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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.
 

loup99

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Wait so let me get this clear.
This is for 1.20, or 1.12?

And which one will have the new designer religions?
This is for 2.0 according to Wiz. There won't be any 1.12 acording to that logic.
 

Krajzen

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As someone said before:

please devs don't forget that new military tradition calculations make sieging main source of tradition points so... With far fewer forts to siege please don't make high LT impossible to get ;)
 

Chief of Staff

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Just wondering but what is garrison growth rate currently set as of 1.11, for comparison to this changes later?
 

loup99

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And where did he say that?
Johan said that Wiz would prefer the patch beig called 2.0 rather than 1.12. He himself prefered high version numbers (this was stated in one of the dev diary threads (could be on the old forum, but I do not think so))
 
Last edited:

Me_

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Johan said that Wiz would prefer the patch beig called 2.0 rather than 1.12. He himself prefered high version numbers (this was stated in one of the dev diary threads (could be on the old forum, but I do not think so)
So far it's always been referred to as 1.12. That comment only shows that Wiz does not have full control.
 

murlocmancer

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Wow this fort change will be super interesting. Curious to see how this will work and all, it seems really interesting. Carpet sieging is going to be even more difficult and it looks like wars in general will cost far more time and manpower with how much garrison forts give.

So from what I read Forts and their zone of control must be sieged. However provinces that are not in this zone of control will just be taken. Obviously you no longer carpet siege and now it is just take land except for the super hard to control fortified provinces.
 
Last edited:

Codaky

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Will Sortie still be in the game? Looks it little bit overpowered with such huge fort armys.
Of course it will, the whole point is tying up substantial troops to siege the fort. Otherwise you could just plant your usual 3000 men there and go on.
 

ppigor

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Let me ask a question here, that worries all the russian-speaking community of the forum in strategium.ru.

Is it possible to move the army deeper into enemy territory after lifting the siege of the fort? Can this army enter to another Zone of control?
 

Incompetent

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Will Sortie still be in the game? Looks it little bit overpowered with such huge fort armys.

Forts are powerful but expensive (not just the monetary cost - remember, building slots will be severely limited). You get what you pay for, and in a close contest, the defender naturally has the advantage.

Sorties are going to be more important in the early game, but in the late game I'm guessing they'll mostly be just an anti-carpeting development, or an emergency source of reinforcements if a big battle takes place on top of the fort. If they come out on their own in the open, even a level 7 mega-fort's garrison of 35k men would get crushed by a late-game full stack with general (especially if that '35k garrison' doesn't have the right balance of inf/cav/art). Even if the garrison had a good chance of winning, sending out a sortie when you only have a handful of forts is inherently a very risky move, like sending the goalkeeper on the offensive in a soccer match.
 

spinoza013

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This game really needs militia or garrison troop type. Lower discipline and tactics but cheaper.
 

salmanbabri

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Quick random idea, from playing today, if a forts ZOC stops an army's movement could say a 6 manoeuvre be able to slip through, recreates a Fredrick, Napoleon, Marlborough. The caveat is that such leaders are incredibly rare.
Could be exploitive though. Switch to 6 manoeuvre general, reach your favoured place & then switch back to your max fire/shock general. If they could make switching generals take a bit of time, then it would be quite a reasonable feature for high manoeuvre leaders to be able to escape ZoC.