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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.
 

Arinsar

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This is getting my stamp of approval. I would really like to see either reinforcing garrisons come from manpower pool (those soldiers shouldn't appear out of nowhere, managing manpower should be more interesting).
 
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highsis

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Some suggestions:
1. let attacking army advance beyond uncontrolled fortress after leaving siege army to the fortress, as done in history. If the siege army is attacked and routed, the army that advanced past the fortress will lose supply/communication line and either become less combat effective or suffer extremely high attrition until they gain the line of communication back.

2. reinforce garrison from manpower pool.

3. army's movement speed should be decreased. After that make march mode/combat mode you can set for regiments. March mode has current army speed and you can use it to redeploy armies from one end of the border to the opposite end within your land; they are very vulnerable, though. Armies deployed in combat mode has 100% combat efficiency but they can't change to march mode in enemy territories, and even doing so in your territories take months. This change will extend on a the notion introduced in this DD of 'fronts' and create a notion of a 'limited warfare', because if you send 100% of your armies to attack a small nation, when your neighbours invade your borders, you are slower to pull away and defend your empty borders. As a result, you will only utilize portion of your army in each war instead of zerg-rushing enemies in every single war.

You will determine the importance of the ongoing war with the risk of being invaded and decide accordingly. This should be accompanied with AI aggression increase in case you pour a huge portion of your army into enemy territories, leaving rest of your lands undefended.
 
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Powder hound

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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.
 
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Basileus777

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The fortress idea is really intriguing. A lot will depend on how well the economic cost is balanced because if one can easily maintain a large number of these fortresses, I can see it becoming a problem.
 
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laijka

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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, unless you have

Unless I have what?
 
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Golladan

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Also, does this indicate the removal of the World Conquest achievement? It's already difficult enough, but it would have to be impossible if you can't carpet siege. Because if I understand this correctly, carpet sieges are now a thing of history if you cannot pass a fort without defeating a fort. Going to stink beating back hordes of French mercenaries as you try to siege their border provinces. lol
There are going to be gaps to move through unless a nation goes crazy building forts. And with the number of buildings depending on Development and terrain, you're probably not going to see forts everywhere.
 
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Evil4Zerggin

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With individual forts growing in importance to rival that of a small army, any chance they could get army-like icons? A separate map mode seems insufficient given that we will want other information at the same time.
 
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ruzen

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I liked every idea / feature! Cant wait to play and when will you guys announce the new expantion and what is it about? Cause I wana know :D
Also I think with the current state of "Ottoman Dynaysty" need a new goverment just like England. Not a like but Sultan System where they can pretend or kill other brothers.
 
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Philadelphus

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Wow. Just...wow. This is huge. A major gamechanger. I'm quite looking forward to it.

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.
So if I'm interpreting this correctly, a fort can't take control of provinces that have a fort in them, correct? Also, what exactly does "take control of" mean? Just normal occupation?

If so, this suggests that leveling up your military tech to get the next fort level before your neighbors could be very valuable, as you could build a fort a level above them next to a few non-fortified provinces then declare war for some instant free warscore due to the occupied provinces.
 
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lolada

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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

Well that just not true, France and Spain *can* afford to protect their coast, but other weak nations will have more problem with that - which is as it should be. Add to that that pretty much noone dares to attack France and Spain.
edit: Its logical that country is supposed to protect their most valuable seaports
 
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lolada

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What does 'taking control' mean?

Say I don't have forts on a border and the enemy does, does he autosiege my border provinces? What if I 'siege' (well walk through) a province adjacent to an enemy fort and move on, does it fall back to the enemy?

Based on last Johans post it looks like thats the case, if you want to control the province, you will need to conquer the fort ,otherwise the fort will just retake it when you leave. Seems fine imo.
 
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WhiskyGlen

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there also the possibility that, because you are allowed to do infinite amount of adjacent moves you have this misconception that adjacent does not mean strictly bordering.
As in you move your dices once province multiple times, of course in the actual game, to save time you wouldn't do that, you i think you know what i mean.

I am going to concede you are right. I pulled out my old set of RISK instructions and you are right that the teleportation move was a house rule that was included in the manual. Although it does not appear to a be a house rule in the online manual. The word "adjacent" was only used in the main manual where it implies you can only move troops to a next door territory.

Not to mention that I had a misunderstanding of the word contiguous. My mistake. I am 0 for 100 tonight on everything!
 
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Will supply limit be dependent on contiguous zones of control? If you leave an undefended fort behind and it's recaptured by your enemy can they cut off your supply zones? Please say yes. :)
 
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twinxor

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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?
 
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Red John

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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.
 
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Mendeth

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and it sounds like you can just wander around in the new world and africa and capture everything instantly.

Correct me if I'm wrong but I don't remember reading of sieges in the New World or Africa that lasted for months, which is what the current system entails unless the attacking force is vastly superior in numbers and/or tech. The proposed change may not be the ideal solution but the status quo certainly isn't either.
 
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Johan

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Read please fragments I am quoting. As far as I understood, Whiskey Glen asked if Hanseatic level 3 fort will on day one take control over level 1 fort in SLesvig. Johan said yes.
It has nothing to do with moving army and sieges.

no. thats not what i said
 
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