


I think he may overestimate the degree to which people would see the breezy suburban modernity of The Sims as comparable to the epic medieval scope of his game still, it's definitely there. He also mentioned a few games as influences, saying that Crusader Kings II ".(drew) inspiration from various spiritual ancestors some relatively obscure, like The Lords of Midnight and Birthright: The Gorgon's Alliance and others not so obscure, like The Sims." Paradox's commitment to pushing the Europa Universalis game engine to its limits is both slightly bemusing (it was clunky enough when it debuted over a decade ago) and impressive in how much the team seems to be succeeding. "It was more a matter of taking all the similar systems we've developed at Paradox Development Studio over the course of multiple games ( Europa Universalis, Crusader Kings, etcetera) and trying to find a better, unified way of realizing the same thing, with the added requirements of a character based game." First, Crusader Kings II was another evolutionary step for the team. I asked Fåhraeus about the influences and goals for the project, and he gave two main motivators.
