Paradox Interactive AB

Paradox Interactive AB

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Q2 FY2026 · Earnings Call TranscriptAugust 6, 2026

Fred Wester

Hello, and welcome to the Q2 stream 2026 for Paradox Interactive with me, Fred Wester, and— —and

Alex Bricca

I'm Alex Bricca, the CFO. Welcome, everyone.

Fred Wester

Welcome. Good to have you back.

We start rushing through this with my name. That's me.

Starting by saying that this is a solid first half of 2026. No big surprises, no big things that are upsetting in any way.

It's been sort of a typical quarter. We released nine pieces of content for seven of our franchises.

The only exclusion is Cities: Skylines. However, we see a very positive trend for Cities: Skylines 2 since Iceflake Studios took over by New Year's.

We see Cities: Skylines actually having the best sales quarter since release without releasing any new content. That gives us a lot of reason to look forward to the future when we're going to release a lot more content for Cities: Skylines 2, and for Cities: Skylines 1, for that matter.

Crusader Kings III and Stellaris launched new expansion passes, and Hearts of Iron IV and Age of Wonders 4 were both at the end of their expansion passes, they're going to recharge, as we say now, and starting over with new expansion passes. We entered the main list of the Nasdaq Stockholm Stock Exchange, marking a new milestone for the company, giving us new opportunities to do new things, like a share buyback program that we announced last night just after our board meeting, and it's going to take place as soon as we can, right?

Alex Bricca

Yeah.

Fred Wester

As we said in my words from the CEO that we point out in the quarterly report, we have a very exciting gamescom coming up in 3 weeks' time, we might just as well ask you to follow us on gamescom as well for more news because we're getting a lot of questions on future releases, but we can't say anything in these streams. We have to keep it in a certain marketing schedule as well.

The key releases, as you can see here, for all franchises, like I said, almost: Stellaris, Age of Wonders 4, Victoria 3, Hearts of Iron IV, Europa 5, and the last two pieces of content for Bloodlines 2 before we close that chapter of development. That was very quick, actually.

I think that's it. Hey, I don't get any more attention this time, but I think it was a good summary of what we've done so far on the product side.

I'll probably interfere with your—

Alex Bricca

It wasn't little.

Fred Wester

I'll interfere with your numbers instead.

Alex Bricca

Sure. Let's go through them.

Revenues for the second quarter came in at 524 million SEK, which is 14% up compared to same quarter of last year when we did 459. Let's look into the drivers a bit.

You that follows us knows that there are mainly two things that impacts the revenues. One is, quite often, the currency changes when we compare quarter-to-quarter.

It's negative for us this quarter as well, but not that much. It's roughly 2% negative on the revenue side.

It has been much higher the latest quarters we have been through, now it has been fairly stable. Despite some 2% headwind on FX, we are still increasing 14%.

That, of course, has to do with the main driver, and that is what we release in the quarter. If we look a bit franchise by franchise, one of the biggest change is for Hearts of Iron IV, where we had a big release in the quarter.

Last year, we had that one in Q1 instead, therefore Q2 versus Q2 comes with a substantial increase for Hearts of Iron IV. We released on Stellaris, Nomads, but there we had a big release last year as well, we did a lot of revenue this year for Stellaris, but we did actually even more last year.

Fred Wester

What's worth mentioning on the product side for Hearts of Iron is that Peace for Our Time that was released in Q2 is also made with one of our brought-in teams, which also emphasizes our push for more user-generated content. We have a lot of talented community members among our 6 million gamers, and some of them are making a lot of quality content for our games as well, and this is one example of that.

Alex Bricca

You're right. We had two releases on Hearts of Iron IV in the quarter.

Fred Wester

Correct.

Alex Bricca

Crusader Kings III released, as Fred mentioned, a smaller release. Last year, we had a massive release on CK3, therefore the revenues on Crusader Kings III is down if you just compare quarter.

Yeah.

Fred Wester

Last year was Khans of the Steppes, which was the major in that one. I don't remember what was the name of the release this year.

It was—

Alex Bricca

Songs of the Realm?

Fred Wester

Songs of the Realm, yeah. It was a smaller release.

Alex Bricca

As you mentioned, Fred, this is a bit strange for us. Cities didn't have any release, but still made huge revenue, because normally we push this message that if we don't have releases, we don't do much revenues.

This didn't apply for Cities. Of course, it has to do with the fact that we have a lot of players that have bought Cities: Skylines 1 and are fans of the franchise that now, little by little, are starting to buy Cities: Skylines 2.

Fred Wester

That is. You can see the sales climbing,

Alex Bricca

for sure. Age of Wonders 4, Victoria 3 had releases this year's Q2, but they had releases last year's Q2 as well, not much movement there.

Then of course, if we compare quarter-to-quarter, it's—or year-to-year, it's Europa Universalis was higher this year because we have Europa Universalis 5, and also Vampire: The Masquerade - Bloodlines 2 had some revenues in Q2 this year. As you mentioned, Fred, we released the two final DLCs for Bloodlines 2 in the quarter.

I think it was April and June, right? Mhm.

Top revenue contributors, the same ones as always: Cities 1 and 2, CK3, Hearts of Iron IV, Stellaris, Europa Universalis 5, Victoria 3, and Age of Wonders 4, and Bloodlines 2. No surprises there.

Let's move to operating profit. 182 million SEK this year compared to 133 last year.

That's up almost 50 million SEK, or 37%, and that comes with the revenue increase, of course. Profit after financial items, or profit before tax, 188 million SEK compared to 139, and the profit margin, 36% this year compared to 30%.

We think we can do better, right?

Fred Wester

We think so. On the margin side, we can probably be a bit over 40%.

At least that's the long-term sort of strategy for us.

Alex Bricca

Even though it's, of course, very strong with 36%. Equity-to-assets ratio, 76% compared to 81%.

Very solid company balance sheet. The reason to the decrease is that we prolonged the office lease agreement here in Stockholm for several years, and that is, according to the accounting rules, put on the balance sheet, it increases assets and it increases debt.

Therefore, the solidity goes down. Employees, number of colleagues to us during the quarter, average 695, so that's up significantly, I would say, from 640 last year.

The main growth is in our studios. Iceflake, percentage-wise, makes the biggest, of course, taking over Cities during this year.

Naturally, they are increasing. We've increased in Haemimont.

They have one live game, Surviving Mars, and they're working on other things as well. Paradox Development Studios in Stockholm have increased.

They have several projects going on, and some increases on publishing as well. Most in the studios.

Let's move—

Fred Wester

To the next page.

Alex Bricca

Let's see this chart. It shows revenues and our three main costs: cost of goods sold, selling expenses, and admin expenses.

Revenue, we have discussed, 524 compared to 459 last year. Cost of goods sold is up from 232 to 259.

We will look into that in detail on next page, let's save that. Selling expenses is very similar to last year, 53 million SEK compared to 54 million SEK Q2 of 2025, almost the same.

Movements within each game, depending on what has been released, of course, and what's about to be released. Last year, we had significant spending on EU5 and Bloodlines, even though they weren't released, but we were starting to prepare.

This year, it's up on HoI since we released, and also on an unannounced game which sooner or later will be announced. Right.

The marketing cost, we need to take in advance before we actually release a game, and some of them even before we announce a game. Admin expenses slightly higher than usual this quarter, 33 million compared to 27 million last year.

Half of that increase, roughly, is due to this list change we had that came with significant one-off costs. We don't see any major cost increases from being on this list, but it came with extra cost to do the list change.

Roughly 3 million in Q2 was due to that. Then, so that means that it's up 3 million.

Small changes between each quarter, this year we had a summer party for all employees here in Stockholm in June. Last year, we had it in—

Fred Wester

I wasn't even there.

Alex Bricca

No, you were invited.

Fred Wester

I was invited, but I wasn't there, it was not my fault, part of the cost there.

Alex Bricca

No. It was good.

Last year, we had it in September when we had the big staff conference,

Fred Wester

so

Alex Bricca

that means that—

Fred Wester

Moving costs around.

Alex Bricca

It moves a bit. Then, admin expenses normally stays quite flat, but with an increase of staff in general and an increase of the business, admin expenses comes up a little bit.

Let's—

Fred Wester

Move on.

Alex Bricca

Yes, let's dig into COGS, which is the biggest cost we have: 259 million, up from 232 million last year. It's made up of seven cost items, or that's how we describe them.

The ones that is often the biggest one is amortization of capitalized development. That came in at 103 million this year's Q2 compared to 79 million last year.

It's a 24 million increase, and more than 24 million is due to Europa Universalis 5 and Bloodlines.

Fred Wester

Mhm.

Alex Bricca

Only those two projects came with the higher amortization in Q2 that makes up this difference. That means that the rest is down, and especially Crusader Kings III that is down.

They had a huge release last Q2.

Fred Wester

Right.

Alex Bricca

Which has been almost fully amortized by now. Also Millennia had significant amounts last year, but not this year.

Write-downs, zero this year, zero last year, which is, of course, good. Then we have amortizations of licenses, trademarks, and similar rights.

This is down from 19 million SEK to 8 million SEK. The 8 million SEK, it refers to the acquisitions of Haemimont and the game Stranded: Alien Dawn, which we didn't have full of it last year.

What we do is when we acquire companies like Haemimont or assets like Stranded: Alien Dawn, we prefer to put as much of the investment cost onto assets that we amortize.

Fred Wester

Yeah.

Alex Bricca

It pushes down the profit in short and mid-term, but it's prudent way to do it and it helps us in the long term.

Fred Wester

Keeps the balance sheet clean from all goodwill like items and stuff like that. I think our total goodwill now is under 20 million

Alex Bricca

SEK.

Fred Wester

Yes, it's right. Somewhere under.

It keeps it clean,

Alex Bricca

for sure. Of course, take Haemimont, for example.

We expect the value of Haemimont to actually increase over the years as being part of Paradox, but that's not how we account for it. We account as the value actually disappears over, I think it's fully after 5 years, it's a very prudent way to handle it.

Why is it down? Last year, we had amortizations of Playion that we acquired back in 2020, and 5 years has gone, and then all amortizations have gone.

Therefore, we have zero amortizations left to do there. Depreciations, 7 million, same as last year, slightly, slightly down.

This is how you account for the rent, pretty much, for all the studios. Then we have non-capitalized development cost.

This is spending on game development projects that we don't capitalize for different reasons. It can be high risk; it can be early stages.

For example, we released, as we mentioned, two DLCs on Bloodlines 2 in the quarter. We have taken the full cost of that development— In

Fred Wester

this quarter.

Alex Bricca

As they come, yeah,

Fred Wester

and

Alex Bricca

a significant part of that development came in this quarter.

Fred Wester

Therefore,

Alex Bricca

that is high. We have all the profit share, which is company-wide, it's 6.5% of the quarterly profit that is taken as cost in the same quarter.

Most of it ends up here, because most of our employees are within the studios that are part of the cost of goods sold. Then we have some of the publishing costs as well for game development related matters ends up here.

Development support, operation, maintenance of games, it's pretty much the tech costs we have within the publishing unit. They do the launcher, mods, multiplayer functionality, forums.

It's up to 30 million SEK this Q2. It was 24 million Q2 of last year.

It fluctuates a little bit from quarter to quarter, and it also increases or decreases with the business. If we do more projects, if we hire more people, this goes up a little bit.

Royalties, the final item here, or sub-item, 28 million SEK in this year's second quarter, and 26 last year's second quarter. Two things that drives our royalties, or historically it has been two things: it's the revenues on Cities: Skylines and Age of Wonders 4.

Fred Wester

The earn-out from Age of Wonders 4 purchase.

Alex Bricca

Yes. That is fully paid now.

That means in Q2 we had much less, and in Q3 we won't have anything.

Fred Wester

On Triumph Studios

Alex Bricca

on

Fred Wester

the games, yeah.

Alex Bricca

Correct. We can expect royalties to slightly go down, or it should go down in average.

Let's move on to next slide.

Fred Wester

Yes, let's go.

Alex Bricca

Below our three main cost items, we have other income and other expenses. Net, 4 million this year, and net last year, -13 million.

This is mainly currency movements within the quarter. Last year's Q2, if you remember, the dollar weakened significantly, which impacted us negatively in that quarter.

This year, it hasn't moved much. It has actually gone up a little bit during the quarter, therefore it's much less negative.

Fred Wester

Fairly stable. Financial income is interest rate, basically, on money in the bank.

Alex Bricca

Exactly. That's stable.

Very similar as last year: 6 million last year. I think it was very much the same.

It was rounded off to 6 million last year as well. Slightly changes in interest rate and the amount of money we have on the bank account.

Fred Wester

Sounds good.

Alex Bricca

Let's move on.

Fred Wester

Move on.

Alex Bricca

Rolling 12 months profit. This is to give you a better sensation of the trends, and you can, of course, see that over a longer period of time, the growth trend of the revenue is very solid.

There are ups and downs if you look at shorter periods of time, but over time, there has been a very stable increase, and it varies with the releases. Profit is down a lot since Q4.

Profit, of course, also depends on the releases, but also if we release bad games or projects that comes with write-downs. We had one in '23, we had one in '24, and we had one in '25.

The '25 one was Bloodlines 2. That will still push down the rolling 12 months—

Fred Wester

Until Q4.

Alex Bricca

Next quarter, it will still look like this, but then it will bump up again. I think we said that on the last stream, we have had three big negative projects.

They are all gone now. We have slightly little amortization left on Bloodlines, but in terms of what we have in the development pipeline, we don't have any big, high-risk projects like these ones.

That's very good.

Fred Wester

That's very good. Very good news as well.

Next?

Alex Bricca

Yes, let's go to next.

Fred Wester

Let's go.

Alex Bricca

Cash flow in the quarter. If you look at cash flow from operating activities, it was 105 million SEK this year, but that includes a 185 million SEK payment for the publishing rights to the game that we're co-publishing.

Without those 185 million, it would have been significantly higher. No, we haven't said exactly when the game is going to come,

Fred Wester

but

Alex Bricca

when it comes—

Fred Wester

It's basically for publishing rights for games, 185 million in this quarter, which would have made it 290 if those were left out. It's money that hopefully is coming back, and hopefully quite soon.

Alex Bricca

Yes, good point. Very strong cash flow.

Fred Wester

Very strong. Very strong cash flow.

Alex Bricca

Cash flow from investing activities, 166 million compared to 161, very similar to last year. If you follow us, you know that this number, it fluctuates between the quarters.

I think it was 122 or 124 in Q1. It differs a bit depending on when we get the invoices for the different projects.

Fred Wester

Great.

Alex Bricca

I think that was it.

Fred Wester

Is that it?

Alex Bricca

Yeah.

Fred Wester

Yes. Let's move over to the Q&A.

Alex Bricca

Yes. We have received several questions during the morning and also during the stream, I think.

First one, I think, is for you, Fred: "Do you see potential in working with third-party owned IPs?"

Fred Wester

That's a good question. We prefer, as Paradox, we always have, to own our own IPs and work with our own games, our own trademarks, intellectual properties, all of it.

If we see an opportunity, though, with something that matches our philosophy, matches our target audience, matches what we do, and we can come in at a reasonable price with a good deal for both us and the partner, we're not alien to doing that deal. The way the market looks right now, it's been a bit volatile out there.

I think Paradox is still very stable. I think we're having a good growth path forward.

I think we have a great strategy, great team. It also gives us a lot of opportunity to work together with talented teams that are looking for either a publishing partner or funding or other things.

We can provide a lot of stability for a lot of gaming companies out there. Opportunities will come up, for sure.

That was a very long answer.

Alex Bricca

Good answer.

Fred Wester

I think it was, actually, telling to whoever asked the question. Alex: "Could you quantify the non-recurring main market listing costs and FX?"

Alex Bricca

I think I did. The main marking listing cost was 3 million SEK roughly in this Q2.

Mhm. Was roughly the same in Q1.

Fred Wester

Yeah.

Alex Bricca

We expect it to be close to zero in Q3.

Fred Wester

Yeah.

Alex Bricca

I also touched upon the admin costs in general. FX, I said we had roughly 2% headwind,

Fred Wester

and now

Alex Bricca

these are estimates, and it's difficult to be exact for us when we talk about FX, because we can, of course, see how much that the different currencies have changed between the quarters, and we can weigh that change with the currency mix we see from our products when we look at Steam, for example. That gives us, in this quarter, 2% if we look at average Q2 and compare to average of Q2 last year.

FX actually impacts us when the payments are happening, it depends when are Steam getting the payments from the players and when are we getting the payments from Steam. That timing differs from when we recognize the revenues in our income statement.

For example, due to expansion passes, we've got the payments for the Age of Wonders expansion pass already last year, but some of it comes up now in the revenue. Therefore, you can't just take this 2% and multiply it with the 459 million SEK, which I think was the revenue from last year's quarter—

Fred Wester

Yeah. —and

Alex Bricca

just say that this impacts.

Fred Wester

Over time, it kind of balances out. Yes.

Alex Bricca

Yes.

Fred Wester

That's the point as well, because the expansion passes sell at different times as well.

Alex Bricca

Yes, exactly.

Fred Wester

Every day for the whole period of the expansion pass. It's more complex than just saying 2%.

That's the thing. It balances out over time.

Alex Bricca

Right. Here's one for you, Fred: "Could you give an update on Prison Architect 2 and any other games in the pipeline?

Follow-up question on that: Can we expect something at gamescom? Can you comment on rumors circulating about future management games?"

Three questions in one.

Fred Wester

All right. Three questions in one.

Let's start with Prison Architect 2. I've played some Prison Architect 2 yesterday.

The new planning mode is absolutely brilliant. You can build plans that are transparent, and then you can say, "Push play" when you have the money in the bank, right?

It's really good. It's getting there.

We're going to come out with news during fall. That was Prison Architect 2.

Can we expect something at gamescom? Yes, you can.

It's going to be quite big for us this year, and we already said in this stream, and I think I say that in words from the CEO in the quarterly report as well. We really hope that you follow what we do at gamescom, basically, and the releases that we have, because it's going to be a lot of fun.

Can you comment on rumors circulating about future management games? No, I can't.

I'm sorry. You have to wait until we do official releases, because if we comment on all the rumors out there, it's going to be a completely separate stream about that.

Not today, but hopefully we can iron out some details in a couple of weeks from now. Alex: "Given a quieter Q3 content schedule, how should we think about sequential EBIT considering the higher head count and ongoing amortization from Europa Universalis 5 and Bloodlines 2?"

Alex Bricca

Right.

Fred Wester

Good question.

Alex Bricca

What will EBIT be in Q3?

Fred Wester

Exactly. Plus-minus 2%, huh?

Alex Bricca

Yes. We don't give any guidance on EBIT or any other financials, but as the question points out, Q3 tends to be slower compared to Q2 if we count releases,

Fred Wester

and

Alex Bricca

it's likely going to be like that this Q3 as well. Now, so that, of course, impacts EBIT.

Almost all Q3s are lower than the Q2s. It's quite common for us as well, at least.

Considering the higher head count, yeah, we have had significant head count increase compared to last year. Most of that is in the studios, so that means that it's for developing, which means that it's being capitalized and goes onto the balance sheet, so that doesn't impact the short-term profit.

It will impact the quarter when we release a game, but the plan is that that game is going to come with more revenues than amortizations, of course. It won't impact Q3 that much.

Also these are details, but when we speak about Q3, personnel cost tend to be significantly lower than other quarters because we have a lot of vacation, and that has an impact on the P&L. That was also a three-part question.

Amortizations from Europa Universalis and Bloodlines: yes, good point. That is coming down.

We released both games in Q4 last year,

Fred Wester

and

Alex Bricca

we have degressive amortization model, which means that we take much more in the beginning. Now we are coming in the kind of final period where we have amortized the vast majority of both games.

That is going to come down.

Fred Wester

Right.

Alex Bricca

Next one is for you, Fred: "Is the team in Iceflake still working on a console version for Cities: Skylines 2, and can you give any additional color on a possible release?"

Fred Wester

Short answer is yes. Any color on release?

No, because, like I said, we're going out with official releases whenever we are ready. The progress is looking good, and I don't actually know when we're releasing more info on this, but I think it's fairly soon.

We're in a good place with Cities: Skylines 2 on console. "Alex, is 200 million the entire amount up until the AGM?

If so, why is that, considering a billion of cash after dividend payment and the payment of the publisher contract?"

Alex Bricca

So 200 million refers to the share buyback program. I'm pretty sure— I guess so,

Fred Wester

yeah. It sounds like the round number that

Alex Bricca

we

Fred Wester

agreed upon in the board meeting yesterday, yeah.

Alex Bricca

Yes. Yes, and that we announced late.

Fred Wester

Why is it only 200 million,

Alex Bricca

is the question, right? Yes.

Yes, it's the full amount that the board decided on yesterday. That's the total amount.

The board made this decision based on a mandate that was given on the AGM that we had in May, and that mandate is bigger. The board has only used a part of that mandate, and technically, there is nothing hindering the board to take a new decision later on.

Fred Wester

If I understand correctly, we can buy back almost 10% of the total shares,

Alex Bricca

and

Fred Wester

that just takes a new board decision. This board decision has the mandate of 200 million.

Alex Bricca

The decision was 200 million, correct. Why isn't it more?

The buyback program is 200 million. Back in May, we distributed a little more than 500 million in dividend, it's 700 million this year if we complete the buyback program, little more than 700 million as shareholder distribution.

Sure, we have more cash, but we think this is a good capital allocation for this year. As always, our main priority is to invest our cash in game development, and if the opportunity arises, acquisitions, like we have done in the past.

What is not needed for that should, of course, be distributed to the shareholders. We have, during the last years, increased that distribution.

It's not many years ago that we did 100 million SEK in distribution, and then we increased it to 200, then to 3, and then to 500, and

Fred Wester

now

Alex Bricca

the complete buyback, it's at 700, we are increasing it. "Fred, when you think about releasing content more frequently across your main games, what's actually holding you back the most?

Is it how much your teams can produce, how much players are willing to pay for, or something else entirely?"

Fred Wester

I would say it's all of the above to different degrees. First and foremost, the ceiling is quality.

We've had uneven quality on some of our titles, some titles that do only things that get super reviews, and some that are a bit up and down. We need to be able to provide a strong player fantasy with quality content every time we release something.

That's our goal. I wouldn't say there is one dominant factor holding us back, but we strive to produce as much quality content as we can for our gamers.

We don't hold back for other reasons than that, I would say. You could always argue we could have parallel teams and stuff like that, but it also increases complexity.

I would say that our live teams work really hard to provide the content that we come out with every year, and I think we found a good model with the season passes. We might do some adjustments to that in the future, but I think we found a good model.

If we're describing the Paradox, if you want to call it flywheel, which is very popular to describe it as that, what we need to do now partly is finding more games to fit the Paradox model that already is working. As you can see, no new releases this year, still stable.

We can see that our portfolio can still grow the company. It's just adding new games on top of that is going to be icing on the cake, or maybe more than ice, maybe a fully new cake.

You never know.

Alex Bricca

Good.

Fred Wester

I have really long answers today. I don't know.

I'm just

Alex Bricca

feel sort of

Fred Wester

inspired. So: "Regarding the 30 million guarantee to an external dev, how are the advances recouped, and margins, revenue-sharing economics from an investment standpoint, and what protections exist if the project is delayed or underperforms?"

Alex Bricca

Several questions. Right, to start, we can't comment on the particular contracts, but we're happy to explain our standard procedure.

When we publish games developed by other studios, the normal setup is that we as a publisher, we finance the full project. We pay the full development costs, sometimes with a markup, sometimes just as cost basis.

Then upon release of the game, we take often the full revenue from day one, and then once we have reached a certain threshold, normally it's related to when our investment is recouped, sometimes it can be more than that, then we start to share the revenue with the development partner. It

Fred Wester

depends on when we come into the equation as well. If we start the funding from the beginning, the terms are in our favor mostly, and it might be more balanced if we come in late and can evaluate the product.

It depends a bit on that as well.

Alex Bricca

In this project, we came in quite late.

Fred Wester

We actually have a couple of projects, some that we can't talk about either.

Alex Bricca

Sure. As you say, when we come in late, a lot of the risk is already taken,

Fred Wester

and

Alex Bricca

that's, of course, very beneficial for us that the risk is smaller,

Fred Wester

and

Alex Bricca

normally that is something that you need to pay for through the terms. If you take less risk, it's likely that you get equally less upside.

With less risk, you could, a bit roughly, expect slightly less margins. Yeah.

Fred Wester

Also you have to remember that when you make a completely new product, it's quite high risk. When you come in later, the risk is significantly lower as well.

It's always that.

Alex Bricca

Then there was a sub-question in it: "What protection exist if the project is delayed or underperformed?" I think the best way to handle the risk is, of course, to come in late.

That reduces the risk the most. Another equally important thing is to work with studios that have a good track record, work with projects—is it a sequel, that takes down the risk, because it's a recognized brand, it has a player base already.

Those things impact the risk much more than the contractual terms, I would say. Also,

Fred Wester

a sequel to a previous game is a lower risk than a fully new game. If you have a lot of overlap with the Paradox current portfolio, it's a lower risk for us because we know the target audience.

There are a lot of factors that come into account when you make the decisions of what to publish, so.

Alex Bricca

"Fred, given how the EU5 launch has gone, including the issues along the way, how has it changed how you think about Paradox focus on grand strategy games?"

Fred Wester

No, not really. Grand strategy games is still our core, and it's also our deepest expertise, and we will continue to invest and expand that.

We will continue to experiment a bit on what is considered grand strategy, and maybe trying to reach certain new target audiences without leaving behind the core audience that we already have, because I think that's a mistake a lot of people do. It means when we're looking at existing games and new titles, grand strategy is still at the core of what we do, even if we experiment with other things around it that fits the gaming formula and also the business formula of Paradox.

Alex Bricca

So.

Fred Wester

Alex: "How should we think about the net royalty cost trajectory given the expiry of Age of Wonders 4 earn-out, but higher royalties from stronger Cities: Skylines and Cities 2 sales?"

Alex Bricca

Good point. Short answer: it should decrease over time.

As we already mentioned, we have two main drivers. As the questions suggest, revenues from Cities: Skylines and Age of Wonders 4.

We already said it, Age of Wonders 4 is from now on royalty-free, you could say. Mhm.

Cities, yes, revenues have increased over last quarters, but there we pay royalties on the sales of content developed by Colossal Order. Now when we and especially Iceflake have taken over the development, it means that revenue and sales on content that is produced by us, we don't pay any royalties on.

Over time, the ratio of the revenue will likely swing towards

Fred Wester

own-produced

Alex Bricca

content. That will decrease royalty rates as well, even if the total revenue, as we hope for, will increase.

More questions. This one is for you, Fred: "Why the choice to work with external developers?

If I'm not mistaken, Paradox shifted its strategy more towards in-house development. Does this studio have a strong proven track record?

Which measures are in place to evaluate the developer's progress?"

Fred Wester

I think we explained it previously, but it's not a shift of focus, I would say. In 2021, we had, I think, 9 or 10 external developments, and we pretty much closed all of them, and we've reevaluated who we work with and why we work with external developers.

I've explained it before: it has to meet the Paradox criteria for what a good game is or how we see games, also have a good overlap with how Paradox does business and what we value, including, for example, modding and other things that are important both to drive revenue, but also to drive player interest and make people more engaged in the game and basically drive player value. All the studios that we work with have a strong, proven track record, typically works with franchises that has been either proven before or has seen some sort of first touch with the market.

We have a couple of studios that we're working with right now on the games that we will co-publish, and we think that's an excellent way to figure out ways to find new partners to work with over longer periods of time and sort of expand the Paradox universe for our gamers and for ourselves as well at a limited risk. Which measures are in place to evaluate developer progress?

We monitor everything closely from a milestone schedule, just like we do with our internal games. We do have more than a quarter of a century experience in making games, even if we failed from time to time as well, which is inevitable in the entertainment industry.

I would say that we monitor all developments that we're a part of, because we're invested in them. So.

Alex Bricca

Good.

Fred Wester

"Monthly active users in Q2, what is your reasoning behind no longer reporting these figures in the quarterly report?"

Alex Bricca

6 million MAU was 6 million in Q2. It's in the report, but unfortunately, the reader has missed it.

We have done several format changes to the report. One is that we have brought forward and increased the KPI sheet that we used to have, we have more KPIs in it.

That has replaced the slide or the page where MAU was previously set out. Now you can find MAU in the company description in the report.

Fred Wester

Okay.

Alex Bricca

We have a page that talks about Paradox. There you will find the MAU.

"Fred, I was wondering if you could break down your thoughts/rationale behind Transport Fever 3 in both qualitative fit in the context of Paradox portfolio more broadly, and then how you think about ROI when you consider total sales of Transport Fever 2 so far?" Several questions again in one.

Fred Wester

I think we've kind of answered this in a lot of different ways, but you know what? I'll give it a new stab.

I think the portfolio fit for this game is great, and we've done an extensive analysis on, for example, wish list overlap in between this game, the Cities: Skylines series, Crusader Kings, and a lot of other games in our portfolio, and come to the conclusion that there are very few games out there that has more Paradox DNA than specifically the Transport Fever series. The game looks great.

We've all played it. We got the opportunity to play it when we signed it, and that was actually one factor that got us to sign it, is actually trying out the game's quality, just like I have with Prison Architect 2.

It's much easier if you sit down with the game and actually play it yourself. It gives a totally different sort of feeling to: Is this game a good game?

Can this game actually sell? Can it reach the audience it's supposed to reach?

This is a great game. It's exactly what this type of gamer wants, according at least to our own internal and to some extent external user research tests as well has indicated.

It's a competent developer. They've done games before that is virtually the same thing.

It has everything we want: depth, replayability, engaged player base, modding scene. Pretty much, this is what we do.

It's just made in a different location than in a Paradox office. We never share details of contracts or partnerships like that because we've never done before, but yeah, we think this is a good opportunity for us to find a new good partner, all in all.

Alex Bricca

Good. No more questions.

Fred Wester

With that long sort of explanation on Transport Fever 3, the Q&A session is over for this time. Thank you, Alex.

Alex Bricca

Thank you, and thank you for watching. If we have missed to answer any questions, email us and we will answer them by email.

Fred Wester

We will. Don't miss the Paradox announcements at gamescom.

It's going to be a lot of fun.

Alex Bricca

Of course.

Fred Wester

See you, at latest, at the Q3 report.

Alex Bricca

Yes.

Fred Wester

Perfect.

Alex Bricca

Have a good day. Bye.