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Today is thursday, the day of the God of Thunder, so what is a more appropriate way to celebrate than with a development diary for Europa Univeralis IV. We’ve talked about development and politics the last few weeks, so now its time to talk a bit more about warfare again, before going back to more peacetime-related activities.

All of this mentioned in this development diary will be in the free update accompanying the next expansion.

Fortress Rework
Connecting a bit to the previous reveal of our change to how building works, we have overhauled the fortress system.

There are now four different forts, one available each century, providing 1, 3, 5 and 7 fort-levels each. A newer fort makes the previous obsolete, so you only have 1 fort in each province. Each fortress also provides 5000 garrison per fort level, so besieging a fortress now requires a large investment.

Forts now also require maintenance to be paid each month, which currently costs about 1.5 ducats for a level 1 fort per month in 1444. Luckily, you can mothball a fortress which makes it drop to just 10 men defending it, and won’t cost you anything in upkeep.

Garrison growth for a fort is also a fair amount slower than before, so after you have taken a fort, you may want to stick around to protect it for a bit.

What is most important to know though, is that forts now have a Zone of Control. First of all, they will automatically take control of any adjacent province that does not have any forts that is adjacent and hostile to them. If two fortress compete over the same province, then the one with highest fort-level wins and in case of a tie, control goes to the owner of the province. Secondly, you can not walk past a fortress and its zone of control, as you have to siege down the blocking fort first.

Each capital have a free fort-level, but that fort will not have any ZoC, as most minor nations can not afford a major fortress.

fH0WehV.jpg



Looting
As we promised, we have now completely revised how looting works. Now there is a “pile” of possible loot in a province, which is directly tied to have developed the province is.

At the end of each month, all hostile units in a province attempt to loot, and the amount they loot depend on how many regiments you have there, and what types they are, where cavalry is by far the best. Some ideas and governments increase the amount you loot each month, where for example Steppe Hordes gains a nice boost.

A province starts recovering from being looted when 6 months have passed since last loot, and it takes up to a year until it has fully recovered.

Of course, the penalty on a province from being looted is still there until it has fully recovered, but it is scaled on how much have been looted.

Ea5YCKh.jpg


Committed Armies
One of the major complaints we have had on the combat in Eu4, has been the fact that you can fully abort your movement whenever you liked. This have been changed, and now you can’t abort your movement if you have already moved 50% of the way. After all, its just common sense that a unit that have already moved halfway between the centers of two provinces is already in the second one.

Force Limits
We felt that the calculations of forcelimits where far too hidden from the player, Players saw stuff like “+25.87 from Provinces”, which based based on projections of base-tax amongst other things, and sometimes those dropped for no obvious reasons.

Now you will be able to see in each province how much it provides to your forcelimits, and we have cleaned up the logic.

Each level of development gives 0.1 land and naval forcelimit.
Overseas will provide -2 land and -2 naval forcelimit
Inland provinces will not provide any naval forcelimit.
However, a province will never be able to provide negative forcelimits.

A nation also have a base value of +3 land and +2 naval force limit, and there are some other ways to get direct forcelimit increased, that are not just percentage increases.

IRmTjoZ.jpg



Next week, we'll be back and talk more about The Devout.
 

Chamboozer

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What is most important to know though, is that forts now have a Zone of Control. First of all, they will automatically take control of any adjacent province that does not have any forts that is adjacent and hostile to them.

This worked well in March of the Eagles, but provinces were vastly smaller and more numerous in that game. We'll have to see how well it carries over.
 
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ragingrondo12

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Burgundy....... Wooaahhh........
 
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Johan

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Also, does this indicate the removal of the World Conquest achievement? It's already difficult enough, but it would have to be impossible if you can't carpet siege. Because if I understand this correctly, carpet sieges are now a thing of history if you cannot pass a fort without defeating a fort. Going to stink beating back hordes of French mercenaries as you try to siege their border provinces. lol

Why?

provinces without a fort or adjacent to a fort will just fall to anyone passing through.
 
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uleslaw

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Wow. Just wow. This gonna be a totally new game.
One idea - Hordes should be able to walk freely past the fort, without the need to block/capture it first.
Edit: second: slider for fort maintenance also would be a good idea.
 
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Also one important question about ZOC and Fortress. If I enter ZOC of fortress (for example I'm fighting enemy who is not fully revealed) am I able to walk around in that ZOC? Where can I leave that ZOC? And what if there is chain of Fortress Province - Adjacent ZOC Province - Another Fortress Province. Am I able to move from that ZOC? And what If I have

Fortress Province - Adjacent ZOC Province - Adjacent ZOC Province to Another Fortress Province - Another Fortress Province. Can I go from First Adjacent ZOC Province to another or not?

No, you can't go further into enemy territory.

If you enter the ZoC of a fort, you can only go back to previous province OR on to the fort.
 
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N0body

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Woah, those are pretty big changes. Can't wait to see how it plays out.
 
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Johan

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A suggestion. Limit the number of forts / country. 25% from the total number of cored provinces, for example. Or make them ultra expensive. It would be pretty sad to have a 5k fort in every province and unmothball them (is that even a word) as the enemy progresses. Would make the idea of border planning useless.


France can not afford more than 5 forts in 1444.

It takes 20 months for a fort to regen all its garrison, unless you got some ideas for it.
 
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AndreasPhokas

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I like the fort change a lot. Now in terms of take control of, do they auto occupy a hostile province or just extend a zone of control over it? Im leaning towards extend their zone of control.

I feel like the new forts will promote some more strategic play in warfare. Also stop the player or AI from just waking around nations without having to deal with anything.
 
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Wizzington

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You're assuming it's a linear relationship, maybe 1 infantry can loot 0.1 and 2 infantry can loot 0.3 and cavalry might add an additional 0.1 per unit. It might be linear. But even so, it would take about a year to siege a province anyway, so I can't see people prolonging big wars for the sake of a dozen ducats here and there.

Each infantry loots 0.1, each cav 0.3, each art 0.05.
 
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It looks like that. So what is the difference? Who gets money and can recruit troops from such province? Because this is what matters here: troops and money to maintain/recruit them.
If owner can, then controlling is meh. If controller, then control=occupation.
If you're placing your forts in such a way that you lose control of tons of provinces on day 1 of a war, I don't think that's an issue with the system.
It's an issue with your fort placement.

If you've got important provinces on the border you don't want to change hands, fortify them properly.
 
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Bavaria was significantly strengthened.
 
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This entire post is giving me the mental image of you going to war and your adviser saying "we can't move our armies sir, our enemies have constructed a fort in the nearby mountains!" Then you go outside and look at a bunch of french men sitting on their fort taunting you.
 
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Second, fort level "contests" make no sense outside of a highly abstract board game. Fort garrisons generally did not collapse because the fort in a neighboring province was bigger and newer. A fort is a fort, and even an old fort can create headaches for invading armies. This also creates perverse incentives to invade right after upgrading forts in order to be able to immediately seize enemy frontier defenses. It is both nonsensical and bad gameplay in one awful package.

If you'd actually read you'd notice that 'Fort Contests' was between two forts neighbouring a third province which didn't have any forts. Not one fort collapsing instantly due to a neighboring fort.

Gee, you'd think people would read stuff before getting hot and bothered about it
 
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chrnno

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I just realized I have no idea what Maneuver does...
Removes river and strait crossing penalties if higher than opposing general's, increases speed of the army, increases reinforcement ratio and reduces weight of the army(thus attrition).
 
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WhiskyGlen

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Ah. I see! So forts simply won't exist in most every province like they do now. They will be strategically placed. Interesting... I think I am actually starting to love this idea. This actually does make more sense for larger nations as in real life, you armies didn't just sack fort after fort. Pick and choose what causes their opponent to crumble.. Awesome! Though I am concerned the HRE will be close to 100% forts due to all the minor nations having only one or two provinces...
 
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Codaky

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Not liking where this is going. If I am still worrying about forts in the 1700s, then something is wrong with this system. Let's hope it's still being tweaked. Perhaps artillery will play a bigger role now with bigger modifiers to sieges?

Since they were still worrying about forts during World War I (Verdun, for example, was a fort, one of many along the french border), I do not think that would be historically unplausible.
 
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