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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.
 

saegoto

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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?
 
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If we can instantly capture all these provinces I think it would be nice to have them give their warscore over time (so if you capture a province you will not get the full warscore benefit for 6 months) otherwise I can see alot of potential for stupid things with 3000 man armies sliipping behind the enemy and getting like 50 warscore of provinces quite easily.
 
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How will the extra fortlevel in capital work in conjunction with actual forts? Will a capital with level 1 fort have fortlevel of 2 (10000 men)?

Any comments on the new Burgundy? A three-province minor with 8 subjects, most of whom are stronger than it would have independence wars on day 1 now. Are all of its subjects marches? How is the limit on diplomatic relations affecting them?
 
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Ea5YCKh.jpg


Hey guys, many of you have seen the changes to burgundy and bavaria. But really there is no one who has noticed that bordeaux is no longer a end trade node? :)

BTW: note the power projection for France during the HYW.
 
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Are we going to see model of distinguishing fort/fort level on the poltical/geographical map? It would be nice to see fortress on the map. Also it would be easier to distinguish which city has fort or not just looking on the map; thus it would be easier control of battlegrounds when at war.

If yes, please not add this in a seperate dlc like monuments packs.
 
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There has to be a reason to NOT do that. Increases expenses to fill forts perhaps? If spamming forts and mothballing the ones in the back until you need them becomes the legitimate tactics then the game adds needlessly complexities.
Do remember that building slots are valuable resources now, spamming forts comes with huge opportunity cost.
 
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I agree. While I love the rest of the changes, this 'no halfway turning back' thing is kinda stupid. Because it simply makes zero sense, although it would if the army would be disorganized and immobile for a while to turn back.

It makes the game really tedious for the player while adding nothing. Accidentally right clicked to move your army from Moscow to China and forgot about it for a while? Sorry, no possible way. Now it will march thousands of kilometer without a clue on how to stop their legs.

Really bad.

You can stop and return your army at next province bordering your initial starting position. Well at least I hope so.
 
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Yeah, please Paradox don't make it come out later than late June, as those of us who go to school in fall want a couple of months to be able to play it!
 
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This is amazing! Can't wait to play the new expansion.

Do we have any ETA yet?
As far as I can see they are making some very gamechanging conceptual changes. The developer diaries are therefore very general in terms of information to give time for balancing and implementing it smoothly to avoid unwanted interactions (bugs). Given that and their previous statements, I would expect us being at least a couple of months out, depending on how smooth the development goes. I would rather see a better tested and well-working patch than a patch needing several critical hotfixes to work as intended, thus I like their lack of specifying when they are going to release the update. In the end, the back and forth between code monkeys and play slaves should determine if the game is ready for release rather than an arbitrarily set date.
 
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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.
As far as I understand, it's not intended to represent actually blocking the passage, rather it is keeping you from doing something that you technically could, but would be an incredibly stupid idea. Napoleon doesn't count for reasons illustrated below.

After the Middle Ages, as army size grew (and therefore the required food), logistics were required and living off the land became unsustainable for new larger armies. The period also saw fortified noble's homes replaced by actual military installations, which meant that their power projection beyond their actual walls grew. End result: armied need supply lines, and the new forts were incredibly good harassing and threatening supply lines. Going past a fort left in enemy hands, would mean complete starvation and disintegration of the army not terribly long after.

As someone mentioned previously in this thread, later in the period agriculture improved and by Napoleon's time even the immensely large armies of that period could live of the land for a while, rather than relying on maintaining supply lines. But this was a technological development, not a strategic one.
 
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So what does zone of control mean? If I take a like level 3 fort, do all adjacent provinces with lesser fort levels automatically get occupied by me?

Also, what is going on with the map? Independent Nassau tag? New tag in Memmingen? More provinces in Bavaria? Burgundian vassal swarm?
 
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Seems very promising, now there's actually more of a reason to have a string of high level forts at one's border since the enemy litterally cannot walk past them. But please, you stopped mid-sentence in the quoted passage. The suspense is killing me.

Also have you considered tying the "blocking-function" of forts to leader maneuver-skills, in such a way that a leader with a high enough maneuver-skill (maybe more than 1 maneuver pr. fort level) can sneak an army past a fort and loot the interior. It would be a nice boost to maneuver.


I am salivating at the idea of playing as Norway and after capturing all of Denmark, putting forts at Holstein, Schleswig, Fyn, Skjaelland, and Skåne. In addition, Aland, Stockholm, Fyn, Osterbotten, and Finland. Not so much because I don't already control all the navy, but that would prevent backdoor invasions of the mainland when I am not paying attention. Though that many forts may be expensive, but it would be nice to be able to focus elsewhere without the random notification "Dalaskogen has fallen" only to see a six regiment army had taken it. lol
 
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Forts now siege down all opposing provinces of lower fort value?

This would lead to a question. Say you are France and have a level 7 fort on the border, a level 5 a couple provinces in, a level 3 a bit further in, then a level 1 a bit further in. They sack your level 7. Does this mean half your nation falls with it as a domino effect of stronger fort taking weaker fort?
 
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