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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.
 

volseraph

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Just me who thinks the Burgundian situation is not reflective of it's actual game state on patch release?

Assuming normal mechanics, there's no real way Burgundy can hold that amount of vassals, and to my knowledge, Burgundy was not inherently different from any other European feudal state, so it wouldn't warrant a special government like Shogunate.

I think. Feel free to correct me.
It looks pretty accurate, really.
Burgundy was in a really weird position in 1444. Early in the Hundred Years' War, Philip the Bold was made Duke of Burgundy after being heroic in the Battle of Poitiers, and then married off to the Countess of Flanders so that the Flemish wouldn't join the English side in the war. (This didn't work quite as well they hoped.) The combination of these two domains made him the richest and most influential noble in France, and his descendants went on marrying into, conquering, or buying up most of the Low Countries for the next hundred years, until by Charles the Reckless' time he held about a dozen different domains in personal union (http://www.wikiwand.com/en/Charles_the_Bold#/Titles), which looks to be what's going on in the screenshot.

Charles' big project was to obtain permission from the Emperor to unify his domains into a new Kingdom of Burgundy (or revive the Kingdom of Lotharingia), binding them legally rather than personally. Instead he got himself killed in battle trying to add Lorraine to his territory and they passed to his daughter, Mary, who married into the Habsburgs, and the French king repossessed Burgundy.

That didn't stop the Habsburgs from going on claiming Burgundy, though, and it's why the Cross of Burgundy (below) is a national symbol of Spain (their kings still claim the title).
800px-Flag_of_Cross_of_Burgundy.svg.png

As to how Burgundy will afford the monarch points for half a dozen personal unions—I assume something's been worked out. (Maybe personal unions don't take up dip rep slots any longer?)

Oh man, I just realised the horror of island hopping in indonesia now, trying to take portugal's lvl 7 forts who they will see as border provinces because they're islands. Oh God, Oh God the horror.
Eh. Just steal all their trade income so they have to mothball the forts. It worked out ok for the Dutch.
 
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yls3431

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Actually this new fort system also increases importance of having more income compared to having more manpower/force limit.

Venice can now hold against Austria/Ottomans. And France wont be able to cross Pryness whenever she felt like doing. Spain can use her troops overseas without fearing a sudden death from north.
 
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Meneth

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SO HRE wil be full of forts in provinces that were capitals?
The free fort level capitals get is not an actual fort, which is why it doesn't propagate a zone of control.
So I imagine that fort level simply disappears when the nation is conquered, unless an actual fort is built there.
 
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DavidRoyman

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I dont think tying up the defenses of a zone with its development is a necessarily a good thing.

Historically it was more common for defense to be planned around the geography of a region than how populous or rich it was.

I feel like the development of a defense system separated from production and wealth is a good thing. You'll be able to have more "realistic" sates where a core region of very developed provinces provides men and money to keep the borders stable and well defended.
 
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machomaster

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(Haven't read the whole thread yet, so maybe my concern was already voiced).

I hope that developers will also change the effect of forts on supply limit. Currently if I build a fort, this will add supply limit for that province - for both me the enemy troops. I don't think it makes sense. I think the forts should only add supply limit if they are controlled by you/allies'. I hope that in a new patch, armies will be subject to "base" supply limit when sieging a fort or being in a enemy fort's ZOC.

Question: can I move my army from one ZOC to another ZOC (either by the same enemy fort or another)?
 
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Puritan

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Do forts to anything to restrict ship movement? If not, will there be naval forts?
 
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Metz

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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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Demetrios

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blackchoas

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Dear god what implications does this have for navals invasions. Johan mentioned that provinces without forts and outside of a forts ZOC will just instantly fall now, France and Spain can't afford to make freaking sea walls how easy will it be to launch a naval invasion from behind and half their territory
 
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spinoza013

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Being able to garrison a fort with nearby regiments up to it's level would be great.
 
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spinoza013

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Forts were essentially places where you could project power. Their defensiveness was almost secondary to their ability to control the surrounding area. They were like sedentary medieval aircraft carriers where it could unleash cavalry to quell rebellion at any notice.
 
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Andrzej2

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Can you please tell us what happened to Burgundy? It's just on screen or you really want to decentralise them so much in game?

What do you think about adding maintenace slider for forts? For example on 50% maintenace our forts would have only half of garrison etc.
 
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Orosius

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What about rebels ? Will they insta siege your un protected province ? If they're in ZoC, will they move to the forteress ? Are they even affected by the new fort system ?

It could lead to crazy situation if 3 nationalist pack suddenly pop and merge to the nearest forteress, letting you fight a big stack of rebel, leaded by the highest leader they have.
 
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indika_tates

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We want it now! Please, release it soon. This will be a complete overhaul of the game. If you rework also naval system, and coastal provinces to a similar way where coastal fortified provinces are virtually unsiegable without naval blockade it will give the game a new flavour, even more, to merchant republics who tends to conquer important trade provinces and a new way to defend it!

One thing the game was ignoring is that if you don't break the walls of a coastal fortified city, you can replenish supplies by sea. That was the reason that Constantinople never fell until cannons were developed enough to break the walls.
 
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trybald

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Forts should be passable by cavalry. Cavarly raids behind enemy lines were quite common and were pretty much the main source of loot for nomads.
 
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loup99

Godogost of Armorica
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Late June or Early July at earliest. I have never been so happy for their patching policy! Finally we have to wait a long time! Don't announce the DLC and keep developing. :) It both gives time to invest in the patch and tune things, while avoiding the forum conflicts/issus. And when you don't have an announcement for the DLC, you can't demand it earlier.

And sorry guys wanting paradox to rush this too, only 3 major patches/DLC per year. :p :cool:
 
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Haccoude

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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
It's quite appropriate that Paradox is Swedish, because Swedish history actually offers an example of how it goes when the ruler tries to design a ship, rather than leaving it to the shipwrights.

Hint: Look up what happened to the Vasa.
 
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