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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.
 

pkderek

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The problem with the ZOC idea is that forts were not capable of blocking an entire province. We're talking at least 100km frontage per province and it's not physically possible for a fortress to block all access. Even with artillery a fortress can't cover more than about 4km. Sure they can dominate major routes but armies of this period were not as road bound as those of 20th century. Even in Napoleon's Italian campaign, with more advanced logistics than existed in the 1400's & 1500's, he was able to slip an army past a small but strong fort blocking the route out of the Alps.
God some of you people... this is a game, and a rather abstract grand strategy game at that. The game simply cannot simulate the level of detail of real world events, so they have to make do with what they can. And on top of that, they have to program the AI to be able to handle it.

I love the potential of this. Some of you are looking at it too bleakly. Forts are pretty expensive, 7 gold sink in 1444 for 4 forts? If the Ottomans can't afford enough forts to block their borders, it goes to show that it's going to be really tough exploiting this. We'll see how it goes for the default EU map, but for mods that add a ton of provinces? Oh man, my mouth is watering at the mod potential of this.
 
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Paradox, I have a bug... Wallachia owns a sea tile though they dont have any land provinces, here is my thread: https://forum.paradoxplaza.com/forum/index.php?threads/nation-owned-seatiles.947497/#post-21409283
In this thread a person came up with the idea of needing to "siege" sea tiles in war. Also if a neutral fleet wants to pass through your sea tile they will need to pay duty.
Hopefully you can develope the idea and ad it to the next patch or dlc even if it should have come with Mare Nostrum!
Dang, you're the highest level necromancer I've seen so far. Can you make a portal to Stratholme?
 
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Zwirbaum

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Is fort level avaible tied to tech level (unlocked approximately at each century) or is it like - 1618 bam, fort level 5 for you, you you and you?

And it seems Burgundy is broken into (PU? Vassals? Galore)
 
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yls3431

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They're in Bavaria. Memmingen got shorter and now owned by a new tag. Niederbayern got split into Landshut, Straubing, and another province (Regensburg?). Plus there's also Ingolstadt taking up part of what used to be Memmingen and Niederbayern.

Also a new tag in Nassau.

Thanks. Now I wonder if its the final setup or Europa is gonna get more provinces? Like its in Veritas et Fortitudo Mod.
 
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Is the new fortress system going to change the way army tradition is gained through successful sieges? Like getting more tradition for high level fortresses and less for provinces without a fortress?

However, I really appreciate the changes!
 
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My reading of the DD is that larger forts could have a garrison of 25000 or 35000, which are huge garrisons compared to the previous system. Even if you defeated the enemy army you'd need a large doomstack just to siege one, so I'm wondering if we'll also see some changes to siege mechanics?
also, assaults are suicidal even on level 1 forts
 
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Something most people seem to overestimate here when complaining about forts projecting power to neighboring provinces is the distances involved, especially in Europe.

Living in Northern Germany, for instance, it would be absolutely trivial to send a detachment of 100 men on horseback from Hamburg to Lübeck or Lauenburg within several hours to get the mayor to surrender the city (which doesn't have a garrison, after all).
 
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Let me ask...

war!
I got 50k troops my enemy 45k. I cant go into his country cuz first I need to siege his fortress (25k). his army is hidding behind the fortress, I can't get to it. and now:

I start sieging this 25k fortress my 50k => he uses SORTIE => battle starts: 25k vs 50k => his army join to the battle => 70k vs 50k => I go back => his army is hidding behind the fortress => result? impasse?

Sortie nerfed to 20% defending force?
 
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Johan's answer seemed to indicate opposite, that is why I wrote original reply.
If you want to control enemy province it is YOU who has to send military forces (and usually you do not use fortress garrison for it). What was the range of artillery in EU4 era? How big is province? How do you imagine that ownership of fort in your province gives you control of whole enemy province?
It's essentially an abstract to model the effect of control of supply. You can't bypass a fortress as your supply lines would be cut and your invasion would die. The AI has a notoriously difficult time managing attrition risks so adding a realistic supply control for fortresses would give an advantage to the player.
 
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I suspect that France will just have a high initial autonomy in several provinces.

As for the worry about France fort spamming, keep in mind that forts use a building slot, so a country that spams out forts isn't just going to be sinking lots of money into them but it's also going to be losing out on the chance to grow its provinces with buildings.
 
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What is preventing the attacker (who didn't even lift a finger) from suing for peace at this point, and carving chunks out of their smaller neighbor effectively risk-free no matter the strength of that neighbor's allies?

The "length of war" modifier in the peace deal / peace desire calculation.
 
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So it takes about 10 months to regain half of its power. For a level 3 fort, means that in 10 months it will have a 5k force, ready to defend. Your previous fort will not be taken in 10 months. You coordinate yourself, unmothball your Fort #2 with 10 months before Fort #1 falls. You have 10 months of extra-maintenance, for one extra fort (which comes at a total cost of maybe 50 ducats) and your enemy conquered one fort just to find another one ready to battle.

It is just a personal opinion but this seems pretty exploitable and annoying during longer wars.
When did strategy and micromanagement became exploits?
 
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The tragedy of these DDs is, seeing that fundamental huge changes to warfare and economy means patch 1.12 will not be released until weeks pass

it's already a bit irritating to spam pointless buildings in huge numbers when I know next update will make buildings much more interesting, similar point with warfare
 
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loup99

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Pigeoncount

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Ouch. That would answer my concern about fighting the HRE emperor as say Denmark. Sounds like there will be some super fierce battles over Lübeck, Lauenberg, Holstein, etc.

As the original post says, capital province forts are free, but will not have a ZoC, which sounds like to me meaning that OPM nations will work exactly as they did before, while the strategy for invading major nations is entirely different.

Edit:

Btw is this new start date? What happened to Burgundy!! o_O

It was nerfed into the ground. It looks like the Dutch region was given partial independence, so that it doesn't spend almost every single game as just a part of a larger nation.
 
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jrgen3

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Are you adding some optimisation with the new provinces and tags (at least 2 new tags and a bunch released from Burgundy)?
Also, regarding the Netherlands: Breda should go to Brabant instead of Holland.
Wouldn't having 7 vassals have a very significant impact on Burgundian monarch point generation or has something changed here?
 
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