• Victoria 3 - Sign up now!

    The journey begins, sign up now and get a special in-game item when the game is released.


  • Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning
  • Crusader Kings II Expansion Subscription

    Subscribe to the CK II Expansion and enjoy unlimited access to 13 major expansions and more!


Hello guys!

So today we will be talking about some changes we have made to make our combat less bloody, which has particularly been an issue since patch 2.4. We have also worked on making the outcome of entire wars not be decided in one stroke by whomever happens to have pissed off Lady Fortuna...

First off, we have adopted the “shattered retreat” from EU4, meaning when an army is defeated it will run back to somewhere relatively safe so that the enemy can’t keep ping-ponging it until it is annihilated. Peasant rabble that rises against your enlightened and glorious rule, however, will immediately disperse on defeat so you don’t have to chase them down. But nobles within your realm that betray you and revolt will try and run for a safe haven.

capture(49).png


The second feature we have added is that while your damaged army is at home it will reinforce its levies directly (rather than the Holding garrison), meaning you can choose if you want to employ the garrisoned levies immediately by dismissing and re-raising your levies, or decide it is too risky (since your army will then be split all over your Kingdom and be easy pickings for the enemy) and instead choose to have your army stand back and rest for a while and be slowly refilled with troops instead.

The equation for how losses were calculated has also been changed. Before, it was based on the troops getting damaged by almost exponential amounts. This could, in some cases, cause really ridiculous damage like 2 million casualties, when it was armies of thousands fighting each other. This has been changed, and the associated values tweaked severely to prevent the crazy casualties yet still ensure that enough soldiers die in battles. For math nerds this is how it works now:

Defending means here the unit taking damage, both units will be defending and attacking at the same time and does not denote who initiated the combat. DamagePerMan is a value calculated as a even distribution of the total damage each soldier takes.
Code:
((DamagePerMan * AmountOfDefendingTroops) / DefenseValue) * AmountOfDefendingTroops = LossesInTroops
Has been changed to
Code:
(DamagePerMan * AmountOfDefendingTroops) / DefenseValue = LossesInTroops
Not a very big change but it does have profound effects on the result.

Beside simple combat mechanic changes there have been some improvements and bug fixes to the AI to give players a better challenge, focusing mostly on making allied AIs coordinate better between themselves. Oh, and the Mongol AI has been given its balls back, making them a lot more aggressive than they ever were before...

You asked for it….
 
Last edited:

Voigt

General
63 Badges
Mar 15, 2012
1.837
1.744
Nothing new about the Combatsystem, since this was already guessed with your teaserpicture, nonetheless a great change.

And strong Mongols, I like it.
 
  • 8
  • 1
Reactions:

crowdemon

Colonel
47 Badges
May 13, 2013
1.187
957
  • Crusader Kings II: Charlemagne
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings III
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Stellaris: Ancient Relics
  • Crusader Kings II: Conclave
  • Europa Universalis IV
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cossacks
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Europa Universalis IV: Call to arms event
Fair enough.
 

Quaade

Field Marshal
69 Badges
Mar 28, 2007
3.716
1.978
  • Hearts of Iron IV Sign-up
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Cities: Skylines
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings III
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Impire
  • The Kings Crusade
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • War of the Roses
up to what point do they reinforce to? The amount that were previously raised or the max amount that could have been raised, meaning that raising an army that´s not full yet, will reinforce while being "safe" up to max?
 
  • 2
Reactions:

Groogy

EU4 Game Designer
53 Badges
Sep 4, 2009
5.422
17.206
  • Europa Universalis: Rome
  • For The Glory
  • Hearts of Iron III
  • Heir to the Throne
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Arsenal of Democracy
  • Rome Gold
  • Semper Fi
  • Ship Simulator Extremes
  • Sword of the Stars
  • Supreme Ruler 2020
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Europa Universalis IV: Conquest of Paradise
  • Ancient Space
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • East India Company Collection
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • IPO Investor
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Paradox Order
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Pre-order
  • Europa Universalis III: Collection
  • Prison Architect
  • 500k Club
  • Europa Universalis III Complete
  • Victoria 2
  • Europa Universalis IV
And strong Mongols, I like it.

Not strong, we made them more aggressive, there were various modifiers like "Oh I am getting old so I shouldn't expand" and stuff the AI thinks about. You know pesky problems the Mongols don't have.
 
  • 37
  • 17
Reactions:

Castorem

Just Some Prole
25 Badges
Mar 6, 2014
781
1.295
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Monks and Mystics
  • Tyranny: Archon Edition
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Sengoku
Oh, and the Mongol AI has been given its balls back
That's all I wanted to hear. Finally. Thank you Paradox.
 
  • 14
Reactions:

Jorlem

Field Marshal
116 Badges
May 9, 2012
4.476
3.698
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Europa Universalis IV
  • Steel Division: Normandy 44 Deluxe Edition
  • Steel Division: Normandy 44
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • The Showdown Effect
  • War of the Roses
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Humble Paradox Bundle
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
Code:
(DamagePerMan * AmountOfDefendingTroops) / DefenseValue * AmountOfDefendingTroops = LossesInTroops
By this, do you mean that the old equation was
Code:
(DamagePerMan * AmountOfDefendingTroops) / (DefenseValue * AmountOfDefendingTroops) = LossesInTroops
or
Code:
((DamagePerMan * AmountOfDefendingTroops) / DefenseValue) * AmountOfDefendingTroops = LossesInTroops
 
  • 3
  • 1
Reactions:

Shebaloso

Major
82 Badges
May 2, 2015
640
906
  • Crusader Kings II: Jade Dragon
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Rome Gold
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Pre-order
  • Victoria: Revolutions
  • Tyranny - Tales from the Tiers
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Heir to the Throne
  • Tyranny: Archon Edition
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Stellaris
  • Victoria 2
  • Europa Universalis III Complete
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
The reinforcement changes are great!

But why is this "shattered retreat" a thing? I mean, aren't battles in this game supposed to be much more decisive than in eu4? Perhaps it's just me, but i very much liked the old mechanics. I had to think very carefully where and when i would be engaging an enemy army, if there was a river crossing or defensible terrain to allow a feasible retreat, and so forth. In a game where there is no "manpower" such as this one, battles become pretty much irrelevant with this change. I don't know if i like this at all
 
  • 13
  • 13
  • 1
Reactions:

Thrake

Inveterate Piggy Stabber
21 Badges
Jul 13, 2012
4.386
1.620
  • Crusader Kings II
  • Europa Universalis: Rome
  • Victoria 2: A House Divided
  • Supreme Ruler: Cold War
  • Sword of the Stars II
  • King Arthur II
  • Hearts of Iron III
  • Europa Universalis IV
  • Age of Wonders: Planetfall Sign Up
  • Imperator: Rome Sign Up
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Jade Dragon
  • Stellaris Sign-up
  • 500k Club
  • Warlock 2: The Exiled
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Oh, and the Mongol AI has been given its balls back
Does it means that, in a most unfortunate course of action, I'd get the old AI back if I were to cut it off? :D
 
  • 3
Reactions:

Jorlem

Field Marshal
116 Badges
May 9, 2012
4.476
3.698
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Europa Universalis IV
  • Steel Division: Normandy 44 Deluxe Edition
  • Steel Division: Normandy 44
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • The Showdown Effect
  • War of the Roses
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Humble Paradox Bundle
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
The second feature we have added is that while your damaged army is at home it will reinforce its levies directly (rather than the Holding garrison), meaning you can choose if you want to employ the garrisoned levies immediately by dismissing and re-raising your levies, or decide it is too risky (since your army will then be split all over your Kingdom and be easy pickings for the enemy) and instead choose to have your army stand back and rest for a while and be slowly refilled with troops instead.
You mention that dismissing and reraising will still be possible, but how will that work if the reinforcements are going directly to the raised levy rather than the holding? Wouldn't it amount to the same thing, but with the troops now scattered, as the holding levies wouldn't have refilled?
 

QDI

Major
54 Badges
Dec 16, 2012
591
1.065
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Starvoid
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Together for Victory
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Crusader Kings III
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis IV
  • Europa Universalis IV: Cossacks
You mention that dismissing and reraising will still be possible, but how will that work if the reinforcements are going directly to the raised levy rather than the holding? Wouldn't it amount to the same thing, but with the troops now scattered, as the holding levies wouldn't have refilled?

Refilling is slow :)
 
  • 5
  • 1
Reactions:

telge2

Captain
49 Badges
Mar 29, 2014
352
446
  • March of the Eagles
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Rome Gold
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Sign Up
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Jade Dragon
Cute! Hopefully Mongols will be as monstrous and scary as they were in the good old times. Or more :)
 
  • 6
Reactions:

TheDungen

Field Marshal
77 Badges
Jan 31, 2015
11.904
7.530
  • Crusader Kings II: Jade Dragon
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Humble Paradox Bundle
  • Crusader Kings II: Horse Lords
  • War of the Roses
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Victoria 2
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Europa Universalis IV
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Age of Wonders
  • Europa Universalis IV: Cradle of Civilization
  • Teleglitch: Die More Edition
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Pre-order
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
Hello guys!

So today we will be talking about some changes we have made to make our combat less bloody, which has particularly been an issue since patch 2.4. We have also worked on making the outcome of entire wars not be decided in one stroke by whomever happens to have pissed off Lady Fortuna...

First off, we have adopted the “shattered retreat” from EU4, meaning when an army is defeated it will run back to somewhere relatively safe so that the enemy can’t keep ping-ponging it until it is annihilated. Peasant rabble that rises against your enlightened and glorious rule, however, will immediately disperse on defeat so you don’t have to chase them down. But nobles within your realm that betray you and revolt will try and run for a safe haven.

View attachment 143654

The second feature we have added is that while your damaged army is at home it will reinforce its levies directly (rather than the Holding garrison), meaning you can choose if you want to employ the garrisoned levies immediately by dismissing and re-raising your levies, or decide it is too risky (since your army will then be split all over your Kingdom and be easy pickings for the enemy) and instead choose to have your army stand back and rest for a while and be slowly refilled with troops instead.

The equation for how losses were calculated has also been changed. Before, it was based on the troops getting damaged by almost exponential amounts. This could, in some cases, cause really ridiculous damage like 2 million casualties, when it was armies of thousands fighting each other. This has been changed, and the associated values tweaked severely to prevent the crazy casualties yet still ensure that enough soldiers die in battles. For math nerds this is how it works now:

Defending means here the unit taking damage, both units will be defending and attacking at the same time and does not denote who initiated the combat. DamagePerMan is a value calculated as a even distribution of the total damage each soldier takes.
Code:
((DamagePerMan * AmountOfDefendingTroops) / DefenseValue) * AmountOfDefendingTroops = LossesInTroops
Has been changed to
Code:
(DamagePerMan * AmountOfDefendingTroops) / DefenseValue = LossesInTroops
Not a very big change but it does have profound effects on the result.

Beside simple combat mechanic changes there have been some improvements and bug fixes to the AI to give players a better challenge, focusing mostly on making allied AIs coordinate better between themselves. Oh, and the Mongol AI has been given its balls back, making them a lot more aggressive than they ever were before...

You asked for it….
Nice changes but about those formulas, since you only have multiplicatile operators the parathesises are redundant you might as well have written:
AmountOfDefendingTroops^2.
Which would have made the changes more obvious, and the old formula was not exponentital it was quadratic, and now it's linear. I'm not usually a big fan of linear, but I can't think of a better formula myself.

Oh and mongols becomming more aggresive I hope that only applies to the mongols (and perhaps the seljuks) and not all the nomads.
 
  • 8
Reactions:

MCBC6

First Lieutenant
57 Badges
Feb 14, 2015
238
308
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
Does it means that, in a most unfortunate course of action, I'd get the old AI back if I were to cut it off? :D
Oh you Byzantines and your castration
 
  • 10
Reactions:

Voigt

General
63 Badges
Mar 15, 2012
1.837
1.744
The reinforcmen system is about, if your troops in your holdings already recovered.

- Raised Levies
- Fought a battle, lost troops
- walking around in the front, still have a big army left
- your Garrisons slowly refill
- now you could disband your army and reraise it to change your Armysize back to the max
- or now you could just take your army back into your land, and let them stay there, the garrison troops slowly wander into your army, and refill them
 

Tufto

Orientalist boondoggle
92 Badges
Oct 16, 2009
3.656
2.110
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Magicka
  • Warlock: Master of the Arcane
  • Rome: Vae Victis
  • Europa Universalis IV: Wealth of Nations
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Victoria 2: Heart of Darkness
  • Semper Fi
  • Sengoku
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Divine Wind
  • Europa Universalis III Complete
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Tyranny: Archon Edition
  • Europa Universalis IV: El Dorado
  • War of the Roses
  • 500k Club
  • Mount & Blade: With Fire and Sword
  • Magicka: Wizard Wars Founder Wizard
  • Stellaris Sign-up
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • The Showdown Effect
  • Crusader Kings II: Horse Lords
  • Europa Universalis III Complete
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Reapers Due
  • Europa Universalis III Complete
  • Tyranny: Archon Edition
  • Crusader Kings II: Conclave
  • Europa Universalis IV
  • Stellaris
  • Europa Universalis IV: Rights of Man
Excellent! I've always been fond of the shattered retreat mechanic, so I like this addition.

And proper Mongol AI is fantastic! I am already looking forward to the hundreds of whiny threads about how powerful the Mongols are again because they invaded Poland/Russia/Persia :) that's the kind of Mongol power we really need. I want to defend against a proper apocalyptic army, damnit :p.
 
  • 13
Reactions:

Oahkoah

Major
116 Badges
Jul 11, 2012
544
818
  • Crusader Kings II: Holy Fury
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Reapers Due
  • Stellaris: Necroids
  • Crusader Kings II: Conclave
  • Stellaris: Galaxy Edition
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Common Sense
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Campus
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Federations
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Surviving Mars: Digital Deluxe Edition
  • Crusader Kings II: Horse Lords
  • Europa Universalis III Complete
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis III Complete
  • Stellaris: Humanoids Species Pack
  • Imperator: Rome Sign Up
  • Teleglitch: Die More Edition
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Pride of Nations
Does the trickle of reinforcements only happen on your completely controlled territory, or does it happen when you have won a siege and control the territory too?
 
  • 4
Reactions:

Korashy

Field Marshal
83 Badges
Jul 15, 2012
4.228
3.687
  • Europa Universalis IV: Pre-order
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria: Revolutions
  • Pillars of Eternity
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Rights of Man
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Art of War
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis III Complete
  • Divine Wind
  • Crusader Kings II: Way of Life
  • Europa Universalis IV
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Mount & Blade: Warband
  • Stellaris
  • Stellaris: Galaxy Edition
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: El Dorado
I saw this coming a few weeks ago and I still hate it. Shattered retreat is annoying as hell, especially since the AI can keep pulling units out of their ass.
 
  • 15
  • 9
Reactions:

Frozen Yakman

Captain
72 Badges
Mar 11, 2015
413
338
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Holy Fury
  • Age of Wonders III
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Shadowrun Returns
  • Victoria 2
  • Stellaris: Distant Stars
  • Imperator: Rome Sign Up
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Shadowrun: Dragonfall
  • Crusader Kings II: Horse Lords
  • Stellaris: Necroids
  • Imperator: Rome Deluxe Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Expansion Pass
  • Stellaris
  • Stellaris: Galaxy Edition
By this, do you mean that the old equation was
Code:
(DamagePerMan * AmountOfDefendingTroops) / (DefenseValue * AmountOfDefendingTroops) = LossesInTroops
or
Code:
((DamagePerMan * AmountOfDefendingTroops) / DefenseValue) * AmountOfDefendingTroops = LossesInTroops

It is almost certainly the latter, as the former would massively reduce casualties.
 
  • 3
Reactions: