Interim Report 2019-01-01 - 2019-06-30
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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. -
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. -
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. -
Advanced Guide for Beginners Table of Content
ADVANCED GUIDE FOR BEGINNERS TABLE OF CONTENT TABLE OF CONTENT THE EARLY GAME 5 WHAT IS YOUR PLAN? WHAT DO YOU WANT TO ACCOMPLISH IN THIS GAME? 7 SETTING EARLY RESEARCH PRIORITIES 9 EARLY PRODUCTION PRIORITIES 12 FIRE POWER OR STAYING POWER? 18 SPENDING POLITICAL POWER 24 MIDGAME 26 ORGANIZING AN ARMY 27 USING AIR POWER 34 USING NAVAL POWER 37 MID-GAME RESEARCH 39 MID-GAME PRODUCTION 41 THE LATE GAME 43 NAVAL INVASIONS 44 SPECIALIZED UNITS 47 UPGRADES AND REINFORCEMENTS 50 NUKES AND ROCKETS 52 RESISTANCE 54 IS THERE A STRATEGY TO THE PEACE TREATY? 56 2 INTRODUCTION Hearts of Iron IV is one of Paradox Development Studio’s most popular titles, but also a bit of an outsider. Unlike the broad open-ended stories that are availa- ble to you in Crusader Kings II or Europa Universalis IV, Hearts of Iron is a ruthlessly focused game. You are not shackled to history, but the game is about World War II and World War II will happen. Of course, the World War II you encounter in a game will bear only a passing resemblance to the one we know from history. Maybe Germany goes after the Soviet Union first, and maybe Italy decides to go its own way in 1938. But Hearts of Iron is still a game about war – preparing for war, researching war re- lated technologies, developing attack plans and then keeping that war machi- ne going until the issue is settled. To this end, Hearts of Iron has a much greater emphasis on military matters than political or economic matters. -
Great Meme War:” the Alt-Right and Its Multifarious Enemies
Angles New Perspectives on the Anglophone World 10 | 2020 Creating the Enemy The “Great Meme War:” the Alt-Right and its Multifarious Enemies Maxime Dafaure Electronic version URL: http://journals.openedition.org/angles/369 ISSN: 2274-2042 Publisher Société des Anglicistes de l'Enseignement Supérieur Electronic reference Maxime Dafaure, « The “Great Meme War:” the Alt-Right and its Multifarious Enemies », Angles [Online], 10 | 2020, Online since 01 April 2020, connection on 28 July 2020. URL : http:// journals.openedition.org/angles/369 This text was automatically generated on 28 July 2020. Angles. New Perspectives on the Anglophone World is licensed under a Creative Commons Attribution- NonCommercial-ShareAlike 4.0 International License. The “Great Meme War:” the Alt-Right and its Multifarious Enemies 1 The “Great Meme War:” the Alt- Right and its Multifarious Enemies Maxime Dafaure Memes and the metapolitics of the alt-right 1 The alt-right has been a major actor of the online culture wars of the past few years. Since it came to prominence during the 2014 Gamergate controversy,1 this loosely- defined, puzzling movement has achieved mainstream recognition and has been the subject of discussion by journalists and scholars alike. Although the movement is notoriously difficult to define, a few overarching themes can be delineated: unequivocal rejections of immigration and multiculturalism among most, if not all, alt- right subgroups; an intense criticism of feminism, in particular within the manosphere community, which itself is divided into several clans with different goals and subcultures (men’s rights activists, Men Going Their Own Way, pick-up artists, incels).2 Demographically speaking, an overwhelming majority of alt-righters are white heterosexual males, one of the major social categories who feel dispossessed and resentful, as pointed out as early as in the mid-20th century by Daniel Bell, and more recently by Michael Kimmel (Angry White Men 2013) and Dick Howard (Les Ombres de l’Amérique 2017). -
Europa Universalis IV: Third Rome
Welcome to Europa Universalis IV: Third Rome hird Rome is the first “immersion pack” for Europa Universalis IV. Immersion packs are a new type of expansion for EU4, intended to bring T greater detail and historical customization to a particular region. For Third Rome, we have chosen to focus on Russia, one of the most popular starting regions for many of our players. Russia is big. It stretches from Lithuania in the West to the Pacific in the East, from the Baltic in the North to the Black Sea in the South. The story of how a princely backwater became one of the most important nations in the world is a colorful one, full of terror and triumph. Third Rome starts with a more detailed map of the Russian region and then adds new government types, new special Russian abilities, and revised idea groups that include a unique colonization mechanic that is better suited to Russia’s historic cross- ing of Siberia than the current Idea System. The title of the immersion pack comes from a letter written by a Russian monk to the Muscovite Grand Duke Vasili III. For this monk, Muscovy was the final bulwark of Christendom after the fall of Rome and Constantinople, so, naturally, the Orthodox Church plays a big part in this expansion. We have also introduced new government types for the princely states of Russia and the local merchant republics, as well as raising the Tsarist government to its own level, on par with other empires, but a thing with special powers of its own. -
Paradox Interactive AB (Publ) • Org.Nr: 556667-4759 • Västgötagatan 5, 6Th Floor • S-118 27 Stockholm • 1 ANNUAL REPORT 2017
ANNUAL REPOR 2017 omslag Annual Report 2017 *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 ANNUAL REPORT 2017 Annual Report 2017 TABLE OF CONTENTS 3. ABOUT PARADOX INTERACTIVE 20. FINANCIAL STATEMENTS 4. WORDS FROM THE CEO 21. ADMINISTRATION REPORT 7. THE YEAR IN BRIEF 35. INCOME STATEMENT 7. THE GAMES 36. BALANCE SHEET 8. THE PLAYERS 38. EQUITY CHANGE 9. THE PEOPLE 40. CASH FLOW STATEMENT 10. OTHER INITIATIVES 41. NOTES 11. FINANCIAL DEVELOPMENT 60. AUDITOR'S REPORT 12. PORTFOLIO 12. ACTIVE BRANDS 13. RELEASES DURING 2017 17. COMING RELEASES 18. MARKET 18. THE GLOBAL GAME MARKET 19. THE GAME INDUSTRY VALUE CHAIN Paradox Interactive AB (publ) • Org.nr: 556667-4759 • Västgötagatan 5, 6th floor • S-118 27 Stockholm • www.paradoxinteractive.com 2 ANNUAL REPORT 2017 About Paradox Interactive PUBLISHER, DEVELOPER OCH LICENSING The Paradox Interactive group includes publishing and internal development of arm. The development platform is primarily PC, but the company has released games and licensing of White Wolf’s brands. The publishing operation publishes games on console and mobile platforms as well. The largest markets today both internally developed titles and titles developed by independent studios as include the US, UK, Germany, France, Russia and Scandinavia. Today, over 2 well as music and books. The game portfolio includes more than 100 titles and million gamers play a Paradox game each month and the number of Paradox Paradox Interactive owns the most important brands, including Stellaris, Europa registered users exceeds seven million. -
Game Developer Index 2019
Game Developer Index 2019 Second edition October 2019 Published by the Swedish Games Industry Research: Nayomi Arvell Layout: Kim Persson Illustration, cover: Pontus Ullbors Text & analysis: Johanna Nylander The Swedish Games Industry is a collaboration between trade organizations ANGI and Spelplan-ASGD. ANGI represents publishers and distributors and Spelplan-ASGD represents developers and producers. Dataspelsbranschen Swedish Games Industry Magnus Ladulåsgatan 3, SE-116 35 Stockholm www.swedishgamesindustry.com Contact: [email protected] Key Figures KEY FIGURES 2018 2017 2016 2015 2014 2013 Number of companies 384 (+12%) 343 (+22%) 282 (+19%) 236 (+11%) 213 (25+%) 170 (+17%) Revenue EUR M 1 872 (+33%) 1 403 (+6%) 1 325 (+6%) 1 248 (+21%) 1 028 (+36%) 757 (+77%) Profit EUR M 335 (-25%) 446 (-49%) 872 (+65%) 525 (+43%) 369 (29+%) 287 (+639%) Employees 7 924 (+48%) 5 338 (+24%) 4 291 (+16%) 3 709 (+19%) 3 117 (+23%) 2 534 (+29%) Employees based in 5 320 (+14%) 4 670 (+25%) 3 750 No data No data No data Sweden Men 6 224 (79%) 4 297 (80%) 3 491 (81%) 3 060 (82%) 2 601 (83%) 2 128 (84%) Women 1 699 (21%) 1 041 (20%) 800 (19%) 651 (18%) 516 (17%) 405 (16%) Tom Clancy’s The Division 2, Ubisoft Massive Entertainment Index Preface Art and social impact – the next level for Swedish digital games 4 Preface 6 Summary The game developers just keep breaking records. What once was a sensation making news headlines 8 Revenue – “Swedish video games succeed internationally” 9 Revenue & Profit – is now the established order and every year new records are expected from the Game Developer 12 Employees Index. -
Hearts of Iron Iii Requirements
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Paradox to Be Listed on First North Premier
Paradox to be listed on First North Premier Information brochure Not for use in the US, Canada, Australia, Japan, Hongkong, New Zealand or South Africa Content 1. Paradox in brief 2. Financial information in summary 3. Rationale for listing 4. Transaction in summary 5. Risk factors Transaction in summary Price per share: 33 SEK Number of shares in offer: 16,327,400 Total value of offer: 539 million SEK Subscription period: 3–24 May 2016 Listing on Nasdaq First North Premier: Approximately 31 May 2016 Settlement: Approximately 30 May 2016 ISIN code: SE0008294953 Short name on Nasdaq First North Premier: PDX This information brochure is not a prospectus. The prospectus approved and registered by the Swedish Financial Supervisory May 2, 2016 contains detailed information about Paradox Interactive AB (publ) (“Paradox”) and the risks associated with an investment in Paradox. For complete terms and further information please refer to the prospectus, which is available on Paraodx website (www.paradoxinteractive.com) as well as on Avanzas website (www.avanza.se) and on Pepins website (www.pepins.com). The brochure is not intended to replace the prospectus as a basis for decisions and is not a recommendation to purchase shares in Paradox. Investors who want or are considering investing in Paradox are urged to read the prospectus in its entirety. The shares covered by the offer described in this information brochure have not been and will not be registered under the U.S. Securities Act of 1933. This information may not be distributed in or into the United States, Canada, Australia, Japan, HongKong, New Zealand or South Africa.