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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.
 

Gustav91

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Well what I'm trying to say is that my opinion is that occupation of a province that's not fortified should take up to a couple of months depending on size and manouver skills of a general and if fort is hold by enemies the garrison if not under siege will retake it if no enemy army is parked there.
 

chrnno

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By the sounds of the rules presented, if a country is spammed full of forts and can actually afford to run them all (instead of having them mothballed with ten-man garrisons), it has already won the game anyway.
Not necessarily. If the country spends all their money in forts they might be annoying to deal with but essentially harmless as they can only delay the inevitable.
 

A-150

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I'm not sure if this was already asked but will exiled and retreating armies be able to move past forts? Also if now armies won't be able to move past forts (regular, not exiled or retreating), they can easily get stuck in enemy territory (no escape route) so could we have to option to force retreat so the players or AI's army can escape to friendly territory if trapped behind forts? Otherwise this will be an exploit to trap armies behind forts and take lands elsewhere (which is why a force retreat would be handy).
 

Niptium

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That actually makes sense. With Vauban striving to build an iron belt of forteresses around France to secore its territory. Does that also mean that a naval invasion could be undertaken to circumvent the problem?
 

highsis

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EU4 is finally becoming a game with its own flavour; I felt as though EU4 lacks unique taste compared to VC2, CK2, and HOI3. This DD sounds the like the greatest overhaul for EU4 since release.

I always thought EU4 needs notion of 'fronts.' Armies shouldn't march all the way across enemy lands without first securing control of adjacent provinces. And apparently this concept will be (partially) introduced with the new DLC. Woohoo!

Please minimize micromanagement with new mechanics, though. There should be a tab in quick build interface that switches mothballing fort on/off instead of clicking each province.

Next, I would love to see notion of 'total war' and 'limited war'(the latter should be most of the cases) because sending 100% of your regiments to enemy territories while you are bordering multiple nations is just silly.
 
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IggyMidomi

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I've got one very simple question: is Île-de-France, the province name, now Paris by default?
 

basaraheroes

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Does paradox have a release date?
 

loup99

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Gurluas

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Wait is this for a DLC or a big patch? I'm still waiting for the rest of the converter religions, Zoroastrianism in particular.
Are they coming with this patch? Or is it a separate thing?
 
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loup99

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The patch will be released alongside the DLC.
As always. All expansion DLC for EU4 have been released alongside with major patches.
 

Lakedaimon

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Very interesting thank you for the response! I did some additional searching with Google and I saw some comments referring to advances in cannon weaponry which caused sieges to end much faster than in eras previous. Apparently this meant military leaders preferred to have a pitch battle and have the outcome decided in the field of battle before it came to a siege where the besieging forces had a good advantage. Does this match up with what you understand?

How Paradox can attempt to model all this will be interesting. It seems with the 'can't move past enemy fortresses' mechanic it is supporting the idea that you never want an enemy fortress behind you. The mechanics just make it so you don't/can't make the 'dumb mistake'. It would seem better though to tie this back to supply limit as well. Maybe Paradox is going to change that too. In order to represent the Napoleonic era, maybe at a certain tech level you would be able to by-pass the 'can't move past enemy fortresses' rule and the side effect of larger supply limits due to tech level represents the ability to forage off the land better. This would effectively mean that with that tech level, warfare becomes a bit more like EUIV is now where you can send your armies all over the place, but prior to that time there is the increased importance of the forts and fort mechanics.

Now I just hope Paradox does it the way I just envisioned it. :)

This is also true, there was a large variety of reasons and the combination of all of them led to the revolutionary change in warfare. Depending on who you ask they will say one or the other is the most important reason.
 

loup99

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However, not every major patch was accompanied by a DLC.
In this context, it does not matter, as the previous DD clearly hinted that there would be a major patch and a major DLC. Honestly, I love this clarity from Paradox. No more ambigious and confusing speculation around every single dev diary. Those who follow EU4 seriously know roughly when next patch will come, if it will be major or not and what it will cost.
 

basaraheroes

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since it is already 1dd per week pattern

the release date won't be too far i think

but actually i don't want it release too early...
 

spinoza013

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Seriously don't know which I'm looking forward to more this or Witcher 3
 

perhje

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Really like this idea, but it would need a long overdue rehaul of the naval system to work as ships would become far more valuable and need to be capturable far more often as in history
The shipyard must also be more valuable in civil terms if this idea should come true, like trade power and production effiency. Since the shipyard would take a building space it should give good bonuses.
But honestly i think it is a not so good idea of building shipyard to build ships. It would make a seafaring nation like Norway which historically has been one big seafaring nation, also with Denmark as overlord, weak in ship production. Why? Because they have mountains everywhere( which is true so this shouldn't be changed) and crappy development which also is true. With this idea implemented a city(region) like Bergen(Bergenshus) which have been the trading center of Norway wouldn't be able to produce any ships. Also the regions of Sogn and Trøndelag have also been great on this and Hålogaland, look at the coast and how thin it is, and think if most of that is mountain, then you understand that that region had the seafaring as almost the whole economy although they haven't, as far as I know had a great production of trade and warships.
 

BarskiPatzow

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Aug 4, 2011
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People seem to forget about rebels. Am I the only one who ever sees any?
I think same mechanics will apply to rebels so they will have to assault a fort too, so my point still stands. You can make forts inland too, just make space of 2 provinces between forts, putting them next to each other would be an unnecessary overkill. I may be wrong, but that is how I see it at the moment.