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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.
 

sodoma

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I would like to design boats.
-Thickness of bulkheads
-number of cannon
-number of boat decks
-etc etc

Being able , detail , design the boat.
With its price according add things and their pros and cons

Something similar to what is being done now to HOIIV
 
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I would like to design boats.
-Thickness of bulkheads
-number of cannon
-number of boat decks
-etc etc

Being able , detail , design the boat.
With its price according add things and their pros and cons

Something similar to what is being done now to HOIIV


Have boats use up and show manpower. Maybe 100-200 on large ships (depending on the type and technology), 50-100 for small ships, 50-100 for galleys, 50-80 for transports. Etc..
 
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WhiskyGlen

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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).

I've heard this before, but I still almost always get the penalty unless the opposing army has no general whatsoever. I need to take some photos and prove this is the case (or prove I am seeing wrong.)
 

Me_

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I've heard this before, but I still almost always get the penalty unless the opposing army has no general whatsoever. I need to take some photos and prove this is the case (or prove I am seeing wrong.)
I think that you need at least X points of manoeuvre more than the enemy general to avoid the penalty.
 

Ibrins

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I think that you need at least X points of manoeuvre more than the enemy general to avoid the penalty.
1 more. Simply, more.
Although I'm not entirely sure as to what happens if a reinforcing army with a weaker general crosses over. Especially if the initial stack then disengages. Or, if the enemy general gets replaced with a higher maneuver one either by dying, or disengaging his stack.
Huh, I should check it out.
 

WhiskyGlen

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1 more. Simply, more.
Although I'm not entirely sure as to what happens if a reinforcing army with a weaker general crosses over. Especially if the initial stack then disengages. Or, if the enemy general gets replaced with a higher maneuver one either by dying, or disengaging his stack.
Huh, I should check it out.

I am fairly certain I can prove this wrong next time I play. When I first read it, I realize there may be more value to a slightly weaker general with a high maneuver. But then I kept getting the penalty so I stopped caring about it.
 

chrnno

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I've heard this before, but I still almost always get the penalty unless the opposing army has no general whatsoever. I need to take some photos and prove this is the case (or prove I am seeing wrong.)
It is how it is supposed to work but entirely possible there is a bug so yeah if you can reproduce a scenario it doesn't happen do it and report so it can be fixed. Though have you tried a clean reinstall? Because I have attacked across either with better manoeuvre and didn't get the penalty. Also saw the same for the AI attacking me quite a few times.
 

spinoza013

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I think we have to look at it in the abstract. Building a fortress is essentially fortifying the whole province not just one fort.
 

jamesd

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I think we have to look at it in the abstract. Building a fortress is essentially fortifying the whole province not just one fort.

Except no nation could afford to fortify entire provinces. For example the fortifications around Paris in 1800 were maybe 10-15 kms long. The borders of the province run for at least 400 km. To fortify the entire province means increasing fortification spending by a factor of 30. Even putting one very small fort covering the major road between Ile de France and every neighbouring provinces would roughly triple the cost of fortifying the province, and then we're back with the problem that there are very big gaps between fortifications that armies can march through.
 
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Lord_P

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This looks very nice!

Uh, could CK2 get this much love as well?
 
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Steph

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Except no nation could afford to fortify entire provinces. For example the fortifications around Paris in 1800 were maybe 10-15 kms long. The borders of the province run for at least 400 km. To fortify the entire province means increasing fortification spending by a factor of 30. Even putting one very small fort covering the major road between Ile de France and every neighbouring provinces would roughly triple the cost of fortifying the province, and then we're back with the problem that there are very big gaps between fortifications that armies can march through.
And more than that, even if we consider the province to be fully fortified, to prevent movement across it, it still doesn't justify that this can allow controlling unfortified neighbouring provinces, without even sending an army there.

And there is still a big unanswered question for me : - Do provinces adjacent to an ennemy fort autotmatically switch control to the ennemy, even if I have an army there?

And second related question:
- If I besiege a fort with a large enough army, can the fort still exert a ZOC?

Imagine the situation
Province A: my province, a fort,
Province B, my province, no fort,
Province C: my province, no fort,
Province D: ennemy province, a fort.

War is declared. C is controlled by ennemy, although he has never sent any army, just because he has a fort in D. And control is immediate?

I go besiege Province D. Does C remain controlled by the ennemy? Although he never went there, and his fortress is besieged and he cannot send anyone to keep control of Province C?

It seems to be there are many cases which are not explained by Paradox regarding how this ZOC will work. It seems to be a rather confusing move, I'm not sure it will really improve the game.
 
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spinoza013

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Except no nation could afford to fortify entire provinces. For example the fortifications around Paris in 1800 were maybe 10-15 kms long. The borders of the province run for at least 400 km. To fortify the entire province means increasing fortification spending by a factor of 30. Even putting one very small fort covering the major road between Ile de France and every neighbouring provinces would roughly triple the cost of fortifying the province, and then we're back with the problem that there are very big gaps between fortifications that armies can march through.
It's not a question about being able to march through or past forts it's more of a question of not being able to leave them behind unchecked where they can cut off your supply when you go deeper into enemy territory.
 

spinoza013

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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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Kapitalisti

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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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Yxklyx

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Yes it looks like that - basically "free" control of the enemy province that has no adjacent fort. You can get ticking war from the start which is good, wars are needlessly prolonged in current version, forts are mostly useless and carpet sieging is dumb. Still enemy just needs to walk a unit over it and you lost the province and all of your warscore, you still can't get far if you can't fight against enemy army.

Was not mentioned but it's possible that war score works differently now as well. Just a thought.