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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.
 

Me_

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zdlugasz

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But Russia didn't have huge fortresses along the way.

Not all the world was fortified in the same way as Netherlands. They had some fortresses on borders (that of 1812 and also previous ones). Anyway, if you were building Russia (or load 1812 bookmark) you would not build fortress every second or third province. Russia was huge and was defending /fortifying critical places only.
Anyway, my point was that all warfare was was identical in EU4 timeframe. During WW1 western front was mostly static for 3 years, but others were not; and because fighting in Low Countries in XVIIth century fit proposed model well, it does not mean that other wars fit at all.
In Eastern Europe number of real fortifications was limited, and distances between them vast, if somebody wanted to gain territory he must capture them, but otherwise he bypassed fortresses.
 

perhje

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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.

From what I see in Constatinople is it a fortified capital (same as Muntenia, Serbia and Bosnia, but not like Moldavia, Bessarabia, Athens, Hunyad, Morea and Messina). Is it so that regions like Athens and Moldavia don't have fort but since they're capitals they still get the same as the none capitals just without the ZoC. Is this right or have I misunderstood.
Wouldn't it be quite expensive for byzantium to keep 2 forts which leads me to next question, will a mothballed fort in the capital still get its capital fort with its garrison which means it will get a fort with a ZoC and a garrison of 5010 men? Or will a mothballed fort in the capital go to the ground with 10 men defending the ZoC, but then it will in practice be weaker than a free unimproved fort.
 

darkyouck

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How will you make coastal fortress attractive ? Right now it seems to be a better option to build a fortress one province away from coast into the land, to cover more territory with your ZoC including the coastal province.
 

Cymsdale

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How will you make coastal fortress attractive ? Right now it seems to be a better option to build a fortress one province away from coast into the land, to cover more territory with your ZoC including the coastal province.
You might want to avoid a particular province getting looted though, and coastal provinces can often be quite nice.

You need to blockad costal fort to defeat it.

That too.
 

Te. Kenzo

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Great thing
However I'm more interested to not war features. Personally I think that feature should be added to the game from other games, are the ones of CK2

During EUIV timeframe, privilegia and local parliaments are hot spot of politics. Spain not exist, exist a King that have the crown of Castille, Aragon, Sicily etc.. I want to see in the game this rapresented. I like how in CK2 is rapresented the fact that the thing you can do de jure in a kingdom, you can't do in another kingdom. In a very simple system this should be rapresented also in EUIV, I want to see netherlands revolt becouse as King of Castille I need more tax for my wars, increasing fiscality there, after that calvinism spread and they have many reason to declare war.

So, we need a tab like "Crowns and Viceroyalties" or for republics about "Province\States and land territories."
 
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Moridin997

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so system of fortress in a country would look like these?

05655b61db669.png


72ef2f9542324.png


That Spain layout is neglecting the defense of Andalucia from Portugal and the Pirinéus from France. If it becomes the usual colonial-trade empire, Portugal can use its fortune to out-compete the Granada fort. And France can do the same in the north since France is, well, France...
 
I

indika_tates

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That Spain layout is neglecting the defense of Andalucia from Portugal and the Pirinéus from France. If it becomes the usual colonial-trade empire, Portugal can use its fortune to out-compete the Granada fort. And France can do the same in the north since France is, well, France...

A bit offtopic, but please, rename someday Andalucia province to Seville, Al-Andalus is the name that muslims gave to the iberian peninsula. Nowadays, Andalucia is the name for an autonomous region far bigger than the province of Seville.
 

Me_

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I set it up real quick and under the current mechanics this would be the starting LD.

ZiYANQ9.jpg


In the screenshot from the dev diary, Flanders, Picardie, and Holland start with a smaller navy, and Brabant and Hainaut start with a smaller army.
Well, it looks managable. Does it change in any significant way after a month?
 

saegoto

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That Spain layout is neglecting the defense of Andalucia from Portugal and the Pirinéus from France. If it becomes the usual colonial-trade empire, Portugal can use its fortune to out-compete the Granada fort. And France can do the same in the north since France is, well, France...
ofc we can build fortress in every province, but who can afford it? it's optimal setup I guess.
 

AhoyDeerrr

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ofc we can build fortress in every province, but who can afford it? it's optimal setup I guess.

Unless income has been overhauled pretty drastically any player will be able to afford at least the first fort on every single province, if that is even possible. It is not hard to be earning over 50 ducats a month net without blobbing and it seems forts are only a few ducats each so it should be very easy. You could also just mothball all of the inland forts to save money during peace time.

The real question is whether or not it will be worth doing that, it may make more sense to use that building slot for another building instead.
 

EMT0

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Unless income has been overhauled pretty drastically any player will be able to afford at least the first fort on every single province, if that is even possible. It is not hard to be earning over 50 ducats a month net without blobbing and it seems forts are only a few ducats each so it should be very easy. You could also just mothball all of the inland forts to save money during peace time.

The real question is whether or not it will be worth doing that, it may make more sense to use that building slot for another building instead.

That kind of money's better off spent on advisors for MP or internal improvements, though.