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Johan

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So, me and @Groogy have been posting a few teasers recently, and I wanted to clarify a little bit about them.

Marines

One of the new categories of units we are adding in 1.30 is Marines. If you own the Golden Century OR the Rule Britannia Immersion Pack, you'll get this new unit.

  • Marines are infantry only.
  • Marines use sailors instead of manpower when built and reinforce.
  • The amount of Marines you can build is a fraction of your force limit, and the default is 0%.
  • Naval Ideas gives you 5% of your force limit as Marines.
  • The Recruiting Act Policy gives 5% of your force limit as Marines.
  • The Portuguese Naval Doctrine gives 10% of your force limit as Marines.
  • English Red Coats National Idea gives 5% of your force limit as Marines.
  • British Britannia Rules the Waves gives 10% of your force limit as Marines.
  • Marines land at +200% disembarking speed.
  • They ignore crossing penalties, so if your army is 50% marines, and you cross a straight, its -1 penalty instead of -2, and if you land with 100% marines, you have no penalty.
  • Marines however take 25% extra damage in the shock phase, as their drawback.

numbers subject to tweaking..
eu4_72.png



eu4_73.png


Coastal Defence Buildings
Two of the new buildings in 1.30 that I can talk about today are the Coastal Defence and the Naval Battery. They can be built in any coastal province.

Coastal Defence
Required Dip Tech 5
+50% Blockade Force Required
+100% Hostile Disembark Time

Naval Battery
Required Dip Tech 12
+100% Blockade Force Required
+200% Hostile Disembark Time
+5% Hostile Fleet Attrition


These are three new statements you have not heard before, so let me explain them.

Blockade Force Required - Previously the amount of ships required to blockade a port was entirely dependent of the development of the province. Now this is increased by 50% and 100% by these buildings, making it more expensive to blockade an hostile coast.
Hostile Disembark Time - This slows down how quickly hostile forces can land on this coast. The Naval Battery can totally negate the bonus of the Marines.
Hostile Fleet Attrition - A fleet sitting in a sea-zone will take the highest hostile fleet attrition, from adjacent enemy controlled ports, each month. (Yes, the AI will as well.)

eu4_74.png


Yes, there will be more fun stuff later on, but most likely not more this year... dunno... :p

 
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Also another question, does that :"+5% hostile fleet attrition" stack depending on how many coastal provinces are adjacent to a given sea tile?


Highest one.
 
I mean, consider the fact that you are likely going to have to build them in at least nearly every single one of your provinces for them to actually have some effect(otherwise your enemy will just land on a province that doesn't have any defence), and, as far as I understand, these new buildings still take that precious slot, meaning that very rarely will it be effective to spend money on them.?

I'd put a fort + naval battery as a low develop mountain province adjacent to my richer one.
 
Just asking for clarification - do we get up to x% of our force limit as marines, or do we get those x% on top of the force limit?

In other words, does his effectively raise the force limit for people who have access to marines?

no
 
As I said on twitter. We are looking into marines for Spain and Netherlands as well.
 
Ships should have just used manpower, not sailors the janky mechanic, now you add Marines.

Sailors, while not being ideal, solves a fair amount of problems just using manpower would. It strengthens nations with ports dramatically in the naval game.


Gonna add Mountain troops next? what about dragoons? How about actually balancing the game so that certain countries dont just stomp others? How about making trade not a 1 way street?

We have already added

Banners
Streltsy
Janissaries

etc..

And will add more ..