The empire building game Europa Universalis IV gives you control of a nation to guide through the years in order to create a dominant global empire. Rule your nation through the centuries, with unparalleled freedom, depth and historical accuracy.
User reviews:
Recent:
Mostly Positive (681 reviews) - 79% of the 681 user reviews in the last 30 days are positive.
Overall:
Very Positive (18,719 reviews) - 91% of the 18,719 user reviews for this game are positive.
Release Date: Aug 13, 2013

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Buy Europa Universalis IV

Buy Europa Universalis IV Extreme Edition

Includes additional DLC:
- Horsemen of the Crescent Unit Pack
- Star and Crescent DLC
- Conquest of Constantinople Music pack
- Women in History

Buy Paradox Grand Strategy Collection BUNDLE (?)

Includes 4 items: Crusader Kings II, Europa Universalis IV, Stellaris, Hearts of Iron IV: Cadet Edition

Buy Europa Universalis IV: Collection BUNDLE (?)

Includes 43 items: Europa Universalis IV - Digital Extreme Edition Upgrade Pack, Europa Universalis IV: Pre-order Pack, Europa Universalis IV - Call-to-Arms Pack, Europa Universalis IV, Europa Universalis IV: American Dream, Europa Universalis IV: National Monuments II, Europa Universalis IV: Conquistadors Unit pack, Europa Universalis IV: Native Americans Unit Pack, Europa Universalis IV: Conquest of Paradise, Europa Universalis IV: Songs of the New World, Europa Universalis IV: Native Americans II Unit Pack, Europa Universalis IV: Colonial British and French Unit Pack, Europa Universalis IV: Muslim Advisor Portraits, Europa Universalis IV: Wealth of Nations, Europa Universalis IV: Muslim Ships Unit Pack, Europa Universalis IV: Trade Nations Unit Pack, Europa Universalis IV: Res Publica, Europa Universalis IV: Anthology of Alternate History, Europa Universalis IV: Indian Ships Unit Pack, Europa Universalis IV: Wealth of Nations E-book, Europa Universalis IV: Republican Music Pack, Europa Universalis IV: Art of War, Europa Universalis IV: Evangelical Union Unit Pack, Europa Universalis IV: Catholic League Unit Pack, Europa Universalis IV: Songs of War Music Pack, Europa Universalis IV: Guns, Drums and Steel Music Pack, Europa Universalis IV: Art of War Ebook, Europa Universalis IV: El Dorado, Europa Universalis IV: El Dorado Content Pack, Europa Universalis IV: Guns, Drums and Steel Volume 2, Europa Universalis IV: Common Sense, Europa Universalis IV: Common Sense Content Pack, Europa Universalis IV: Common Sense E-Book, Europa Universalis IV: The Cossacks, Europa Universalis IV: The Cossacks Content Pack, Europa Universalis IV: Sounds from the community - Kairis Soundtrack, Europa Universalis IV: Sabaton Soundtrack, Europa Universalis IV: Mare Nostrum, Europa Universalis IV: Mare Nostrum Content Pack, Europa Universalis IV: Kairis Soundtack Part II, Europa Universalis IV: Fredman's Epistles, Europa Universalis IV: Rights of Man, Europa Universalis IV: Songs of Regency

Downloadable Content For This Game

 

Recent updates View all (137)

April 18

Hungary and Bohemia


Hello everyone and welcome to this Development Diary! For those that don’t know me, I am Trin Tragula, Content Designer of Europa Universalis, and today I will be the one writing the Tuesday Development Diary. As a Content Designer I am the one who plans and writes the events, decisions, maps, and similar things for the game. The subject of this diary will be the added content in the 1.21 “Hungary” Patch.



Background:

Hungary is in many ways a vital country to the period the game depicts. It is at the center of many events that came right before our start date, and these events are also the reason we start the game on the 11th of November in 1444.

As the only remaining major kingdom between the Ottomans and the larger Christian world Hungary nonetheless thrived in the 15th century, only to be reduced to a battleground for stronger powers after the defeat at Mohacs and up to the end of the era our game covers.

As you know, in the years leading up to 1444 Hungary has just emerged from a civil war between the supporters of the posthumous son of their last king, Ladislaus von Habsburg, and the dynamic young king of Poland, Wladyslaw Jagiellon. Wladyslaw’s supporters won this conflict and it is under Jagiellon leadership that Hungary, Bohemia, Poland, Lithuania and many others invaded the Ottoman Empire in 1443. This invasion was abruptly ended at Varna on the 10th of November in 1444 with the death of Wladyslaw and many others.

When the game opens Europe is recovering from the shocking defeat at Varna. Hungary is once again without king and powerful forces are aligning for or against the boy King, Ladislaus the Posthumous.

In Hungary patch we’ve tried to better capture the quite complicated situation of 1444 in Central and Southeastern Europe (one I have just barely touched in the short lines above). In order to do this we have both added new content and reworked some the old content related to Hungary, Austria and Bohemia.


Hungary:

Hungary has been the main focus of this patch and has received about 20 new events as well as a rework of a number of their old existing events.



Map Changes:

Hoping to both make Hungary more influential in the early game and to make the region more realistic and interesting to wage war in we have added a small number of provinces to Hungary in the 1.21 patch.
  • Slovakia/Upper Hungary has been redrawn and the new province of Trencin now guards the northern border of the Kingdom. Development and trade goods of the area in general has been revised a bit to better reflect reality.


  • The province of Fejér has been added between Sopron and Pest. The Hungarian capital in Pest is also now an inland center of trade, which both allows Hungary itself better control over the flow of trade, and makes the conquest of Budapest more important for any invader.


  • In the southern part of the kingdom we have added what was perhaps the most important of all Hungarian fortresses in 1444, Belgrade. The Hungarian kingdom had spent no small amount of energy acquiring the banate of Belgrade prior to our start date and its position at the confluence of the Sava and the Danube will make it a key province to control in the region from now on.

Events:

Hungary has received new events as well as reworks of their existing events. This is a broad (but not quite complete) overview of what we have added and why:

  • Early events will focus on recreating the rise of the Hunyadi family, allowing the player to partake in the Corvinian renaissance, with good advisors, opportunities to increase the wealth of the country and kick-starting institution spread in Budapest.
  • One of the more unique things about Hungary in this period was the so called ‘Black Army’, a very expensive, permanent, mercenary force that on numerous occasions was able to beat numerically superior armies. In the game you will be able to create the Black Army, allowing you to hire much stronger mercenaries at the cost of reducing your force limit and higher maintenance costs. Your nobility will remain skeptical of this mercenary force and will ask new kings to abolish it. The mercenaries may also mutiny if they don’t feel they are paid enough. If you are willing to pay the price however, you can enjoy mercenaries at +10% discipline up to the age of Reformation.
  • If Hussites are in power in Bohemia the Catholic estates can now turn to Hungary for protection. Should you help your brothers of faith they may offer you to be their king, giving you permanent claims on parts of their country.
  • There are a number of events dealing with the advance of the Turks, the establishment of a fortified frontier and the resettling of fleeing Balkan Christians within these lands.
  • The old “Advance of the Turks” event has been expanded upon and given follow-up events relating to the election of two different Hungarian monarchs, one with Austrian, western Hungarian and Croatian support and one with the support of Eastern Hungary. This could happen in a situation when the kingdom has been soundly defeated by the Ottomans.
  • There are now events dealing with the other peoples in the Hungarian realm such as Slovaks, Croats and Vlachs/Romanians and the development of their respective national movements as the game progresses.
  • The spread of the Protestant and Reformed faiths in the Hungarian realm now has dedicated events allowing the Hungarian player to encourage the reformation or invite the jesuits to help them work against it.
  • While the Hungarian Kingdom in our timeline was divided between Turks, Austrians and the Principality of Transylvania from the mid 16th century, we have added events based on the fate of the Hungarian people during these years to provide a continued interesting experience throughout the timeline.
Bohemia:



Map Changes:

In order to add more depth of maneuver and historical detail we have now split the province of Moravia into Brno and Olomouc and added a Moravia as a revolter country.

In Silesia we have added the province of Leignitz/Legnica and revised starting development values and trade goods a bit to better represent the importance of this area.


Events:
While the Hussite wars are a thing of the past in 1444, the Bohemian people are still largely heretics to Catholic Europe. Ladislaus the Posthumous is the presumed King of Bohemia as well as Hungary but the de facto government of Bohemia lies with the Hussite factions under George of Poděbrady.

Even prior to Hungary patch you could choose to support the Catholic or Hussite party but now this choice has a bigger impact than it used to:

With the Hussites in power you will now be less liked in Europe but enjoy stronger support internally. You will benefit from the tactical experience of the Hussite soldiers but the Catholic estates may offer the Bohemian crown to a foreign monarch willing to defend them.

Unless the pope acts against the continued heresy in Bohemia a strong Hussite movement could also make the Reformation trigger earlier than it otherwise would.

Minor Additions:

The Vistula Spit:

Prior to 1.21 Königsberg and Danzig have been connected by a strait at the end of the Vistula lagoon. This had the unfortunate side effect that the fort in Königsberg could prevent movement between Danzig and Marienburg. Something that was impossible to get around without a fleet. The strait was also unhistorical as by 1444 the Vistula spit was no longer open and the ports inside the Vistula lagoon did not have access to the Baltic sea.

In 1.21 the Vistula spit has been extended all the way to Königsberg, this means that you can now get to the fort there (though it will count as crossing a river) and that Marienburg and Ermland now start without ports.


Austria:

Austria has had a number of their existing events modified and can now also get new events relating to Hungary if they should come to control the country. Most importantly the advance of the Turks event now gives Austria permanent claims on Royal Hungary and Hungary itself is more likely to elect Hunyadi candidates to their throne, severely hurting relations with the Austrian monarchy.


Serbia:

Serbia was not the main focus of this patch but together with the addition of the province of Belgrade we have added a decision for the Serbian state to make Belgrade their capital if they are able to retake it from the Hungarians.

Moddability:
That is not all that is new in the Hungary patch however. I will now leave the word to Gnivom who, aside from programming the AI, has also been working on improving the moddability:

variable_arithmetic_trigger

Ever wished you could add or multiply values in triggers? You now can! Sort of, at least. The variable_arithmetic_trigger (VAT) allows you to use export_to_variable to a local variable, that only exists within the current trigger and its children. The following effects have been modified to be usable within the VAT (as well as, as mentioned, export_to_variable):
  • set_variable


  • change_variable


  • subtract_variable


  • multiply_variable


  • divide_variable
When used within a VAT, they can only modify variables created in a VAT, as triggers are not allowed to modify the game state. The triggers that evaluate variables can also evaluate local variables.

A VAT has the following members:
  • 1 custom_tooltip: It would be too complicated to generate a tooltip automatically, so all VATs need a custom tooltip.


  • Any number of export_to_variable


  • Any number of other effects, among the ones listed above


  • Any number of triggers
When the VAT is evaluated, it will first execute the export_to_variable effects, then go through the other effects and triggers in the order they are listed. Whenever it comes to an effect, it executes that effect. Whenever it comes to a trigger, if that trigger evaluates false so does the VAT, otherwise it continues. If it gets past all the triggers, it evaluates true. In that sense it is like the AND trigger. When the trigger is done with its evaluation it destroys all variables created in its export_to_variable effects.

A simple example:
variable_arithmetic_trigger = { custom_tooltip = HAS_HALF_THEIR_MANPOWER export_to_variable = { variable_name = my_manpower value = manpower } export_to_variable = { variable_name = their_manpower value = manpower who = FROM } multiply_variable = { which = my_manpower value = 2 } check_variable = { which = my_manpower value = their_manpower } }

One of the smart things with this design is that you can create conditional statements by utilizing the fact that AND and OR triggers stop evaluation when one child returns false and true, respectively. Check the following, more advanced, example:

variable_arithmetic_trigger = { custom_tooltip = HAS_MORE_MANPOWER_OR_HALF_IF_CATHOLIC export_to_variable = { variable_name = my_manpower value = manpower } export_to_variable = { variable_name = their_manpower value = manpower who = FROM } OR = { NOT = { religion = catholic } variable_arithmetic_trigger = { multiply_variable = { which = my_manpower value = 2 } always = yes # This line is superfluous } } check_variable = { which = my_manpower value = their_manpower } } In pseudo code, this is equivalent to: float my_manpower = GetManpower(THIS) float their_manpower = GetManpower(FROM) if religion == catholic My_manpower *= 2 Return my_manpower >= their_manpower

Although the syntax is horrible, this can be nested as much as you want to create really complicated logical conditions. It should be noted that variables are performance heavy, especially the export_to_variable, although that has been significantly improved in 1.20 and 1.21.

Scriptable Subject Types

Some modders may have noticed in 1.20 that we moved most of the differences between subject types to a script file. As of 1.21, entirely new subject types can be added just by adding entries in common/subject_types. The old subject types are still referred to in the code however, and can’t be removed. Just adding them there won’t make them visible in the game however. For that I added scriptable diplomatic actions.

Scriptable Diplomatic Action

In 1.21 you will be able to see a new folder in common called new_diplomatic_actions. This system is currently independent of what happens in diplomatic_actions, and they can’t be combined. One diplomatic action has been added there, and it might be easiest to learn how it works by checking that example, which asks someone to become your Dummy. Two things should be noted though. First, the AI will as it is never send these actions. I’m thinking of a way to make that work for a future patch. Second there is an entry called ai_acceptance. This is how it works:
  • It only accepts one type of entry, called add_entry


  • Each add_entry is a simplified/modified version of the variable_arithmetic_trigger. Namely, it doesn’t accept triggers, instead it has a “limit” entry that gets evaluated before even the export_to_variables are executed; and it has a “name” instead of “custom_tooltip”.


  • Each add_entry must define one local variable called “ai_value”. That variable will be evaluated after all effects have been executed.

As 1.21 is not yet available to you, I’ll paste the relevant script here for reference:

In subject_types I added this:
dummy = { copy_from = default } In new_diplomatic_actions, this: demand_dummy = { category = influence alert_index = 40 alert_tooltip = demand_dummy_alert_tooltip require_acceptance = yes # Whether the recipient gets an option to decline is_visible = { religion_group = christian is_subject = no FROM = { is_subject = no } } is_allowed = { variable_arithmetic_trigger = { custom_tooltip = HAS_MORE_MANPOWER export_to_variable = { variable_name = my_manpower value = manpower } export_to_variable = { variable_name = their_manpower value = manpower who = FROM } subtract_variable = { which = my_manpower which = their_manpower } check_variable = { which = my_manpower value = 0 } } religion = catholic } on_accept = { add_trust = { who = FROM value = 20 mutual = yes } create_subject = { subject_type = dummy subject = FROM } } on_decline = { add_trust = { who = FROM value = -100 mutual = no } } ai_acceptance = { add_entry = { name = ALWAYS_TEN export_to_variable = { variable_name = ai_value # Mandatory to use this name value = 10 } } add_entry = { name = OPINION export_to_variable = { variable_name = ai_value #value = opinion who = FROM with = THIS # This is supposed to work in the future value = 10 # Temporary value until then } divide_variable = { which = ai_value value = 4 } } } }

The result looks like this (I didn’t bother localizing ALWAYS_TEN):



Scriptable diplomatic actions will be in the 1.21 patch when it releases, but it is a feature we plan to improve and expand upon in the future.

Last but not least our Mod Coordinator Divine has also been working on a couple of additions to the 1.21 patch. This is a small list of those from the changelog.

- Added new country modifier 'sailor_maintenance_modifer' - Added defines BANKRUPTCY_BUILDING_DESTRUCTION_THRESHOLD, BANKRUPTCY_PROVINCE_DEVASTATION_GAIN. - Added the attribute "indestructible" to buildings, setting it to yes will exempt that type of building from being destroyed by bankruptcy. - Added add_adm_tech, add_dip_tech, add_mil_tech effects. - Added revanchism trigger. - Added log effect and trigger. - Added add_active_policy and had_active_policy effect and trigger. - Added scripted function can_declare_bankruptcy. - Added scripted function can_colonize_province. - Added add_next_institution_embracement = <int> province effect.

Have fun!

That was all for today about the Hungary patch and the content related to to Hungary and its European surroundings. Next Tuesday we will be sharing the complete changelist for the upcoming patch, which will be released in late april.

Read the original post


Useful links
Official Website
Europa Universalis IV Wiki
Europa Universalis IV Development Diary Archive

73 comments Read more

April 11

Sailors and Yuan in 1.21



Hello everyone and welcome to another Europa Universalis development diary. Last week we released the 1.20 ‘Ming’ Update and the Mandate of Heaven expansion. It is almost four years since we originally released the game, and it is still growing in popularity!

We just released a hotfix to address some urgent issues, but we’re also working on a new patch called 1.21 ‘Hungary’, which will be released in late April, if all goes well.

In 1.21 we’ve worked a lot on further improving the AI, fixing bugs and balanced the game as we usually do.

You may remember the talks we had in the winter, about how we were not satisfied with Sailors. Now in 1.21, we’re solving this problem, by doing the following things. First of all, ships out on the sea, will drain 2% of their Sailor build cost each month. Now with current values and playstyles, that would not be ideal, as your sailor pool would quickly be drained.

  • Each development now provides 30 instead of 25 sailors.
  • Naval Tradition provides 20% faster sailor recovery instead of +10%.
  • Docks and Shipyards (both versions) have swapped placed in the technology tree.
  • Autonomy from Burghers Estate no longer impact sailors from development.
  • Sheltered Ports in Maritime Ideas group reduces Sailor Maintenance by 10%.

We are rather happy with the end result, a better naval game, where all buildings are viable choices, and you need to invest in having the support for a naval force.

We also strengthened the naval ideagroup, by making Naval Cadets also reduce morale damage from sunk ships by 33%, increase Press Gangs from 20 to 25% Sailor Recovery Speed, and changing Superior Seamanship from 15% Naval Morale to 10% Naval Morale and adding +10% Naval Engangement modifier (ie, lets 10% more ships fire each round).




A cool thing we are adding in 1.21, is a new decision to form Yuan!

In 1444, the Ming dynasty is still in its relative infancy, having taken over China from the Yuan Empire in in the late 14th century. The remnants of the Yuan still remain in our start date in the form of the Mongolia tag (something you can already see in the tooltip for previous Emperors in the Empire of China interface.

For patch 1.21 we have expanded a bit on this and added a decision for Altaic countries to restore the Great Yuan Empire and reclaim the heritage of Kublai Khan. It will require you to unite the Eastern Altaic cultures and be the Empire of China (or at least Empire rank if you lack the Mandate of Heaven DLC) and will grant claims and ideas based on the Yuan Dynasty.




Speaking of forming nations, any manchu culture nation can form Manchu in 1.21


Next week, Trin Tragula will tell you all why the patch is called Hungary...

Read the original post


Useful links
Official Website
Europa Universalis IV Wiki
Europa Universalis IV Development Diary Archive

53 comments Read more

Reviews

“A hallmark of excellence.”
9,5/10 – Destructoid

“Europa Universalis IV is a masterwork of a strategy game.”
91/100 & Editors Choice – PC Gamer

“Complex and rewarding strategizing makes the fourth game in the Europa Universalis dynasty shine.”
9/10 & Editors Choice – Gamespot

Digital Deluxe Edition

The Digital Extreme Edition includes the following:

  • Star and Crescent - 50 new Muslim themed event pictures, as well as several new events for the Muslim nations
  • Horsemen of the Crescent Unit Pack - 12 unique cavalry modes for the Ottoman, Mamluk, and Persian nations. This enhances the visual experience of EUIV.
  • Conquest of Constantinople Music Pack - 3 tracks containing 10 new minutes of music masterly composed by Andreas Waldetoft

Featured DLC

Unit packs have now been repackaged as content packs, but can still be purchased individually. They can be found under the expansion they were released with.

Conquest of Paradise Content Pack contains:

  • Native Americans Unit Pack
  • Native Americans Unit Pack

Wealth of Nations Content Pack contains:

  • Trade Nations Unit Pack
  • Muslim Ships Unit Pack

Res Publica Content Pack contains:

  • Indian Subcontinent Unit Pack
  • Indian Ships Unit Pack

Art of War Content Pack contains:

  • Evangelical Union Unit Pack
  • Catholic League Unit Pack

About This Game

Fulfill Your Quest For Global Domination

Paradox Development Studio is back with the fourth installment of the award-winning Europa Universalis series. The empire building game Europa Universalis IV gives you control of a nation to guide through the years in order to create a dominant global empire. Rule your nation through the centuries, with unparalleled freedom, depth and historical accuracy. True exploration, trade, warfare and diplomacy will be brought to life in this epic title rife with rich strategic and tactical depth.

Main Features:

Make your own decisions

Nation building is completely flexible and the possibilities are endless.

Use your Monarch Power

Experience the new system of monarch power where your choices are influenced by the caliber of the man or woman you have at the top and will direct the ebb and flow of gameplay.

Experience history coming to life

The great personalities of the past are on hand to support you as you make your mark on thousands of historical events.

Turn the world into your playground

Enjoy hundreds of years of gameplay in a lush topographical map complete with dynamic seasonal effects.

Experience the all new trade system

The trade system adds a new dimension to the great trade empires of the period. Gain control of vital trade routes and make the wealth of the world flow to your coffers.

Bring out your negotiating skills in a deeper diplomatic system

Use coalitions, royal marriages and support for rebels and explore the possibilities of the new unilateral opinion system.

Engage in Cross-platform Multiplayer

Battle against your friends or try the co-operative multiplayer mode that allows several players to work together to control a single nation with up to 32 players. Featuring improved chat and new matchmaking servers.

Create your own history & customize your game

Europa Universalis IV gives you the chance to customize and mod practically anything your heart may desire and uses Steam Workshop.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS:Windows 7/Windows 8
    • Processor:Intel® Pentium® IV 2.4 GHz eller AMD 3500+
    • Memory:2 GB RAM
    • Graphics:NVIDIA® GeForce 8800 or ATI Radeon® X1900, 512mb video memory required
    • DirectX®:9.0c
    • Hard Drive:2 GB HD space
    • Sound:Direct X- compatible soundcard
    • Other Requirements:Broadband Internet connection
    • Additional:Controller support: 3-button mouse, keyboard and speakers. Internet Connection or LAN for multiplayer
    Recommended:
    • OS:/Windows 7/Windows 8
    • Processor:Intel® Pentium® IV 2.4 GHz or AMD 3500+
    • Memory:2 GB RAM
    • Graphics:NVIDIA® GeForce 8800 or ATI Radeon® X1900, 1024mb video memory recommended
    • DirectX®:9.0c
    • Hard Drive:2 GB HD space
    • Sound:Direct X-compatible soundcard
    • Other Requirements:Broadband Internet connection
    • Additional:Controller support: 3-button mouse, keyboard and speakers. Internet Connection or LAN for multiplayer
    Minimum:
    • OS:Mac OS X 10.6.8 or better
    • Processor:Intel Core Duo Processor (2GHz or better)
    • Memory:2 GB RAM
    • Graphics:ATI Radeon HD 6750 / NVIDIA GeForce 320 / NVIDIA GeForce 9600 or higher, 1024MB graphics memory required
    • Hard Drive:2 GB HD space
    • Other Requirements:Broadband Internet connection
    • Additional:GLSL 1.3, OpenGL 2.1. Controller support: 3-button mouse, keyboard and speakers. Internet Connection or LAN for multiplayer
    Recommended:
    • OS:Mac OS X 10.6.8 or better
    • Processor:Intel Core Duo Processor (2GHz or better)
    • Memory:2 GB RAM
    • Graphics:ATI Radeon HD 6750 / NVIDIA GeForce 320 / NVIDIA GeForce 9600 or higher, 1024MB graphics memory required
    • Hard Drive:2 GB HD space
    • Other Requirements:Broadband Internet connection
    • Additional:GLSL 1.3, OpenGL 2.1. Controller support: 3-button mouse, keyboard and speakers. Internet Connection or LAN for multiplayer
    Minimum:
    • OS:Ubuntu 14.04 LTS
    • Processor:Intel Core Duo Processor (2GHz or better)
    • Memory:2 GB RAM
    • Graphics:ATI Radeon HD 6750 / NVIDIA GeForce 320 / NVIDIA GeForce 9600 or higher, 1024MB graphics memory required
    • Hard Drive:2 GB HD space
    • Other Requirements:Broadband Internet connection
    • Additional:GLSL 1.3, OpenGL 2.1. Controller support: 3-button mouse, keyboard and speakers. Internet Connection or LAN for multiplayer
    Recommended:
    • OS:Ubuntu 14.04 LTS
    • Processor:Intel Core Duo Processor (2GHz or better)
    • Memory:2 GB RAM
    • Graphics:ATI Radeon HD 6750 / NVIDIA GeForce 320 / NVIDIA GeForce 9600 or higher, 1024MB graphics memory required
    • Hard Drive:2 GB HD space
    • Other Requirements:Broadband Internet connection
    • Additional:GLSL 1.3, OpenGL 2.1. Controller support: 3-button mouse, keyboard and speakers. Internet Connection or LAN for multiplayer
Customer reviews Learn More
Recent:
Mostly Positive (681 reviews)
Overall:
Very Positive (18,719 reviews)
Review Type


Purchase Type


Language


Display As:


(what is this?)
12,212 reviews match the filters above ( Very Positive)
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...