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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.
 

aureliusnoble

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I was just wondering whether it would be possible to have a maintenance slider for mothballed forts (or perhaps just forts in general) as this would allow for far greater strategic control over fort defense.

Also I think it would be quite cool if once you've captured an enemy fort, you could spend military points (dependent on the fort level) to destroy it, this would add a real long term strategic risk even to wars which have little impact on territory control.
 

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As I posted in another thread about Burgundy...

If that Burgundy map isn't just a game started with whoever is playing the game breaking apart Burgundy into vassals for fun, the division is all wrong.

Nevers-Rethel being separate is correct, as those two were owned by a cadet branch of the House of Burgundy, and had been since 1404.

Beyond that, if we're going to break down the entire Burgundian state into (a) what was actually owned by the Dukes and (b) what came to them through personal unions, then the division would be as follows:

Owned by Burgundy
1. The Duchy of Burgundy itself: Bourgogne and Charolais in game terms. The core of the Burgundian territory.
2. The Duchy of Luxembourg: Luxembourg in game terms. Philip the Good did not inherit Luxembourg, but purchased it, so it can't be considered to be in personal union, but instead directly owned by Burgundy. As this happened in 1443, it should have a really high nationalism.
3. The Counties of Hainaut and Holland: Holland, Zeeland, Hainaut, and Cambrai in game terms. Again, These counties were not inherited, but purchased, so again cannot be considered in a personal union, but should be directly owned. This happened in 1432, so again, these provinces should have a reasonably high nationalism.
4. The Margravate of Namur: Namur in game terms. Same as the last two, Philip bought the rights to the margravate in 1421. Again, it should be directly ruled by Burgundy, but have a somewhat high nationalism.
5. Picardy: Picardy and Vermandois in game terms. Ceded by France to Burgundy under the Treaty of Arras in 1435.

In Personal Union with Burgundy
1.The inheritance of Margaret of Dampierre, wife of Philip of Bold of Burgundy. She was Countess of Flanders, of Artois, and of the Free County of Burgundy: Flanders, Ghent, Artois, and Franche-Comte in game terms. Margaret died in 1405, so this personal union should be getting close to actual integration by game start. The nation in personal union here would be Flanders.
2. The inheritance of Philip of St. Pol, cousin of Philip the Good of Burgundy. He was Duke of Brabant, Duke of Limburg, and Margrave of Antwerp: Brabant, Antwerp, Breda, and Limburg in game terms. These areas were inherited by Burgundy in 1430, so the personal union wouldn't be so close at this point. The nation in personal union here would be Brabant.
 
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i don't understand the concept of forts, if a province has a level 1 fort and a province adjacent has a level 2 fort, if i conquer the level 2 fort do i automatically conquer the province with level 1 fort?
 

Demonsul

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i don't understand the concept of forts, if a province has a level 1 fort and a province adjacent has a level 2 fort, if i conquer the level 2 fort do i automatically conquer the province with level 1 fort?
No, but provinces adjacent to both forts would be occupied by the level 2 if the two were at war.
 
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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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IcyBlizzard

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Am I the only one thinking that OPMs won't be able to take 5k fort garrison with 3k army?
 

RaptorCommander

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What the people in the first 10 or so pages haven't seemed to catch on to is that a Fort has Maintenance Cost, Construction cost AND opportunity cost. Remember from the earlier Dev Diary that provinces have limited building slots so if you decide to build a fort you are forgoing the construction of something else.

To avoid exploits : Zone of control rule should be calculated on Garrison size not fort level.

If main concern I have is that Forts and Sorties essentially give free manpower to the defenders, I say that either the total fort cant sortie or forts work as in MOTE and you need to garrison units in them to brief the number up.
 
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unniquue

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The Fortress idea seems amazing ; I always found it strange how every province in the whole world had fortresses and needed to be sieged down for years for a bit of warscore. Less overextension from provinces and more warscore from battles would also be a good add in my opinion, war enthusiasm and exhaustion should also play a bigger part especially if you get stackwiped or are at least 25% sieged down.

Hopefully ridiculously long sieges like this one where it took 4 years for 40000 men to siege down a province (in 1683) will be a thing of the past! Damn those pesky Dutchmen!
 

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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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This is an interesting point—they weren't (re)unified until the late 1400s, and it was the "Styrian" branch of the Habsburgs (the Leopoldians) who survived; the "Austrian" branch (the Albertinians) died out mid-century and Austria reverted to the dukes of Styria.

That would basically never be modeled correctly in EU; probably easier to just gloss it this way.
Styria has a decision to form Austria if they hold Wien. All we would need is an event where if one of the lines (Styria or Austria) has no heir they can become inherited by the other on monarch death. If Styria was the one inheriting Austria it would simply follow up with the decision to form Austria. Tyrol would probably work better as a vassal of Austria with Habsburg ruler.
 

Incompetent

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Historically, at least in Europe, all towns of any substance had some sort of fortification, even if it was a crumbling medieval wall. Those fortifications could fairly rapidly be bolstered with earthern walls and bastions which would require substantial time and effort to take. A hundred soldiers could not have simply walked around taking "control" of anything more substantial than a barn.

The word 'town' is actually descended from an old Germanic word meaning some sort of man-made barrier or enclosed area. What originally distinguished a 'town' from a mere village was being able to afford at least rudimentary protection against bandits in the form of a wall/fence/rampart with guards at the gates. The word has evolved differently in other Germanic languages from that basic meaning, e.g. a Dutch 'tuin' is a garden, and a German 'Zaun' is a fence.

I think it's fair to say though that forts in EU4 will represent unusually extensive systems of fortifications - even a single 'level 1 fort' will represent something on the scale of Edward I's system of seven castles in north Wales, for example. Small towns might have had a few guards at the gate to keep small bands of criminals out, but they wouldn't offer much resistance to an army of several thousand men. Sub-1k forces are not represented in the game explicitly, but we can imagine that a 'fort' automatically sends out parties of a few hundred men to seize neighbouring towns and villages and raid the supply lines of invading armies (meaning the enemy army cannot advance further due to logistical issues).

The ZOC thing could be interesting with mothballed forts. Presumably, when a fort is mothballed, it doesn't exert any ZOC. But when it's put into active service, does it instantly seize all the neighbouring unprotected land? As others have said, that could be a bit OP. (That said, I suspect for rich countries, the main cost of a fort will be the *opportunity cost* of not being able to build another building in that slot, and that opportunity cost remains even if you mothball the fort.)
 

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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.

So it takes about 10 months to regain half of its power. For a level 3 fort, means that in 10 months it will have a 5k force, ready to defend. Your previous fort will not be taken in 10 months. You coordinate yourself, unmothball your Fort #2 with 10 months before Fort #1 falls. You have 10 months of extra-maintenance, for one extra fort (which comes at a total cost of maybe 50 ducats) and your enemy conquered one fort just to find another one ready to battle.

It is just a personal opinion but this seems pretty exploitable and annoying during longer wars.
 
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So it takes about 10 months to regain half of its power. For a level 3 fort, means that in 10 months it will have a 5k force, ready to defend. Your previous fort will not be taken in 10 months. You coordinate yourself, unmothball your Fort #2 with 10 months before Fort #1 falls. You have 10 months of extra-maintenance, for one extra fort (which comes at a total cost of maybe 50 ducats) and your enemy conquered one fort just to find another one ready to battle.

It is just a personal opinion but this seems pretty exploitable and annoying during longer wars.
When did strategy and micromanagement became exploits?
 
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The free fort level capitals get is not an actual fort, which is why it doesn't propagate a zone of control.
So I imagine that fort level simply disappears when the nation is conquered, unless an actual fort is built there.

But what about destructible buildings? What if I construct a fort somewhere inland, and then I no longer want it?