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EU4 - Development Diary - 6th of August 2019

Good day and welcome to another Development Diary for EU4's upcoming European Update + Expansion. After enjoying a plethora of maps, missions and other content work from our esteemed content designers, I'm here to turn our attention towards the mechanical changes and additions we can look forward to in said European update.

We're going to start with Mercenaries. Not too long ago, I penned a dev diary outlining our ambitions with mercenaries

I'll take this moment to draw attention to the fact that the UI and numbers are far from final

6th Aud DD macro.jpg


In the upcoming Euro update, the old method of recruiting mercenary units one by one in individual provinces is replaced by the action of hiring Mercenary Companies. Mercenary Companies are complete armies of pure mercenaries, as such will not consume from your manpower pool. They can be recruited in any of your core provinces, where they spawn at full strength, but with low morale.

Mercenary Companies come in two flavours: Local Mercenaries and Foreign Mercenaries.

All nations have three bands of local mercenaries available for recruitment, ranging in size from small to large, capped at a minimum of 2 units and a maximum of 40, depending on the development of your nation. Other than the fact that all nations will have local mercenaries available for hire, there is nothing special about them.

6th Aud DD company available.jpg


Things get a little more interesting with foreign mercenaries. Across the world, there will be foreign mercenary companies, tied to a province of origin; the Free Swiss Guard from Bern, the Flemish Company from Vlaanderen, the Raiders from Navajo etc. These companies come with their own General who is loyal to that unit and that unit only. They also can have different costs and modifiers on the unit, depending on which company you hire from. These companies can spawn and despawn over the course of the grand campaign, but no matter how much you want any particular mercenary company, you can only recruit Mercenary Companies within your trade range. So while you may feel confident invading a colonial Portugal, know that they may well have a far larger pool of Mercenary Companies to draw upon.

6th Aud DD Frisians.jpg


So let's take a closer look at the mercenary units themselves. They are typically more expensive than your standard nation's armies, although those costs compared to the current 1.28 mercenaries are likely to be reduced. This is largely due to how Mercenaries will no longer have unlimited manpower, able to feed themselves with coins and bandage wounds with solid gold. No, from the upcoming European update and going forward, Mercenaries will have their own local manpower, unique for their army

6th Aud DD local manpower.jpg


Not to belabour the point, but UI and numbers shown and discussed here are far from final

Once you hire, for example, this Cossack Host, they will replenish any lost souls from their own unique manpower pool until, eventually, they will be completely exhausted and no longer able fight at full strength, leaving them liable to be wiped out in battle. Our intention here is for mercenary companies to be the muscle you flex in times of war and conflict, rather than the go-to permanent standing army for all nations. To this effect:

Make mercenaries always stay at 100% maintenance

We added this and are quite happy with the results. If a nation chooses to rely heavily or exclusively on mercenaries at all times, they will certainly be footing the bill for them.

As for when you terminate your deal with any Mercenary Company, they will leave your nation and your command like all other units, but will not be available to hire by your nation for 10 years. If, in time of great war, you may find yourself at a disadvantage if you have exhausted your access of mercenaries against a foe who has many other companies at their disposal.

You may notice that the Local Manpower for a mercenary army replaces certain actions in the UI. While mercenary regiments can still be consolidated, they fight as a single unit under their leader. They will not accept being lead by another leader or army and cannot be split, nor merged with another. In the event that their leader dies, they shall elect a new leader from within.

6th Aud DD dead leader.jpg


In playtesting, this has lead to it feeling rather chunky, when manoeuvring multiple stacks which cannot be merged together, as they can have different arrival times and movement paths. We are looking into a better way to manage such stacks of armies, and as inconsistent arrival times has been a bugbear for some time, it seems a fitting moment to address it.

Some other points about Mercenaries which warrant bringing up here:
  • Hiring a Mercenary Company won't prevent another nation from hiring from that company too. We didn't want to create a situation where the player who clicks fastest gets those juicy Swiss mercs.
  • Mercenaries will use your nation's military stats, then apply any of their own modifiers on top of that. We did not want to echo the situation in EU3, where mercenaries would end up clearly spending all your money on booze because they were too drunk to fight well.
  • Mercenaries will be hired through the macro builder rather than through the provinces. This should help reduce click fatigue, but also necessitates some work on the Macro Builder, which we'll address in a future DD.
  • With Mercenaries no longer being a bottomless source of manpower, base manpower is likely to increase for all nations, likely by increasing the base amount development gives and/or boosting the value of manpower buildings.
  • Mercenaries are to use unit models fitting for their origin.
  • All changes above are going to be part of the free update.

This is a major change to system that has been largely untouched since EU3, and it won't be until 2020 that this update hits the shelves. The system is likely to get some refinement based on playtesting and feedback. Early results show a lot more involvement with Mercenary Companies, especially in multiplayer. Hearing "Oh bollocks he hired the Swiss" down the microphone certainly evokes much glee, but we shall continue refining the system. We shall be back with more about Mercenaries, as well as the content that goes hand in hand with the system, as development continues.

As ever, comments and feedback are welcome in the thread. Next week we'll be tackling another large change coming in the European Update.
 
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1. What determines the army composition of available companies?
2. Why are there 8/5/0 stacks? Do I have to kill off the merc cavalry I don't want from every stack? What if I want merc cannons?
3. What do "bands" refer to? Are we gonna have three randomly sized and comped stacks that the player has to mix and match every time mercs are recruited?

You dont seem to get the concept of mercenary company, do you?

If you want an army to your liking compositin, you create it yourself from your mana pool and your country's regiments.
 
Jake's post says that you cannot alter the regiments in the stacks. You're too hell-bent on min-maxing. I think the idea is that customisation of those is outside your control. You either accept them as they are, or you don't.

Nothing to do with min maxing, sometimes I just want 8 merc infantry without 5 merc cavalry due to like, cost and force limit and stuff. I'm not okay with less customization if this dev team is designing it.
 
I love the overall trajectory of this change, but I'm adding my voice to those of others who do not like the idea that companies can be hired out by multiple countries simultaneously and that they assume the military buffs of their employers. The former both doesn't make physical sense and takes away from the possible depth of strategic planning (I love the idea of a 30-day bidding period that was floated by @Edopardo); the latter seems like it takes away a lot of possible flavor. Just make it so that mercenary companies (each with their own unique traits, as your screenshots already suggest) start the game slightly above average and, over the course of the game, become outmoded by the development of standing armies with increasingly modern military technology.
Strategic planning?
What's strategic about it?
If it's about SP then the player will always hire the mercenary company before AI, because he is simply smarter
If it's about MP, then the player who has a lot of money or just first made the decision to declare a war will hire the mercs first.
There's 0 strategy behind it
 
Will you have profit while giving your mercs (as Switzerland, for example) to other countries? Income, prestige?
I'm curious to see how the new mercenary system will interact with the Condottieri system (I hope it will).
 
Will the composition of available mercenaries change over the ages? As in, less/no cavalry in the later stages of the game.
Each foreign mercenary company will have its own infantry/cavalry/artillery ratio. Some will favor infantry, some will rely on more cavalry than average, others will bring a lot of artillery. They also come with own set of military modifiers on top of the hiring's country, which will usually work in favour of their preferred composition.
 
Strategic planning?
What's strategic about it?
If it's about SP then the player will always hire the mercenary company before AI, because he is simply smarter
If it's about MP, then the player who has a lot of money or just first made the decision to declare a war will hire the mercs first.
There's 0 strategy behind it

The player doing that in singleplayer is, in itself, a strategic decision (strategy is not something I attribute to AI, here). Any situation with limited rather than unlimited resources demands a degree of strategy; in multiplayer, the strategy will be in who buys which companies, how early they buy them, and how long they hold them (the economic dimension of the strategy being just as important as the military one). The alternative is players not having to contend with others over a resource, which I think will make for less interesting situations.
 
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In playtesting, this has lead to it feeling rather chunky, when manoeuvring multiple stacks which cannot be merged together, as they can have different arrival times and movement paths. We are looking into a better way to manage such stacks of armies, and as inconsistent arrival times has been a bugbear for some time, it seems a fitting moment to address it.

@DDRJake
Just add option for merc armies to attach to your own regular armies (but use move speed of the slower army to calculate speed of both stacks!) and disable option for merging them.
This will remove many problems and exploits if you just disable ways for merc to be merged into one stack, and there will be cool option and flexibility for you:
if you need to strike with all of your force in the same time - here you are, with all of your merc and regulars hitting at once.
or when you are loosing battle that you want to help with boddies, you just deattach your fast +20% move speed cossacks that have a lot of cavalry in it to throw some boddies so your loosing army can hold on untill other reinforcements will arrive, because you dont care about casualities, just want to not get whiped.

Oh and add option to offer condottieri to economic actions in diplomatic panel, looking for countries without it is irritating, and some way to ASK nation for condottieri, something along lines: mark that unit "for hire" so other nations know that you are willing to hire your army for some sweet sweet $$$$.


Other of my suggestion is to make wars more punishing for both sides, because now theres only one loser.
- you can just hire armies untill you have 0 manpower in bank and nothing bad happens while your provinces are 100% prosperous, thats bullshit, add something like 0.05-1.0 (depending on area development) devastation to area while hiring regular army in it to represent you taking out young, fighting age boys to your army, so they are not working anymore for that province;

- war exhaustion should grow faster while you have no manpower and need to reinforce, but slower while your armies are full strenght (tie war exhaustion with reinforcing armies, eg. +0.05-0.5 monthly while reinforing armies depending on how much you need to reinforce) and it should not matter if you are at war of not;

- make recruit time longer if you want to hire regulars on the other side of the world or in low dev areas, insted of portugal colonizing one province in brazil and beeing abble to hire 30k of man in it as fast as it would happen in lisboa, while having 0 transports! Bullshit.
Recruit time should depend on total area development (30 dev havana and 30 dev jamaica could be abble to handle such conscription easly, while 3 dev belize should have like +250% recruitment time, just because there are not enaugh people in area and you have to ship them from far away);

- why you do not regain manpower while disbanding armies without 60% army professionalism is beyond my mind, change it to at last 50% regained manpower while 60%professionalism would allow for 100%;
 
As a compromise to 'hiring one company by many players' debate, I think there should be Global manpower pool for every foreign company and each hiring will deplete it by amount hired, plus it will affect the reinforcements available. So, that way 2-3 players hiring the same company is not the big deal, but you probably wouldn't want to be the fifth in line (unless you do it to sabotage others).
 
Nice. But weird to allow nations to hire the same company.

Unrelated maybe but can we get some new info on the soon small patch for the introduction of the 64-bit system? Can you please add a quick modification to the AI to be more willing to convert their provinces eventhough it costs them some cash.
We tend to avoid "quick" modifications to the AI for the simple reason that rarely are. This is not the kind of changes we like to rush in ;).
 
The player doing that in singleplayer is, in itself a strategic decision (strategy is not something I attribute to AI, here). Any situation with limited rather than unlimited resources demands a degree of strategy; in multiplayer, the strategy will be in who buys which companies, how early they buy them, and how long they hold them (the economic dimension of the strategy being just as important as the military one). The alternative is players not having to contend with others over a resource, which I think will make for less interesting situations.

Adding to that, this gives the game another level of having to anticipate and prepare for your opponents' next moves, which is definitely strategy and would be cool to have more strongly represented.
 
In reality the country of Prussia did not have better soldiers magically but because of intensive drilling and the quality of its armies like other armies fluctuated between different levels of quality. So mercs getting a bonus for being employed by x country make as much sense as x country soldiers get a similar bonus from being employed by the same country since in reality it came down to stuff such as how much resources the country was willing to spend on training its armies.

There are several possible ways mercenary companies can be limited to one country at a time with avoiding a country from keeping them permanently.
  • Allow other countries to pay them more in order to defect like in Imperator: Rome
  • Make their maintenance cost slowly increase the longer they are employed by a country so at some point they become too expensive and the country have to disband them and thus cant rehire them for 10 years with their maintenance cost being reset.
  • Make events or other penalties that can fire when you have mercenaries and their intensity or effects could go the longer you have them
  • Make them disband if you have not been at war for a certain amount of time so you cant keep them over long times of peace.
  • Make mercenaries randomly leave or force you to pay or they will leave making them less predictable as well harder to hold on to.
 
Will mercenaries from native or local rest of the world provinces be cheaper? To replicate how the Spanish and the British conquered the New World and India respectively. Perhaps to avoid a cheap tactic of bringing them to Europe, if a player does bring them to Europe they then would get a large penalty to their fighting skill and an increased maintenance cost.

Could spies be used to infiltrate mercenary stacks?
 
In reality the country of Prussia did not have better soldiers magically but because of intensive drilling and the quality of its armies like other armies fluctuated between different levels of quality. So mercs getting a bonus for being employed by x country make as much sense as x country soldiers get a similar bonus from being employed by the same country since in reality it came down to stuff such as how much resources the country was willing to spend on training its armies.

There are several possible ways mercenary companies can be limited to one country at a time with avoiding a country from keeping them permanently.
  • Allow other countries to pay them more in order to defect like in Imperator: Rome
  • Make their maintenance cost slowly increase the longer they are employed by a country so at some point they become too expensive and the country have to disband them and thus cant rehire them for 10 years with their maintenance cost being reset.
  • Make events or other penalties that can fire when you have mercenaries and their intensity or effects could go the longer you have them
  • Make them disband if you have not been at war for a certain amount of time so you cant keep them over long times of peace.
  • Make mercenaries randomly leave or force you to pay or they will leave making them less predictable as well harder to hold on to.

The defection thing could be really fun to mess around with-- I imagine some really crazy scenarios that could suddenly tip the balance of wars, giving awesome stories afterwards. Maybe an idea (probably one in Administrative Ideas) could prevent hostile defection.
 
Each foreign mercenary company will have its own infantry/cavalry/artillery ratio. Some will favor infantry, some will rely on more cavalry than average, others will bring a lot of artillery. They also come with own set of military modifiers on top of the hiring's country, which will usually work in favour of their preferred composition.

What if I'm recruiting local mercs from my own own country, does the AI still decide army comps?
 
Each foreign mercenary company will have its own infantry/cavalry/artillery ratio. Some will favor infantry, some will rely on more cavalry than average, others will bring a lot of artillery. They also come with own set of military modifiers on top of the hiring's country, which will usually work in favour of their preferred composition.

I asked because I think most people/tags shouldn't bother with cavalry in the late game where fire makes shock obsolete. By that time, it still makes sense to get merc companies as you probably have money to burn and you want to lighten the load on your own manpower pool, but it would make it tougher to get the right army composition you want. Would it be possible to have different company compositions based on age?
 
Nothing to do with min maxing, sometimes I just want 8 merc infantry without 5 merc cavalry due to like, cost and force limit and stuff. I'm not okay with less customization if this dev team is designing it.
Lol dat burn