Good day. Tuesday has rolled around once more and that means it is time for our weekly Developer Diary for Europa Universalis IV. Today, we continue on from last week where we discussed Army Drilling to elaborate on how it can make an impact on having a better, more professional Army.

As part of the yet-unannounced expansion accompanying the 1.23 update, Your nation's army will have a Professionalism level, indicated both on the Unit view and the Military tab.

Professionalism Mil Tab.jpg


Your Army's Professionalism is a national value measuring how closely your army models a “modern” standing army versus heavy reliance on mercenaries. It is increased by:

  • Drilling your armies (+1 per year if 100% forcelimit drills, to scale)
  • Constructing military buildings: Barracks/regimental camps (+0.5 per tier)
  • Recruiting Generals (+1 per general)
Conversely, Professionalism is decreased by
  • Destroying military buildings: Barracks/regimental camps (-1 per tier)
  • Recruiting Mercenaries (-0.25 per unit)
Professionalism has the following effect, scaling up from 0 to 100:
  • Shock Damage +10%
  • Fire damage +10%
  • Movement Speed +20%
Additionally, low professionalism grants bonuses for the recruitment of mercenaries, starting from 0 and scaling down to nothing at 50 Professionalism.
  • Mercenary cost -15%
  • Available mercenaries +15%
All nations start the game with low to no Professionalism. Events, decisions and modifiers can affect these values positively and negatively, from standardizing your uniforms to deciding how extensively to loot fallen cities.

The value of your Army Professionalism unlocks a new interface look and new abilities for your armies at every 20 points. Starting at 0-19 professionalism, you'll have a more tattered look to your Unit view...

Professionalism Unit view low.jpg


And as your army gains more Professionalism, the view grows more elegant

Professionalism Unit view hight.jpg


So what abilities are gained for each 20 Professionalism?

  • 20 - Supply Depot Ability unlocked for army.
  • 40 - Refill Garrison Ability unlocked for army
  • 60 - Disbanded Units are returned to the manpower pool
  • 80 - Military Generals cost half-price to recruit
  • 100 - Your reserves take 50% less morale damage.
Supply Depot is an ability accessible in the revisited Unit view which, for a small MIL cost, established a depot in a province. Friendly supply in that entire area is increased by 50%. If the province is then occupied by a hostile force, the Depot will be destroyed, otherwise it lasts for 2 years.

Refill Garrison allows an army to take some of its manpower to restore the garrison of a fort instantly so you can proceed without having your new occupation snatched away.

Disbanded units are normally lost forever, however at 60 Professionalism you ensure that they return to the manpower pool

Half Price Generals cost is fairly self explanatory, they will cost 25MIL rather than the standard 50

Reserves, who normally take passive morale damage in large ongoing battles, will now take far less and can really turn the tide in a battle.

Caveat: All values/bonuses given in the dev diaries are subject to change pending testing and balance as development continues. Also as a note for modders, these abilities are all scripted in as modifiers and so can be used as you see fit.

That should cover the Drilling and Professionalism nicely. Next week we will take a look at a system which, overall, hasn't changed a whole lot in EU4's life, and how it had its influence on the Islamic world. Until then I....hold on, I have a feeling that people are wanting to see some other trade goods across the world, following the addition of 5 new goods. very well, let's look to the ....East!

trade goods East.jpg


And additionally, we felt that some local modifiers were in order:

Golconda.jpg


That's it from us this week, see you next Tuesday!
 

theJalden

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Supply Depot might give me flashbacks to Starcraft II
 

Ixal

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Not sure if I like this.
Imo the amount of combat bonuses are getting out of hand. Also getting a high professionalism level looks too easy with the ability to buy it with mil points and drilling.

Imo the normal soldier/mercenary ration should also be a factor or at least limit the maximum professionalism.
 

Latheloi

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Any relations with navy?

And will supply limit be nerfed as there will be supply depot or will passive morale redcution be increased from current 0.01-0.02?

Yeah, it is a bit weird for professionalism to only have any impact on the army and none on the navy, given that professionalisation applied to both military arms over the time period.
 

Axe99

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Cheers for the DD, DDRJake, very professional stuff :cool:. I really like how this makes the military game a bit more multidimensional (as opposed to "have as many mercs as you can afford - which late-game can be quite a few"). It all sounds very good. Is there anything to help model the impact of large manpower, relatively low professionalism armies (maybe some kind of impact of taking the "quantity" idea group on professionalism?) Note, my history of this period is pretty sketchy, but if I'm off the mark here I'm sure more informed forumites will set me straight :).
 

Voigt

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Recruiting Mercenaries (-0.25 per unit)
I am not sure how I like the falt value, and oly if recruting. Recruting 100Mercs gives -25 Professionalism, and it doesn't matter if it is your complete Merc Pool, or just a third of it and how the rest of your army is shaped. I think I would prefer a scaling amount.
Also now you have to think to completly raise your Merc Pool, and Drill up again, and never combining your Mercs again, to stay at 100%, if you have the money, and need the military edge.
 

Andy_Dandy

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What is this alert? Is that new or something old?
LkA0Mcb.png

My guess is it has to do about the Sultanate.

I am not sure how I like the falt value, and oly if recruting. Recruting 100Mercs gives -25 Professionalism, and it doesn't matter if it is your complete Merc Pool, or just a third of it and how the rest of your army is shaped. I think I would prefer a scaling amount.
Also now you have to think to completly raise your Merc Pool, and Drill up again, and never combining your Mercs again, to stay at 100%, if you have the money, and need the military edge.

That's on purpose, and I like the effects it gives gameplay ALOT!
 
Last edited:

OoshR32

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Not sure if I like this.
Imo the amount of combat bonuses are getting out of hand. Also getting a high professionalism level looks too easy with the ability to buy it with mil points and drilling.

Imo the normal soldier/mercenary ration should also be a factor or at least limit the maximum professionalism.
I think the plethora of bonuses adds variety and better reflects the diverse effectiveness of various nations' militaries.

HOWEVER

What I have a problem with is how hard it is to decipher just what you're going up against until you're actually in a battle.
I think stacks needs some kind of easily readable "threat rating" like the stars on generals.