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EU4 - Development Diary - 6th of August 2019

Good day and welcome to another Development Diary for EU4's upcoming European Update + Expansion. After enjoying a plethora of maps, missions and other content work from our esteemed content designers, I'm here to turn our attention towards the mechanical changes and additions we can look forward to in said European update.

We're going to start with Mercenaries. Not too long ago, I penned a dev diary outlining our ambitions with mercenaries

I'll take this moment to draw attention to the fact that the UI and numbers are far from final

6th Aud DD macro.jpg


In the upcoming Euro update, the old method of recruiting mercenary units one by one in individual provinces is replaced by the action of hiring Mercenary Companies. Mercenary Companies are complete armies of pure mercenaries, as such will not consume from your manpower pool. They can be recruited in any of your core provinces, where they spawn at full strength, but with low morale.

Mercenary Companies come in two flavours: Local Mercenaries and Foreign Mercenaries.

All nations have three bands of local mercenaries available for recruitment, ranging in size from small to large, capped at a minimum of 2 units and a maximum of 40, depending on the development of your nation. Other than the fact that all nations will have local mercenaries available for hire, there is nothing special about them.

6th Aud DD company available.jpg


Things get a little more interesting with foreign mercenaries. Across the world, there will be foreign mercenary companies, tied to a province of origin; the Free Swiss Guard from Bern, the Flemish Company from Vlaanderen, the Raiders from Navajo etc. These companies come with their own General who is loyal to that unit and that unit only. They also can have different costs and modifiers on the unit, depending on which company you hire from. These companies can spawn and despawn over the course of the grand campaign, but no matter how much you want any particular mercenary company, you can only recruit Mercenary Companies within your trade range. So while you may feel confident invading a colonial Portugal, know that they may well have a far larger pool of Mercenary Companies to draw upon.

6th Aud DD Frisians.jpg


So let's take a closer look at the mercenary units themselves. They are typically more expensive than your standard nation's armies, although those costs compared to the current 1.28 mercenaries are likely to be reduced. This is largely due to how Mercenaries will no longer have unlimited manpower, able to feed themselves with coins and bandage wounds with solid gold. No, from the upcoming European update and going forward, Mercenaries will have their own local manpower, unique for their army

6th Aud DD local manpower.jpg


Not to belabour the point, but UI and numbers shown and discussed here are far from final

Once you hire, for example, this Cossack Host, they will replenish any lost souls from their own unique manpower pool until, eventually, they will be completely exhausted and no longer able fight at full strength, leaving them liable to be wiped out in battle. Our intention here is for mercenary companies to be the muscle you flex in times of war and conflict, rather than the go-to permanent standing army for all nations. To this effect:

Make mercenaries always stay at 100% maintenance

We added this and are quite happy with the results. If a nation chooses to rely heavily or exclusively on mercenaries at all times, they will certainly be footing the bill for them.

As for when you terminate your deal with any Mercenary Company, they will leave your nation and your command like all other units, but will not be available to hire by your nation for 10 years. If, in time of great war, you may find yourself at a disadvantage if you have exhausted your access of mercenaries against a foe who has many other companies at their disposal.

You may notice that the Local Manpower for a mercenary army replaces certain actions in the UI. While mercenary regiments can still be consolidated, they fight as a single unit under their leader. They will not accept being lead by another leader or army and cannot be split, nor merged with another. In the event that their leader dies, they shall elect a new leader from within.

6th Aud DD dead leader.jpg


In playtesting, this has lead to it feeling rather chunky, when manoeuvring multiple stacks which cannot be merged together, as they can have different arrival times and movement paths. We are looking into a better way to manage such stacks of armies, and as inconsistent arrival times has been a bugbear for some time, it seems a fitting moment to address it.

Some other points about Mercenaries which warrant bringing up here:
  • Hiring a Mercenary Company won't prevent another nation from hiring from that company too. We didn't want to create a situation where the player who clicks fastest gets those juicy Swiss mercs.
  • Mercenaries will use your nation's military stats, then apply any of their own modifiers on top of that. We did not want to echo the situation in EU3, where mercenaries would end up clearly spending all your money on booze because they were too drunk to fight well.
  • Mercenaries will be hired through the macro builder rather than through the provinces. This should help reduce click fatigue, but also necessitates some work on the Macro Builder, which we'll address in a future DD.
  • With Mercenaries no longer being a bottomless source of manpower, base manpower is likely to increase for all nations, likely by increasing the base amount development gives and/or boosting the value of manpower buildings.
  • Mercenaries are to use unit models fitting for their origin.
  • All changes above are going to be part of the free update.

This is a major change to system that has been largely untouched since EU3, and it won't be until 2020 that this update hits the shelves. The system is likely to get some refinement based on playtesting and feedback. Early results show a lot more involvement with Mercenary Companies, especially in multiplayer. Hearing "Oh bollocks he hired the Swiss" down the microphone certainly evokes much glee, but we shall continue refining the system. We shall be back with more about Mercenaries, as well as the content that goes hand in hand with the system, as development continues.

As ever, comments and feedback are welcome in the thread. Next week we'll be tackling another large change coming in the European Update.
 
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The end of endless merc spam? Yes please, sign me up!
 
All I can see is a half-thought-through pass on the topic mercenaries, without even thinking about what mercenaries are, how they form, disband or how or why they fight.

Mercenaries (and pirates, for that matter) are men that kill and plunder for profit.
Their numbers should swell based on devastation, religious cultural and other forms of persecution.
Their numbers should go down in tolerant and prosperous socities.
In other words, the worse a region is off, the more mercenary and pirate companies should be potentially available.

And, at certain triggers, mercenary leaders (generals/admirals) should appear that pop mercenary companies into existence.
If the leaders are not found or killed (and no substitute can be found), mercenaries and pirates should turn into rebels.

For example, if the british coast suffers devastation, british pirates pop up and start plundering the trade node.

Mercenaries and pirates are professional warriors/sailors. They should have at least some bonus compared to regular troops.
In other words, regular troops should go through many hoops to reach the level of fighting prowess mercenaries and pirates show.
One solution would be that mercenaries/pirates have full drill.

The 10-year block in hiring the same company is just nonsense.
Nations willing to buy the services of mercenaries should also be able to keep them on retainer. Settled pirates and mercenaries are nothing historically new, as was the case with Black Army.

Thus, post-1444, once the initial mercenary pool is activated, nations should have the option to settle them. Pirates and mercenaries should be an additional estate that you can give provinces to.
Kossacks, Tatars and Barbary Pirates should be revamped to mercenaries as well, because they were pretty much the same thing.
Thus, you could have a province in Hungary that's given to Black Army estate.

Hiring home mercenaries/pirates should be done from the states panel, just like janissaries. Foreign or domestic. Obviously there should also be a list in the macro builder.


As prosperity goes up, as mercenary companies die/disband, and as professional armies start being a stronger and cheaper alternative, their numbers should drop down into insignificance, to finally almost not be available around 1800s in most developed countries.
 
"hey Vladislav, since units in the back line take full morale damage, and we can't use cannons yet, maybe we should split part of your army so we can reinforce like non idiots. So we don't have to ask on reddit why we lost this battle in which we outnumbered the enemy 1.5:1"
If a player splits an army to reinforce like non idiot, they probably know why they lost the battle while outnumbering the enemy 1.5:1
 
@MatRopert Since you guys tested it:

A nation (AI or player) loses a war and is completely drained on manpower. With the occupations gone and the country still being decent/well sized, money is not a problem. All/most merc companies got wiped or depleted. What options are there for that nation to get a standing army again? Are those nations sitting ducks for some years or is there a way for them to not get dogpiled the moment they lose a war?
 
Hiring a Mercenary Company won't prevent another nation from hiring from that company too. We didn't want to create a situation where the player who clicks fastest gets those juicy Swiss mercs.

Great! Please share this idea with the CK2 team so we can do the same there :)
 
Will mercenary companies have badass theme tunes? I wanna see my March of the Valkyries send the French scurrying back to their English parents.

Oh, and also.. will mercenaries cause increased looting and devastation due to their inherent unruliness?
Perhaps they can loot to restore their individual manpower pool, rather than giving you money.
 
Hmm, with the right amount of merc tweaking, playing Republics might even viable.
I'd love the idea of Venice wearing down an Austrian invasion to a stalemate, using mercs from across the Mediterranean until the Emperor just ran out of money and manpower.
 
This will make the dev clashes MUCH MUCH more interesting. When people have to actually think about when to go to war and with who, beause they can't just hire trillions of mercenaries to fight each other.
 
This will make the dev clashes MUCH MUCH more interesting. When people have to actually think about when to go to war and with who, beause they can't just hire trillions of mercenaries to fight each other.
Question: what is more fun to watch
A dev clash where people go to war very often because the game allows them to utilize their income and make army with lots of mercenaries in it
or a dev clash where people extremely rarely go to war, aside from the early game, because they need to spend all of their time desperately trying to build up their manpower reserves to maybe fight someone?
Or a dev clash where people, even when they do have some manpower, are too reluctant to declare any kind of war, because being the attacker in wars forces you to deal with some lovely things like increased attrition casualties, constant fights with terrain penalties to your side etc?
 
Well, for the time of arrival, I'd simply add that to the "Attach to army" feature that already exist, and go at the slowest speed in the composite stack. The one problem I bet, will be people constantly shifting their main army composition to fit their mercenary one, to get back to 'ideal' composition, but if using attach to only semi fuse armies, then having army templates at hand and have, say, shift click on the Attach army follow a set template (max combat width by default seems fine, I guess), leaving the rest unattached.

And then the obvious questions: one, how moddable is the system and two, how does it work with random nations, if some are tag limited, since the tag used there aren't always attached at the right geographical place?
 
In the upcoming Euro update, the old method of recruiting mercenary units one by one in individual provinces is replaced by the action of hiring Mercenary Companies. Mercenary Companies are complete armies of pure mercenaries, as such will not consume from your manpower pool. They can be recruited in any of your core provinces, where they spawn at full strength, but with low morale.

This comes across sounding like a cheesy duplication of an I:R mechanic. On the surface this doesn't sound appealing nor interesting to me.

Hiring a Mercenary Company won't prevent another nation from hiring from that company too. We didn't want to create a situation where the player who clicks fastest gets those juicy Swiss mercs.

Does that mean that two nations that are at war with each other can hire the exact same Mercenary Company? If so who will control that stack or will that stack be governed by the AI?

Mercenaries will use your nation's military stats, then apply any of their own modifiers on top of that. We did not want to echo the situation in EU3, where mercenaries would end up clearly spending all your money on booze because they were too drunk to fight well.

Ummm, since more than one country can hire the same Mercenary Company does both hiring country's stats get applied to the Mercenary Company (making it super strong) or just one? If just one which one? Or does that Mercenary Company hold two separate sets of stats (one for your country and one for the other country who hired them)?

*** Sounds like this might have some sort of potential issues.

With Mercenaries no longer being a bottomless source of manpower, base manpower is likely to increase for all nations, likely by increasing the base amount development gives and/or boosting the value of manpower buildings.

Why? Seriously, why would/should it be necessary to increase base manpower? Is that so players can have a fighting chance to defend against these (presumed) merc swarms that wealthier nations will now be able to throw at you?

*** Seems counter intuitive and counter productive to me.

All changes above are going to be part of the free update.

And what if players don't like this change but like other aspects of the update?

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Bottom line is that I am not excited about this addition in the slightest. I don't see how this makes the game better for the player.
 
How do you get the mercenary troop?
Does they spawn in your country or does they will walk thu the country(ies) to get in?

Can you hire mercenaries from your enemy /rival?


My opinion on these 2 questions are, I would personally prefer having the mercenaries walking to get to your border in a uncontrolled way and peacefully (meaning they can't get ambushed). And I think that you should not be able to hire mercenary from your enemies, rival and historical rival as well.

I am looking forward an answer from you guys.
 
Do they use your Force Limit? That's kinda disappointing. You can't control their size which means you need to be below your FL by quite a lot to hire them and since I would imagine people generally are on the FL for most of early game, that would make mercenaries quite hard to use.
In EU4 you need to have a standing army to avoid being attacked so it seems to me like mercenaries will only be useful once you completely run out of manpower or for some florry-economics.
 
In playtesting, this has lead to it feeling rather chunky, when manoeuvring multiple stacks which cannot be merged together, as they can have different arrival times and movement paths. We are looking into a better way to manage such stacks of armies, and as inconsistent arrival times has been a bugbear for some time, it seems a fitting moment to address it.
Perhaps a simple "attach" button, so they can stay together with your main army without merging?

Next week we'll be tackling another large change coming in the European Update.
Please be estates, please be estates :oops:
 
Hiring a Mercenary Company won't prevent another nation from hiring from that company too. We didn't want to create a situation where the player who clicks fastest gets those juicy Swiss mercs.

I have no problem with that mechanically, in fact it seems a good fix for what is happening in Imperator while you can find yourself starved of mercenaries. However, consider the idea to give cosmetic changes to such alternate mercenary companies, to prevent them looking exactly the same, as if "the Swiss guard" were hired by Prussia, France and Sardinia all at once.
 
Now that you've talked about Mercs, can you talk about Burgundy, since mercenaries feature heavily in their Idea tree?
Or is there yet another un-announced feature that prevents you from talking about them?
 
Well, this is... not great. I hoped the Mercenaries system would become less artificial and abstract - now it's still artificial and abstract, but in a different way. Mercs are no longer robots made of pure gold. Now they come to our Earth from parallel universes, where they were hired by different countries because of butterfly effect. Who is going to win - Swiss company from Earth-12, hired by Austria, or Swiss company from Earth-140, where they were hired by France? Battle on Earth-0, the Omega Point, is the only way to find out! Oh, and mercenary chiefs thinking "this king provided us with a steady job, not risking our lives too much and paid right on time... So boring, I don't want to work for him anymore, for ten years at least, no matter how much he is willing to pay!" are not great at being mercenary chiefs.
Now, jokes aside: I understand that gameplay and balance > realism, but are there really no other ways to make a good and balanced gameplay other than silly and gamey mechanics? For example, let each country have a "mercenary reputation", which falls if hired mercs are sent to die, and rises if they are used in victorious battles without much losses, allowed to loot enemy lands etc. It can determine the order of hiring a company instead of clicking speed. Make military ideas only affect your regular troops, and have a completely different ideas affect mercenaries, so small countries could pick them and utilise the mercs effectively, while big countries with large manpower pools rely on regular troops with buffs from military ideas.