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Welcome to another development diary for Europa Universalis IV and today we focus on warfare. Yes, you knew this dev diary was coming, didn’t you? It’s really quite difficult to play the game without understanding how the armies work.

Warfare is one of the most important aspects of Europa Universalis IV, and over the almost 400 years of gameplay, armies and navies will be your prime instruments of power when you go to war. You need to be aware of the different units of your armies and their strengths and weaknesses.
So, it is time to build some armies and go to war! In times of war, you will have to raise and maintain armies and fleets, conquer nations and project your power onto the world. You see them standing, moving and fighting on the map.

Battlefield casualties and general attrition will naturally reduce the number of men or quality of ships available to you as you play, but armies will be slowly reinforced and navies in a safe port will slowly be repaired. As you upgrade your technology, you will unlock different types of these units, each with different offensive and defensive characteristics. Some have attributes that favor the attack, some favor the defense, and others are suited for a more balanced approach. Each approach has its advantages and disadvantages depending on your circumstances, and it will be up to you to decide what kind of army you want.

Land Units
Just as in earlier Europa Universalis games, land units are divided into infantry, cavalry and artillery. As you move through the ages, your armies will evolve from men-at-arms and armored knights to advanced musketmen and dragoons, and everything in between. The specific types of unit available to you, and its offensive and defensive abilities, are also dependent on your culture. Asian countries can get samurai cavalry, for example, but you won’t find these guys riding around Spain unless you send them there.

You select your preferred unit type of your land units, as you discover them through technology. This interface allows you to select the focus of your military forces. Each unit you build represents a force of 1000 men.

Infantry will be the bulk of your army. They are your cheapest units, and don’t take long to recruit. Your cavalry are the force you rely on in a battle to hit the flanks of an outnumbered enemy or chase down those that can’t stand against you. They cost about double what an infantryman does. Artillery only become available at Land Technology Level 7 (Limber) and they are most important for their firepower on the battlefield and their effectiveness during sieges.

When you build your armies, keep in mind that an army that is more cavalry than infantry loses the “combined arms” advantage. Cavalry could be very powerful and fast at times in this era, but rarely outnumbered foot soldiers on the battlefield.

In the military menu, you can see four columns with data on the land units. First there is the power, second the ability during fire, third is ability during shock, and finally the number of regiments you have of that category.

Naval Units
There are four types of ships: heavy ships, light ships, galleys and transports. Unlike armies, each construction represents individual ships and have a strength measured in a percentage – a ship at 100% is in perfect health. Ships take damage in battles, of course, but also if they are in the open sea for too long. (This is naval attrition.) Ships only repair when in port.

Each naval unit has characteristics, just like army units. There are no longer any separate fire/shock values per ship type, as a ship-based gun is basically a gun. However, every type of ship has a different number of cannons, and a different hull size. There are also ideas that improve your ships ability to fight, or as we call it, the ships’ power.

The four different ship types have different purposes. Your main battle fleet will be composed of heavy ships (carracks, galleons, etc.). Light ships (barques, caravels, frigates, etc.) have better speed and are OK in a fight but will mostly be used to protect and project your trade power. Galleys (and later galleases and chebecks) are designed for fighting in inland seas and enclosed bodies of water. Your transports (cogs, flytes, merchantmen, etc.) are, as the name suggests, your lightly armed vessels intended to move troops across the water.

In the military interface, ship types have four columns, first there is the power, second the amount of guns, third is hull size, and finally the numbers of ships you have of that category.

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Leaders
Any military situation calls for extensive knowledge and leadership, and, for a monarch like yourself, how to choose which of the leaders at your service will serve what purpose in the war you just happened to find yourself in. (Clearly this war is not your fault.)

Though you can always put your monarch or a mature heir at the head of your army, you will hire most of your leaders from the general population. You can recruit generals, admirals, conquistadors and explorers as leaders. Generals and conquistadors, as land leaders, cost you 25 Military Power. Admirals and explorers, as naval leaders, cost you 25 Diplomatic Power. Once you’ve hired a leader, it can be assigned to lead any army or naval unit. As expected, generals are used to lead armies and admirals are used to lead navies. Assign conquistadors and explorers to units you wish to send far away or to uncharted lands – these are the only units that can venture into unexplored parts of the map (those sections covered by a white fog).

The skill of a leader determines how good he is at performing different strategies and tactics in combat. Leader skill is partly related to your nation’s military or naval tradition; countries with a history of warfare will be more likely to notice these talents among soldiers or general citizenry.

The four different attributes of leaders are scored from 0 to 6. “Fire” is their ability to direct the use of gunpowder or missile weapons. “Shock” measures how well the leader is at assaults, charges, whatever happens when ranged combat turns to man-to-man action. “Maneuver” is the ability of a leader to move his troops through land safely and get his forces into the right position for battle. Finally, the “Siege” attribute is most important for quickly taking down enemy cities. Paying close attention to these may be the difference between defeating an army twice your size or getting crushed.

Every leader (except your current ruler or heir) costs one military power each month to maintain. This puts a soft cap on the amount of leaders a nation can have at the same time. This also means that a monarch with low military skill and a poor selection of military advisors could find himself running a deficit in military power if he has too many generals. If you find yourself running low on military power, you can always dismiss your leaders, but this means you lose their services permanently.

Mercenaries
Every country has its own pool of mercenaries which replenishes over time, but the number of mercenaries you have already recruited impacts how many there are available for you. This isn’t an endless pool of soldiers for you to draw from. There are ideas that increase the size of the pool, as well as reducing the maintenance or cost of mercenaries. There are only mercenaries on land – you can’t hire renegade naval forces to fight for you.

Mercenaries do count against your land force limits – they are not a way to get around the costs of having to field an army that is already stretching your budget. But they do have a couple of advantages in certain situations. First, they are faster to recruit, so if you have seen your main force destroyed but can afford to get new men, mercenaries will get you back in the fight faster. Also, mercenaries fight just as well as regular troops and can be led by your generals and conquistadors if necessary. The best part is that they don't cost any manpower to reinforce, so while they fight and die, you can rebuild your own population for a later war. They are a vital part of any nation’s armed forces, and rich countries can benefit from them quite a lot.

ps. And in case you haven´t read this yet:
Paradox Hands-On Special: Master Class – Europa Universalis IV at Strategy Informer
“After crushing their main army, I then had a sudden wave of conscience as I felt bad for betraying my former allies, so I quickly ended the war in exchange for one of the core provinces I needed.”
http://www.strategyinformer.com/editorials/21807/paradox-hands-on-special-master-class
 

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"The four different attributes of leaders are scored from 0 to 6. “Fire” is their ability to direct the use of gunpowder or missile weapons. “Shock” measures how well the leader is at assaults, charges, whatever happens when ranged combat turns to man-to-man action. "

The above is quoted from Johan's 1st post. It seems to imply that archers will count as "fire".

So far as redesign goes, we don't really know how it will work. Some less-than-dramatic changes can turn it into a radically different game.

And what if I want Men at Arms and not Archers? No Missile Attack, no need for a Fire-General. However, lets see how EU4 will work.
 
Ottheinrich,

Are you suggesting players should design their own leaders, optimizing their stats?
 
Ottheinrich,

Are you suggesting players should design their own leaders, optimizing their stats?

Now that would be a bit gamey. But it angers me to pay money/tradition ->military points in EU4 for leaders that are suboptimal. The AI in contrary seems to be able to produce Shock-Generals without end. I simply want a decent General for my money, it must not be a second Napoleon.
 
Now that would be a bit gamey. But it angers me to pay money/tradition ->military points in EU4 for leaders that are suboptimal. The AI in contrary seems to be able to produce Shock-Generals without end. I simply want a decent General for my money, it must not be a second Napoleon.

The ai uses the same mechanics for getting leaders as the player.
 
The ai uses the same mechanics for getting leaders as the player.

Then the AI is very lucky with that moreover when the game is played with lucky nations off. :rolleyes:

My experience with AI Generals is, that they are mostley Shock-Based-Killers. And they don´t die, seems sometimes like Terminators. "I will be back". :p

Poor me looses Generals and Admirals often shorthly after I declared war but not in an Battle. The guys seems so afraid of war that they die when they hear that they should fight.

Now lets look out for EU4, maybe I will be more lucky with my leaders there...
 
A bit OT, but will we (meaning I) still be able to use "leaders by event" and mod in our own, both historical and random?
 
Still no answer to the questions what happened to discipline and tactics. Nor what 'power' is... :(
 
I dislike the leader system. In reality, leaders weren't that expensive to hire, dont you say? And there were much more of them then we see in game. Much of the time early game with bigger countries I have to keep a few armies with No Leader for a while. It becomes the case even more, as the game progresses, as you get more stacks, because the leader number(and quality) doesnt increase proportionally to the total army sizes.
 
I dislike the leader system. In reality, leaders weren't that expensive to hire, dont you say? And there were much more of them then we see in game. Much of the time early game with bigger countries I have to keep a few armies with No Leader for a while. It becomes the case even more, as the game progresses, as you get more stacks, because the leader number(and quality) doesnt increase proportionally to the total army sizes.

Agreed. But then, my 1st bit of modding was adding more leaders, both historical and random. I cannot stand playing without them.
 
I dislike the leader system. In reality, leaders weren't that expensive to hire, dont you say? And there were much more of them then we see in game. Much of the time early game with bigger countries I have to keep a few armies with No Leader for a while. It becomes the case even more, as the game progresses, as you get more stacks, because the leader number(and quality) doesnt increase proportionally to the total army sizes.

1. Game balance
2. I would assume that general in game terms means exceptional leaders.
 
Just read. Conclusion: Delay game, add more content. I'm serious.

The game is at the same level of finished as some of the previous games were on release, so they have plenty of time to change and tune. But I wouldn't hold my breath for changes in this aspect. What additional things do you think would improve the game?
 
I haven't read the entire thread, but there a couple of good posts at page 11: http://forum.paradoxplaza.com/forum...pment-Diary-21-Leaders-amp-Mercenaries/page11

I would also like to see more focus on not only wars but the effects of wars; such as the destruction of the countryside and looting of cities. For instance, the Thirty Years War is estimated to have reduced the population in present-day Germany by 25% to 40%. That's a catastrophy! A cataclysmic event. Arguably the root cause for freaking Hitler. In the EU games it's a minor adjustment of the growth rate and reduced tax incomes for a few months at a time.
 
I disagree. I personally find the amount of different troop types in for example MOTE a bit annoying.

Having played MOTE, I understand what your saying to a limited degree. The fact that GB has 3 types of Guard Units is annoying, since they are 100% indentical for play purposes.

But I do find the Army building more interesting since I can choose Light Inf, Line Inf, Grd Inf, or even Militia Inf. This choice makes a difference as the units perform differently in combat.

----
It may be late to add but just changing EU4 to include 2 types of INF, 2 types of CAV, and 2 types of ART could add depth to army building.
Perhaps then a choice would need to be made between Heavy Inf that performs well on Plains, vs Heavy Inf that performs well in Mtn's.
A choice could be made between Light Inf that gets a river crossing bonus, and Light Inf that gets a forest bonus.
Some units could have a higher MP requirement, or a higher Maintenance cost....
Similar options and bonuses to CAV/ART units would make army customization interesting to the player, and allow different countries/cultures more differentiation.

Although I would like to see Unit selection and Army building enhanced, I am very pleased with what I see for EU4 thus far. More units is not a deal breaker for me.
 
The problem is not all asian units wears the samurai armor, especially those of southeast asian ones . Most of them only wore light armor sometimes don't wear upper clothes, a simple headgear(tengkolok) a shield, a small dagger and lance/javelin will just do for them. And they do have guns and canon before the Japanese did. Based on Afonso de albuquerqe records during the Portuguese conquest of Malacca,the sultan/king of Malacca had over 20,000 mercenaries, 2000 guns/canons and dozens of war elephants fought alongside with him.
 
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Quick question about Maneuver for leaders. Does this mean if I wanted to defend a province which had say 50% mountain terrain, a leader with a higher maneuver skill will have a better chance of being in mountains (or advantage terrain) when combat occurs than one with low maneuver? This might have been the case even in EU3 but there I just tend to go with "bigger army will win" rather than look at the terrain map.
 
The problem is not all asian units wears the samurai armor, especially those of southeast asian ones . Most of them only wore light armor sometimes don't wear upper clothes, a simple headgear(tengkolok) a shield, a small dagger and lance/javelin will just do for them. And they do have guns and canon before the Japanese did. Based on Afonso de albuquerqe records during the Portuguese conquest of Malacca,the sultan/king of Malacca had over 20,000 mercenaries, 2000 guns/canons and dozens of war elephants fought alongside with him.

No worries, since Paradox is following the CK2 style DLC model you can expect to see DLCs that will add Proper Asian sprites in the future :) Good news for people (Like me) whose immersion is greatly improved through staring at historical sprites.