Annual Report 2019
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Crusader Kings II to Europa Universalis IV Converter Summary
Crusader Kings II to Europa Universalis IV Converter The Crusader Kings II to Europa Universalis IV Converter will let you take any point in time in the Crusader Kings II game and convert that into a Europa Universalis IV game. You can export your Crusader Kings II game at any time while playing or when at the end game screen. In the Europa Universalis IV launcher, you then select the exported game as a mod. No matter what the game date is in Crusader Kings II, it will be 1444 in Europa Universalis IV. Crusader Kings II features a lot of content with focus on Europe, which gives us more nations, different religions, culture groups and so on than exist in Europa Universalis IV. So, let's say you managed to save Zoroastrianism from extinction in your game. Even though EU4 does not have that religion, the converter will create a mod for Europa Universalis IV where it does! Among the dynamically created things are nation names, cultures, religions and flags. We've tried to transfer as much data as possible from Crusader Kings II, including special events. Independent Counts and Dukes of Crusader Kings II will be happy to know that they'll get promoted to kings after converting. Buildings, wars and technology are not exported since there is no way to map them to something in Europa Universalis IV in any sensible way. Every independent nation is converted to a Europa Universalis IV equivalent where possible. Where it is impossible to map it to an already existing one a new nation is created with its own unique flag. -
Crusader Kings 2 2.8.2.1 Download Free Crusader Kings II - Middle Mars V.1.0.6 - Game Mod - Download
crusader kings 2 2.8.2.1 download free Crusader Kings II - Middle Mars v.1.0.6 - Game mod - Download. The file Middle Mars v.1.0.6 is a modification for Crusader Kings II , a(n) strategy game. Download for free. file type Game mod. file size 58.1 MB. last update Tuesday, April 6, 2021. Report problems with download to [email protected] Middle Mars is a mod for Crusader Kings II , created by zombaxx. Description: Long ago, many centuries after Mars had been fully Terraformed, Earth went dark on the same day all existing electronics on Mars stopped working. All ships not in orbit fell from the sky. Mars quickly descended into chaos as society collapsed, bringing on a new Dark Age. Most of the population succumbed to famine as governments broke down and nations fractured. Around 1000 years later humanity is recovering and has entered a new Medieval Era, largely forgetting the accurate history of humanity and the disaster. No one knows if Earth is still around and is thought of as more of a holy icon and legend. Some ideologies reject the concept or existence of Earth as we know it. Extract into �My Documents\Paradox Interactive\Crusader Kings II\mods� and activate in game�s menu. Crusader Kings II - Zhiza v.6022021 - Game mod - Download. The file Zhiza v.6022021 is a modification for Crusader Kings II , a(n) strategy game. Download for free. file type Game mod. file size 1.3 MB. last update Wednesday, March 10, 2021. Report problems with download to [email protected] Zhiza is a mod for Crusader Kings II , created by modester. -
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Master's Thesis: Visualizing Storytelling in Games
Chronicle Developing a visualisation of emergent narratives in grand strategy games EDVARD RUTSTRO¨ M JONAS WICKERSTRO¨ M Master's Thesis in Interaction Design Department of Applied Information Technology Chalmers University of Technology Gothenburg, Sweden 2013 Master's Thesis 2013:091 The Authors grants to Chalmers University of Technology and University of Gothen- burg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Authors warrants that they are the authors to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Authors shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Authors has signed a copyright agreement with a third party regarding the Work, the Authors warrants hereby that they have obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Chronicle Developing a Visualisation of Emergent Narratives in Grand Strategy Games c EDVARD RUTSTROM,¨ June 2013. c JONAS WICKERSTROM,¨ June 2013. Examiner: OLOF TORGERSSON Department of Applied Information Technology Chalmers University of Technology, SE-412 96, G¨oteborg, Sweden Telephone +46 (0)31-772 1000 Gothenburg, Sweden June 2013 Abstract Many games of high complexity give rise to emergent narratives, where the events of the game are retold as a story. The goal of this thesis was to investigate ways to support the player in discovering their own emergent stories in grand strategy games. -
Chinese Corporate Acquisitions in Sweden: a Survey Jerker Hellström, Oscar Almén, Johan Englund
Chinese corporate acquisitions in Sweden: A survey Jerker Hellström, Oscar Almén, Johan Englund Main conclusions • This survey has resulted in the first comprehensive and openly accessible compilation of Chinese corporate acquisitions in Sweden. • The audit has identified 51 companies in Sweden in which Chinese (including Hong Kong) companies have acquired a majority ownership. In addition, the survey has identified another 14 minority acquisitions. • Zhejiang Geely’s acquisition of a minority stake in Swedish truck-maker AB Volvo was among the largest Chinese acquisitions completed in Europe and North America in 2018. • Through these acquisitions, Chinese investors have taken control of at least some one hundred subsidiaries. • Most of the identified acquisitions were made since 2014. The highest annual amount of acquisitions was recorded in 2017. • The majority of the acquired companies belong to the following five sectors: industrial products and machinery, health and biotechnology, information and communications technology (ICT), electronics, and the automotive industry. • For nearly half of the acquired companies, there is a correlation between their operations and the technology sectors highlighted in the “Made in China 2025” plan for China's national industrial development. The sectors included in the plan are of particular importance to the Chinese state. • This survey includes several companies that have not been identified as Chinese acquisitions in previous compilations of Chinese investments. • More than 1,000 companies have reported to Sweden’s Companies Registration Office that their beneficial owner is a citizen of either China or Hong Kong. For the majority of these companies, however, the Chinese ownership is not a result of an acquisition. -
Year-End Report and Quarterly Report October - December 2020-01-01 - 2020-12-31
YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2020-01-01 - 2020-12-31 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2020-01-01 - 2020-12-31 *Please note that this is a translation for information purposes only - in case of any discrepancies between this version and the Swedish, the Swedish version shall prevail. Paradox Interactive AB (publ) • Org.nr: 556667-4759 • Magnus Ladulåsgatan 4, 118 66 Stockholm • www.paradoxinteractive.com 1 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2020-01-01 - 2020-12-31 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2020-01-01 - 2020-12-31 FOURTH QUARTER 2020 IMPORTANT EVENTS IN THE FOURTH QUARTER 2020 • Revenues amounted to MSEK 433.7 (MSEK 381.3), an increase by 14 % • The new game Empire of Sin, developed by Romero Games, was released compared to the same period last year. December 1, 2020. • Operating profit amounted to MSEK 79.5 (MSEK 163.5), a decrease by 51 %. • Two expansions were released during the period; Star Kings for Age of • Profit after financial items amounted to MSEK 78.6 (MSEK 156.7), and profit Wonders: Planetfall, and Battle for the Bosporus for Hearts of Iron IV. after tax amounted to MSEK 59.5 (MSEK 130.5). • The Group’s employees continue to work from home to reduce the spread of • Cash flow from operating activities amounted to MSEK 387.1 (MSEK 265.4), and Covid-19. cash flow from investing activities amounted to MSEK -207.3 (MSEK -135.4). • By the end of the period cash amounted to MSEK 767.6 (MSEK 554.2). -
Publisher Version (Open Access)
EUROCENTRIC VALUES AT PLAY MODDING THE COLONIAL FROM THE INDIGENOUS PERSPECTIVE RHETT LOBAN AND THOMAS APPERLEY Indigenous people and cultures are rarely included in digital games, and if they are it is often in a rather thoughtless manner. The indigenous peoples and cultures of many parts of the world have been portrayed in digital games in several ways that show little respect or understanding of the important issues these populations face. For example, in the Australian-made Ty the Tasmanian Tiger (Electronic Arts, 2002), Australian Aboriginal people are completely absent, replaced by anthropomorphized indigenous animals some of whom wear traditional face paint, while the plot involves rescuing other animals from the “dreamtime.” So while a secularized white settler version of Aboriginal culture is a core part of the game, the people are absent. The controversial mobile game Survival Island 3: Australia Story (NIL Entertainment, 2015), was removed from the Google Play and Apple stores in January 2016, largely because of an online petition that was concerned the game encouraged violence against indigenous Australians. The game portrayed Aboriginal people as “savages” who contributed to the difficulty of surviving in the Australian outback. Other games have appropriated indigenous iconography and culture, like Mark of Kri (Sony Computer Entertainment, 2002) which used traditional Māori (the indigenous people of Aotearoa/New Zealand) facial tattoo or Tā moko on characters in the game. These examples are disappointing, and seem to represent a common 1 occurrence in commercial non-indigenous media. However, there have also recently been a number of critically acclaimed commercial gaming projects which deal with indigenous culture and issues from an indigenous perspective, for example the game Never Alone/Kisima Inŋitchuŋa (E-Line Media, 2014), made by Upper One Games in partnership with 2 Alaska’s Cook Inlet Tribal Council. -
University of Birmingham the Virtual
University of Birmingham The virtual prison as a digital cultural object Moran, Dominique; Etchegoyen, Lucy DOI: 10.1177/0308518X16673366 License: None: All rights reserved Document Version Peer reviewed version Citation for published version (Harvard): Moran, D & Etchegoyen, L 2017, 'The virtual prison as a digital cultural object: digital mediation of political opinion in simulation gaming', Environment and Planning A, vol. 49, no. 2, pp. 448-466. https://doi.org/10.1177/0308518X16673366 Link to publication on Research at Birmingham portal Publisher Rights Statement: Final Version of Record available at: http://dx.doi.org/10.1177/0308518X16673366 Checked 20/09/2016 General rights Unless a licence is specified above, all rights (including copyright and moral rights) in this document are retained by the authors and/or the copyright holders. The express permission of the copyright holder must be obtained for any use of this material other than for purposes permitted by law. •Users may freely distribute the URL that is used to identify this publication. •Users may download and/or print one copy of the publication from the University of Birmingham research portal for the purpose of private study or non-commercial research. •User may use extracts from the document in line with the concept of ‘fair dealing’ under the Copyright, Designs and Patents Act 1988 (?) •Users may not further distribute the material nor use it for the purposes of commercial gain. Where a licence is displayed above, please note the terms and conditions of the licence govern your use of this document. When citing, please reference the published version. Take down policy While the University of Birmingham exercises care and attention in making items available there are rare occasions when an item has been uploaded in error or has been deemed to be commercially or otherwise sensitive. -
Year-End Report 2019-01-01 - 2019-12-31
YEAR-END REPORT 2019-01-01 - 2019-12-31 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2019-01-01 - 2019-12-31 *Please note that this is a translation for information purposes only - in case of any discrepancies between this version and the Swedish, the Swedish version shall prevail. Paradox Interactive AB (publ) • Org.nr: 556667-4759 • Magnus Ladulåsgatan 4, 118 66 Stockholm • www.paradoxinteractive.com 1 YEAR-END REPORT 2019-01-01 - 2019-12-31 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER FOURTH QUARTER 2019 • Paradox convention PDXCON took place in Berlin. • Revenues amounted to SEK 381.3 (336.9) million, an increase by 13 % • The new game Crusader Kings III, developed by Paradox Development compared to the same period last year. Studio, was announced with a planned release 2020. • Operating profit amounted to SEK 163.5 (146.8) million, an increase by 11 %. • Paradox Development Studio and the publishing branch moved to new Operating profit is positively affected by a reclassification of contingent premises at Magnus Ladulåsgatan in Stockholm. considerations in connection to the acquisition of Harebrained Schemes, amounting to SEK 44.1 million. AFTER THE END OF THE PERIOD • Profit before tax amounted to SEK 156.7 (146.8) million, and profit after tax • No significant events have taken place after the end of the period. amounted to SEK 130.5 (114.3) million. • Cash flow from operating activities amounted to SEK 265.4 (151.3) million, and cash flow from investing activities amounted to SEK -135.4 (-167.9) million. • By the end of the period cash amounted to SEK 554.2 (327.0) million. -
Metadefender Core V4.13.1
MetaDefender Core v4.13.1 © 2018 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of Metadefender Core 14 1. Quick Start with Metadefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Scan Files with Metadefender Core 21 2. Installing or Upgrading Metadefender Core 22 2.1. Recommended System Requirements 22 System Requirements For Server 22 Browser Requirements for the Metadefender Core Management Console 24 2.2. Installing Metadefender 25 Installation 25 Installation notes 25 2.2.1. Installing Metadefender Core using command line 26 2.2.2. Installing Metadefender Core using the Install Wizard 27 2.3. Upgrading MetaDefender Core 27 Upgrading from MetaDefender Core 3.x 27 Upgrading from MetaDefender Core 4.x 28 2.4. Metadefender Core Licensing 28 2.4.1. Activating Metadefender Licenses 28 2.4.2. Checking Your Metadefender Core License 35 2.5. Performance and Load Estimation 36 What to know before reading the results: Some factors that affect performance 36 How test results are calculated 37 Test Reports 37 Performance Report - Multi-Scanning On Linux 37 Performance Report - Multi-Scanning On Windows 41 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. Configuring Metadefender Core 50 3.1. Management Console 50 3.2. -
Interim Report 2019-01-01 - 2019-06-30
INTERIM REPORT 2019-01-01 - 2019-06-30 INTERIM REPORT 2019-01-01 - 2019-06-30 *Please note that this is a translation for information purposes only - in case of any discrepancies between this version and the Swedish, the Swedish version shall prevail. Paradox Interactive AB (publ) • Org.nr: 556667-4759 • Västgötagatan 5, 6th floor • S -118 27 Stockholm • www.paradoxinteractive.com 1 INTERIM REPORT 2019-01-01 - 2019-06-30 INTERIM REPORT 2019-01-01 - 2019-06-30 SECOND QUARTER 2019 • In June, the new game Empire of Sin was announced, developed by Romero • Revenues amounted to SEK 387.2 (298.8) million, an increase by 30 % compa- Games. The game is planned for release in spring 2020. red to the same period last year. • A collaboration has been initiated with publisher and developer Double • Operating profit amounted to SEK 154.2 (99.4) million, an increase by 55 %. Eleven for continued development of the game Prison Architect on PC and • Profit before tax amounted to SEK 154.0 (99.5) million, and profit after tax console. amounted to SEK 120.3 (77.9) million. • Steam Summer Sale took place June 25 to July 9. • Cash flow from operating activities amounted to SEK 232.7 (182.3) million, • At the Annual General Meeting on May 17, Mathias Hermansson was elected and cash flow from investing activities amounted to SEK -104.9 (-121.2) million. as a new board member. Cecilia Beck-Friis declined re-election. • By the end of the period cash amounted to SEK 396.4 (329.3) million. -
Europa Universalis Iv As a Catalyst for Worldbuilding
WORLDBUILDING INSIDE A BOX: EUROPA UNIVERSALIS IV AS A CATALYST FOR WORLDBUILDING JAYHANT SAULOG School of Design and Informatics Abertay University (May 2018) ABSTRACT Worldbuilding (the practice of creating fictional worlds) faces a unique challenge due to video games’ interactive nature, especially regarding sandbox games and non-linear narratives: how does one build a world in a genre so inherently pervasive? Where the player can be anyone and travel anywhere at any time? Where the game is less driven by the main story (or even lacking it completely), and instead leaves the world and setting to stand on its own? However, with the right platform, the pervasive nature of the sandbox genre can act as a catalyst to work to the worldbuilder’s advantage. When the platform asks questions, the worldbuilder is called to answer, and from this a development loop occurs resulting in a fleshed-out world that truly works in cooperation with the game. The research will seek to uncover the effectiveness of using the sandbox-strategy game Europa Universalis IV as a catalyst in the creation of a fantasy setting. The practical-led research will be twofold: the development of a game mod and the development of the world it will be set in. In addition to the main case study above, the research will look at existing literature on worldbuilding as well as a comparative approach on how other successful games have worldbuilt their settings. Keywords: worldbuilding, narrative, strategy, exposition, sandbox, secondary belief PREFACE I first started worldbuilding back in 2014 for the game Europa Universalis IV, set around an event called the Blackpowder Rebellion: an 18th century fantasy setting in which the commonfolk led a revolution against their magical masters with the help of gunpowder weapons.