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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.
 

Ferrous Will

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How large is the ZoC for forts?
Good question. I guess it varies for different fort level, level 1 getting no ZoC, level 2 getting 1 or provinces' ZoC, etc.

Wrong, it's just neighboring province

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.
Bold mine

You best not spread misinformation if you can't be bothered to read. I'm just saying.
 
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Will Constantinople be getting a unique fort to represent the Theodosian Walls? I know the Byzantine Empire usually dies, but if it survives, it could be an idea to allow you to upgrade them. I could see a resurgent Byzantine Empire reinforcing the walls and placing cannons in the towers, they were very easy to modify considering their size.
 
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Denkt

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I prefer rebels to be easy and dumb. Rebels are as annoying as they are boring. In EUII, I used to use the no rebels cheat. Made the game a lot more fun.
However many (including me) want rebels to be a treat which you rather avoid by doing things such as increasing local autonomy.
 
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Golladan

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Regarding Burgundy and all the talk about the screenshot, I just think they released all possible vassals to show off the army FL info more easily and/or to show the new tag(?).
(Sorry if this is already common sense by now)
Burgundy was previously shown broken up in the Parliament diary.

Also the tag in Picardie does not currently exist in vanilla.
 
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WhiskyGlen

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Secondly, you can not walk past a fortress and its zone of control, as you have to siege down the blocking fort first.

So do alliances all count as a line? In other words, if you are at war with the entire HRE as say Denmark, does this mean you cannot march troops all the way down to Austria until after you siege everything in between? Or does this only apply when the provinces are owned by the same nation?
 
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What I love in these changes is the fact that now retarded 'march through entire enemy territory across the Eurasia to capture capital' will be impossible.
 
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As always. All expansion DLC for EU4 have been released alongside with major patches.
However, not every major patch was accompanied by a DLC.
 
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Thanks for the nice patch. I always desire old system improvement more than new features.

Just one question. I like to see the sources of my forcelimits in detail but what if I have too many provinces?

Then you have to click on a province. Its shown in the building area.
 
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No idea

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Wow. The features in this DD and the previous one are going to change the way EU IV is played more than all the previous expansions together. It is going to be a big, big change in gameplay. I hope the AI is taught to play it well.
 
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yls3431

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If the player is able to take high level forts in 4 major centres of the country than AI should surrender, I don't want to carpet siege other 20 provinces and isolated islands like i have to now.

Maybe sieging down forts would add alot to WS. Also it should be considered with the forts that 40 WS cap gained/loosed from battles needs to increase to motivate ai to be more inclined to make peace if lost all her war capacity.
 
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There was a great suggestion in the suggestion forum a few months ago I got inspired by to design some more flavor and fun for theocracies in. I doubt we'll have an entire expansion dedicated to Theocracies, but its just common sense to add it in to another expansion soon.

One of the criticism we’ve had regarding EU4, have been that the game has always premiered conquest, and if you didn’t expand, you fell behind. In the next major update, you’ll be able to make an empire that is more focused on tall than on wide. After all, it is just common sense of us to listen to what the community is requesting.

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.
Common Sense (also a book... Which thinking about it may actually be more appropriate)
 
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This seems really, really good in terms of the realism aspects. I just wonder if 1.5 ducats for a level 1 fort isn't a bit too high? Sure, it makes sieging easier in most cases, but one has to assume that most states had fortified borders? Also, a suggestion. Marches should get bonuses to forts and to fort costs. That would make them actually useful, as well as making them similar to what they actually were supposed to represent, a militarized border region.
 
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If France does not have it's vassal swarm, does that mean there is another way to depict it's lack of centralization in that period?

Also, I really hope that the government overhaul won't be limited to 1-2 unique governments, but one that changes how the whole system works - maybe reducing annexation speed for feudal monarchies, or even outright blocking them.
Honestly, France could have lost the vassal swarm the moment LA was developed. If they have raised LA in certain provinces, France will finally be weaker at gamestart, instead of stronger because vassal Zerg rush.
 
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