradox, Crusader Kings III, Part III: Constructivisting a Kingdom →