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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.
 

SilasW

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Plus we still haven't actually got it confirmed if "control" means you have the provinces seized out or that you can move though them without attacking the fort but your enemy has to siege your fort if they want to move though.
 
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Yes, rip apart Burgundy even more. France is too weak and needs more help to grow.

Many personal unions with small countries = many free fortresses in their capitals on your side. I can imagine that Burgundy will actually benefit from all of those changes. Too soon to make any judgements.
 
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It's nice to see things I've been asking for for a long time finally being implemented. I hope it's done in a good way but the potential sure is there. The fort's zoning was an immense part of warfare during this time.

One question, will the zoning control of forts fall off near the end of the campaign like it did in reality? During the time of Napoleon the usefulness of forts had largely worn off.

I know this was posted pages ago, but I was wondering if there were any good places to go to read more about this? I know when Europe transitioned from the Medieval Era to the Age of Sail, wars went from "take out the opposing army and siege only what you really need to" to "pitched battles aren't as important as sieging fortresses".

I'm guessing during the Napoleonic wars there was some strategic shift again with forts not being as useful? I'd like to read more about what changed and how it changed.
 
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SilasW

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No you don't, but you do get control of the provinces that they both border, now it's not clear right now if control means instantly fully sieged for you or just that you can move though them without being dragged to the enemy fort but they can't do the same back without having to go after your fort.
 
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When you think about this new set-up, it is a lot like how Creative Assembly chose to make only one fort per provincial territory in Rome Total War II. It made forts a far more strategic aspect of the game and it made the choke points (provinces) in between forts easy to take, but hard to control. Now imagine if in the far off future, we have an EU game where the general mechanics are the same, but when battles occur, you have the option to go into real time battles like Rome Total War. Actually, that kind of was done when Paradox published Knights of Honor about 10 years ago (game really needs a sequel). Though I do believe that game was turn based and not real time. Been forever since I played it.
 
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Read the OP again. The change affects traveling from one province to another. If you send an army from province A to province B and they have traveled more than 50% of the distance between these two provinces they can't go back instantly.

I still think this should be modified so if you are over 50%, you can return in as many days as you are past 50%. My earlier example: If it takes 20 days to go from Province A to Province B and your armies are 14 days of the way, then turning around should be allowed, however, it will take you four days to get back to province A. Just as it's logical to assume you are in the other province after 50% of the travel time, it's also logical to assume that you are near the border if only a few days after passing the 50% mark.

*addition* They word it that at 50% you are committed. I think it should be >50%. Simply because 50% should mean you are on the border and can theoretically go either way. That would only apply for movements with odd number of days.
 
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I don't like this autocontrol of land. Shouldn't you still need to send an army to take control if contol eagers as occupy? If my land consists of province A, B, C and D where A holds a fort that controls my land. Enemys should be able to occupy territory B, C and D if the place troops there. If they leave I get it back. But with occupation rules of VIcky2 ie it takes some time. If enemy captures my fort without sending troops to the other provinces witin some time all my land will fall. (not insta but in a handfull of months if not my troops stands in the province.)
 
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Regarding those cities without a fort, I think they definitely need some basic protection, maybe a small garrison of 1000 men (just like current basic setting for those colonial provinces in America). It will take some time to siege those provinces, but those provinces could also be easily assaulted if besieged by a large troop over 10k (which is not that hard especially in later games). Rather than immediate capture of a unfortified province, which is insane to me, I think that can be a sort of balance.
 
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No need, just put a fort on every third province on your border and you're good.
People seem to forget about rebels. Am I the only one who ever sees any?
 
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Looking at the maintenance cost i don't think too many forts will be possible to afford even for big nations. Cost for higher forts will probably be doubled each level, and add maybe increase over time and it just wont be practical to spam forts, pay advisors and have decent army size.

What would be the point anyway, its just money wasting.
Which is why fort placement will have a strategic value rather than the build everywhere if you have money to spare that it is now. And marches will be useful as well.
 
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ppigor

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How about a new combat system with tactical controls like making columns, entering reserves into battle, regrouping of forces?
And separate units like shooters (jaegers), line infantry, light cavalry, line cavalry (cuirassiers)?
 
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I suggested earlier that a more realistic solution would be a proper supply system but I think the AI struggles with attrition management. This ZOC system I see as a compromise that retains balance between Player and AI. In all cases where AI limitations have to be mitigated a certain amount of abstraction is necessary.
 
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When the new patch be released. Old saves will be playable?

Judging by the amount of new stuff and big changes, I'd wager that probably not. At least not without huge glitches and bugs.
 
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It would be great if you added the current max combat width in the military tab under defensiveness or something like that, it's not like you don't have the room to spare :)
Real excited to see the new forts in action!
 
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chrnno

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no wait, stop... hold your horses!

this is too much micro for defense... the fortress bit... you'll be busy the entire war flipping funding sliders around for various provinces as the enemy force-marches their troops to the other side right past all the ones you just funded ;o

honestly, not quite realistic, as IRL, the enemy could march their troops out of said fort and attack your flank/rear during a major engagement...
Takes twenty months to go from 10(aka assault with no losses) to full so nope.
 
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Lord_P

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Please, please, please make coastal forts (at least high level ones) unsiegeable without a naval blockade. Or at least extremely difficult to take.
Can you imagine an epic siege of the Gibraltar? Or Sveaborg? Oh, that would be sweet.
 
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