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EU4 - Development Diary - 1st of November 2016

Hi everyone, and welcome to another development diary for Europa Universalis IV. This time its rather meaty and is about major gameplay changes for the 1.19 patch.

While we were reasonably happy with how Fort and Zone of Control has played out since introduced over a year ago, it has had one major drawback. The rules have so many cases to keep track of that it was practically impossible to make all cases clear to the player. This causes much confusion amongst players, who also had an experience that was not as great as they had hoped while playing.

So now Zone of Control have changed completely. Instead of affecting a province and sometimes blocking passage in adjacent provinces, Zone of Control rules are now area based.

Areas = The same map division that States/Territories are organsied around. And which 1.19 will show thicker borders around.


A Forts is:
  • hostile if it is controlled by someone you are at war with.
  • friendly if it is controlled by you, or by someone on your side in any war, unless you are at war with them (should not happen).
  • neutral otherwise.


An area is:
  • friendly if it has at least one friendly fort and no hostile fort.
  • hostile if it has at least one hostile fort and no friendly fort.
  • contested if it has at least one hostile fort and at least one friendly fort.
  • neutral otherwise.

Zone of Control blocks an army to move between two adjacent provinces if they belong to different areas, one of which is hostile and the other being either hostile or contested.

(Note that movement within areas is never blocked by Zone of Control)

An occupied province without a fort will flip back to its owner's control if there is in the area at least one non-besieged fort controlled by him but no hostile forts.

To ensure an army can always reach the fort that is blocking it from moving and then come back after sieging it down, all armies can ignore Military Access in all non-neutral areas

Rebels never impact hostile rules, and yes, Capital Forts now work like all other forts.

In order to stop the enemy from reaching the interior of your country, you will often need to have one fort in every area.. Even without that though, forts can force the enemy to make detours unless they first siege down some forts.

While doing this, an average country ends up with more forts than before, so maintenance have been halved.

While doing these changes, we have tweaked the map dramatically, adding in lots of wastelands to give natural borders, and also made a big revision to the area setup, so now areas are pretty much all between 3-5 provinces, giving a more even balance.

eu4_131.png





We have added a new peace treaty as well in 1.19, called “End Rivalry”. This peace option force the enemy to remove one of their Rivals. The removed Rival cannot be added again until 15 years after removed.


We play the game quite a lot every week, and read far more on what issues you as players have. So we keep balancing and changing things to make for a greater player experience. In 1.19 we have some rather important changes to how you play the game.

Combat has been changed a bit as well in this patch, as we removed the combat width penalties from terrain, as it made battles last way too long, and was a double defensive bonus combined with diceroll penalties.

Sieging units will no longer get a rivercrossing penalty if a relieving force engages them, even if they did cross a river a few days, months or years earlier.

We have changed the chance to increase colonysize from colonist being placed to instead being a lower the bigger the colony becomes. Previously it was pretty much a no-brainer to keep it as long as possible, as it became better the bigger the colony is. Now íts more of a choice..

Another complaint was the fixed levels of liberty desire that got applied to vassals and marches as they grew past certain arbitrary limits. Now it is scaling by development of the subject so you can always judge impact of their growth.

For those of you that care about score, Great Powers are now likelier to be getting score each month, as they have a default +5 rating in each category. Also maintaining enough forts is now an impact on your military score gain.

Corruption is now not entirely 100% bad, as a country with 100 corruption will now get -20 unrest in their realm.

Courthouse & Town Halls no longer affect unrest but instead reduce state maintainance by 25% and 50% respectively, while their building costs have been halved.

The Casus Belli from Expansion and Exploration Ideagroups did not really work as great as before with the new technology system, so in 1.19 they are getting changed. The Casus Belli themselves are gone..

Exploration Finisher now allows you to fabricate claim on another continent that is in your capital in a colonial region. (Colonial Subjects can do it everywhere in a colonial region.)

Expansion Finisher now allows you to fabricate claims inside any trade company region that is on another continent than your capital. (Without Wealth of Nations, it is any overseas port not in a colonial region, and not in europe.)

At the same time, distance impact on building spy networks have been dropped to 1/10th of before.

For those of you that have Rights of Man, we are now adding even more things. In 1.19, Trade Goods will have a local impact. A Grain Province gives +0.5 Land Force Limit, Iron gives 20% Faster Building Construction & Ivory gives 20% cheaper state maintenance.

We have also improved the “trading in good” - bonus, where some are almost twice as powerful as before, and some have changed completely.

Next week we'll be back talking about all interface improvements for 1.19.
 
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1.18 was the best patch ever and 1.19 seems to follow the same trend, impressive!

Could we have a little information on the effect of other trade goods? Or see the new area map? :)
 
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The fort changes look delicious; can't wait to try them out.

Courthouse & Town Halls no longer affect unrest but instead reduce state maintainance by 25% and 50% respectively, while their building costs have been halved.
Hm, I might actually build them now.
Exploration Finisher now allows you to fabricate claim on another continent that is in your capital in a colonial region.
I'm guessing this should say something like "The Exploration finisher now allows you to fabricate a claim in any province that is in a colonial region and is on a different continent from your capital"
At the same time, distance impact on building spy networks have been dropped to 1/10th of before.
Johan be praised!
For those of you that have Rights of Man, we are now adding even more things. In 1.19, Trade Goods will have a local impact. A Grain Province gives +0.5 Land Force Limit, Iron gives 20% Faster Building Construction & Ivory gives 20% cheaper state maintenance.

Are those three examples, or are they the only trade goods that have an effect on a province?
 
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Small nations in rough terrain like Georgia, the Balkan countries or Andean natives are already hopelessly underpowered against major nations. It's not just that they lose, it's that they dont even impose a cost that might act as a disincentive. By making it even easier for majors to crush them with sheer force of numbers you are making a game that is already ridiculously prone to ahistorical blobs now have even more incentive for ahistorical blobbing.

It's already extremely easy to crush a minor with force of numbers; if I have 20 troops, my enemy has 10, and the combat width is halved to 10 by mountains, I just have to send 10 of my toops to attack them, wait a few days, then reinforce with my next 10 if my first 10 are starting to retreat. This change has a bigger effect on larger nations, since it means that when you're sieging a mountain fort you can't avoid attrition by leaving half your troops in a neighbouring province, and it means that mountains, hills, forests and woods don't slow down wars by letting a percentage troops avoid taking casualties in a battle on both sides.
 
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I appreciate what you guys are going for with the new fort system, but I'd need some clarification on it. How it's been described looks like it would be really fun for big countries, but make forts useless for small countries. I.e. all of Bavarias provinces could be occupied by Austria, since all of Bavarias "areas" are directly connected to the friendly Austrian terrain. Same goes for Tuetonic Order, Aragon, etc. All in all, most smaller countries would be able to be completely sieged from day 1 since they most times wont even have more than 1 or 2 areas to work with. That gets rid of the strategy in using forts to block. Used to be that a well placed fort in Abenga could block off the French from getting to Genoa, but now it looks like they would be able to walk right past that. I don't think that's the best design choice.
 
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Must add my voice to the people saying the Expansion and Exploration CB being replaced with merely being capable of making claims is bad. Now if you want to keep sane borders in Europe and make a huge colonial empire you pretty much need to take religious to avoid a bunch of pointless repetition of actions.
 
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Expansion idea became near useless as i can no longer wage no-cb wars inside sub-saharan africa and inland india/china. This was the main reason why i picked it as my 3rd idea group as the Ottomons after admin overlooking humanist/religion and economy. It should instead have been no-cb wars for territory of a nation 2 institutions behind you. The main draw of the idea was to get dip free land during the peace deal, as its very rare that one will want to fight for non-adjacent provinces.

Also, no comment on the trading goods bonus being lost upon load causing silk bonus to be useless as we needed to pay 100dip every time we loaded to get the accepted culture back?
 
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Firstly the new fort rules, do they mean that e. g. France, if she decides to invade Aragon, can freely move through the chokepoint in Rousillon even if it has a fort, park its forces in hilly Gerona or even Urgell (those are still part of the same area accoring to the published screenshot), park their forces there hiding the sieging army in Rousillon and effectively becoming the defender, using the new wasteland and fort rules to its advantage? I guess the same situation can happen in Caucasus as well.
Also, if France captures Rousillon, Aragon will not be able to move past it without taking it, since it is probably the Northernmost province in its area. I understand the need to make the Fort system simpler, but this part makes zero sense.

There is a simple fix to this, but it does require adding another rule: if you enter a province that has a fort, you can only stay there or move back to the province you came from.
 
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I make too many peace deals where I accidentally go over 100% overextension.

Can you please do something about this! Warning the player that accepting a peace deal would bring them to 100% or more overextension would be very nice. Or at least display the current overextension in the peace deal window.
 
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We have added a new peace treaty as well in 1.19, called “End Rivalry”. This peace option force the enemy to remove one of their Rivals. The removed Rival cannot be added again until 15 years after removed.
@Johan Is the anull treaties changing too? Sometimes it lasts less then the peace time, making it possible for the enemy to re-up it, making it useless in these cases.
 
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I am particullary interested about the elimination of the combat whidth. Which is going to be the difference between presenting battle in mountains or in plains for a small army against a bigger one?
 
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Yeah, Exploration/Expansion changes are weak. Institutions removed the Technology Group system, which means that the basis of those CB's needs to be redone. Removing the ability to mass-conquer overseas however is a poor attempt at fixing the problem.

There needs to be a way to reduce warscore cost in colonial region provinces. There's a missing system since the Technology Group mechanic is gone, and Institutions spread too quickly to be the limiting factor. There needs to be a 'Reform' process from Native -> Modern nation, and it needs to require all current institutions along with policies and more.

Just removing the concepts and using Fabricate Claims is a painful, boring and unfun method of overseas conquest. There needs to be a 'Colonialism' causs belli for colonial-region provinces (with more regions for Africa) that unlocks from the Exploration tree.

Another method could be to reduce Warscore cost based on adopted institutions. Cheap provinces overseas in unprogressive nations basically.
 
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how do forts impact rebels occupying territory? is like before or is it if there is a fort anywhere in an area, even if the fort isn't directly touching the rebel occupied province, they do not spread separatism? and what if rebels occupy a province in an area without a fort, but said province is directly touching a fort in another area? or is it both new and old?
 
They certainly will :)

But is the auto increase maintenance on forts upon war bug fixed so that the AI doesn't get to move freely passed border forts cause their move paths were fired before the game maintained the forts? Cause THIS is the bug that was causing the most headache. And if its still present, even though your statement holds, you will get repeated complaints that you guys failed to make the AI follow zone rules.
 
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If I build 2 Town Halls in a State, do the maintenance is reduced to 0% (-50*2%), or to 25 % (-50%*2) ?
 
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