<Design Decisions>
THE MAP
The map is not a strict duplicate of the old EU2/EUM borders. Given the advantages of a new, more detailed map, it was thought best to make suitable changes based on historical, geographical and (where appropriate) role-played factors. Borders, province names and province ownership is open to criticism and liable to change as a result of players' comments.
Straights
I figure the connections between provinces across sea zones, which can be marched across, should be as follows:
Jylland - Fyn
Fyn - Sjaelland
Sjaelland - Skane
Malardalen - Aland
Aland - Finland
Livland - Dago/Osel
Istria - Dalmatia
Calabria - Messina
Kaffa - Kerch
Constantinople - Ismid
Thrace - Karasi
Karasi - Mytilene
Mytilene - Smyrna
Ionia - Aidin
Ionia - Athenai
Ionia - Thessaly
Geneve - Savoie
THE STATISTICS
The premise is that the numbers involved in the game are more or less doubled, increasing the flexibility of the game mechanics without increasing the complexity for the player. LM/SM/Tech/Morale/Eco are to be considered in a scale as roughly twice as large as previously (although the statistics for individual nations are not calculated as merely 2x old values).
Province values reflect wealth in terms of assets and infrastructure of that province, affecting tech and fortress size & garrison strength in sieges and assaults. In the modern era, the government is responsible for outfitting and maintaining the army. In the middle ages, it is the nobles' responsibility, and that depends on the local wealth and non-convertible assets like horses and equipment. Province values affect LM, Eco, Tech and Fortresses. To all intents and purposes, zero value provinces are irrelevant, affecting neither tech, LM or eco.
Landmil (LM) - each province contributes a number of points towards LM, ie:
LM are granted at the following points levels: 0, 9, 23, 38, 54 and every 16 points thereafter.
Economy (Eco) - each province contributes a number of points towards Eco, ie:
Eco are granted at the following points levels: 0, 3, 9, 18, 30, 45, 63, 84, 108, 135, etc.
Seamil (SM) - every port contributes points towards SM, depending on the value of the province, ie:
SM are granted at the following points levels: 1, 2, 4, and every 2 points thereafter.
Tech is based on the average of provincial values, and thus changes when a nation changes its territory. This reflects the fact that, generally, the nation's wealth is tied up in materiel and lifestyle and not readily converted into cash.
Currently the formula (subject to tweaking) is:
S = the sum of the province values
M = the largest province value owned
N = the number of provinces owned
G = the nation's tech group, according to the EU2 1419 scenario*, such that G{Latin} = 2.0, G{Orthodox} = 1.8, G{Muslim} = 1.6
The minimum base tech is 5, the maximum is 12. These limits include all pseudo-permanent tech modifiers. There are no longer permanent annexation bonuses.
*Tech groups (open to correction) - as I understand it:
A possibility is to redefine these groups, such as dividing Latin into Renaissance and pre-Renaissance tech groups.
Morale is currently intended to be (before modifiers) the same for every nation. This value will then be immediately modified upon going to war, depending on certain factors (offensive/defensive war, casus belli, etc). See below for table of suggested modifiers.
Morale should not reflect how suicidal an army is - ie, a high morale army should not automatically take more casualties, nor necessarily fight to the death. What should morale represent? Discipline? The army's ability on a tactical level to withdraw and regroup? Courage and conviction? Both how hard/long they fight and how well they "keep it together". In reality a significant proportion of casualties (as much as a third of total?) in a battle were suffered after an army was routed.
Vassal Tribute is one-third, ie:
Pseudo-Permanent Modifiers to base statistics - in the old system, there were a few of these sorts of modifiers, such as a morale bonus for Shi'ite realms. These have been expanded, and now include:
Military Order +1 LM, +1 Morale
... The Orders get extra LM for foreign recruits, morale for combat being their raison d'etre.
Episcopal State -1 Morale
... States ruled by a Bishop or Archbishop.
Mercenary State -1 Morale
... States reliant on paid troops.
Non-Feudal State +1 Tech, -1 Morale
... Republics and such. Citizens are less inclined to fight and die because they have more at stake.
Holy Father ???
... Money that could be spent on war goes into the church's coffers. Soldiers cannot be promised reward in heaven in lieu of actual pay for very long.
Naval State +1 SM
... Certain nations historically had larger navies.
Ghazi State+1 Morale
... The Turkish Ghazi states
Vassal +1 Morale
... Vassal states feel protected by, and loyal to, their overlord.
Holy Roman Emperor +1 Morale
... Same bonus as before.
Orthodox Church Centre +1 Morale
... Same bonus as before; Orthodox realm holding specific Church Centre.
They are cumulative; some nations are affected by more than one of these. In practice, only the last three are likely to change for any given nation.
THE MAP
The map is not a strict duplicate of the old EU2/EUM borders. Given the advantages of a new, more detailed map, it was thought best to make suitable changes based on historical, geographical and (where appropriate) role-played factors. Borders, province names and province ownership is open to criticism and liable to change as a result of players' comments.
no longer relevant said:Notable changes (not including redrawn borders and logical interpretations of EU map):
France
Avignon region given to France, since it has been generally accepted that Papal benefit from Avignon was negligable.
Italy
Ferrara to Modena to reflect its hereditary ownership (nominally Papal).
Venice's mainland (Italian) holdings extended to reflect historical lands, and I assume that's how it's been played.
Balkans
Venice's Adriatic coast broken up to reflect historical/geographical realities.
Croatian province (Slavonia) granted to Hungary (ownership of former, incorrectly named, Krain) more logical.
HRE
Ansbach is owned by Brandenburg; historical.
Oberpfalz is owned by the Palatinate; historical.
Trier is an independant, playable, electorate.
Carinthia/Styria broken up to reflect dual ownership of former Steiermark, RP.
Brunswick/Hannover split between Bremen/Pommern as per RPd ownership.
Utrecht owned by Gelre; logical game balance.
Brabant reoriented; geographical.
Ostfriesland to Oldenburg, not Friesland, as often RPd as part of EU Oldenburg province and not Frisien.
Schleswig from part of former Jylland given to Holstein; historical.
Eastern Europe
Poznan area shared between Poland and Pommern.
Russian provinces more appropriately named/located.
Narva to Pommern as per RP (city capital of Ingria province according to EU2).
Lithuania significantly loses size/stats.
And probably other changes I've forgotten.
Straights
I figure the connections between provinces across sea zones, which can be marched across, should be as follows:
Jylland - Fyn
Fyn - Sjaelland
Sjaelland - Skane
Malardalen - Aland
Aland - Finland
Livland - Dago/Osel
Istria - Dalmatia
Calabria - Messina
Kaffa - Kerch
Constantinople - Ismid
Thrace - Karasi
Karasi - Mytilene
Mytilene - Smyrna
Ionia - Aidin
Ionia - Athenai
Ionia - Thessaly
Geneve - Savoie
THE STATISTICS
The premise is that the numbers involved in the game are more or less doubled, increasing the flexibility of the game mechanics without increasing the complexity for the player. LM/SM/Tech/Morale/Eco are to be considered in a scale as roughly twice as large as previously (although the statistics for individual nations are not calculated as merely 2x old values).
Province values reflect wealth in terms of assets and infrastructure of that province, affecting tech and fortress size & garrison strength in sieges and assaults. In the modern era, the government is responsible for outfitting and maintaining the army. In the middle ages, it is the nobles' responsibility, and that depends on the local wealth and non-convertible assets like horses and equipment. Province values affect LM, Eco, Tech and Fortresses. To all intents and purposes, zero value provinces are irrelevant, affecting neither tech, LM or eco.
Landmil (LM) - each province contributes a number of points towards LM, ie:
Code:
Pval....... 0 .. 1 .. 2 .. 3 .. 4 .. 5 .. 6
LM-Points.. 0 .. 2 .. 4 .. 5 .. 5 .. 5 .. 5
Economy (Eco) - each province contributes a number of points towards Eco, ie:
Code:
Pval....... 0 .. 1 .. 2 .. 3 .. 4 .. 5 .. 6
LM-Points.. 0 .. 1 .. 2 .. 3 .. 4 .. 5 .. 6
Seamil (SM) - every port contributes points towards SM, depending on the value of the province, ie:
Code:
Pval (port).. 0 .. 1 .. 2 .. 3 .. 4 .. 5 .. 6
SM-Points.... 0 .. 1 .. 1 .. 1 .. 1 .. 2 .. 2
Tech is based on the average of provincial values, and thus changes when a nation changes its territory. This reflects the fact that, generally, the nation's wealth is tied up in materiel and lifestyle and not readily converted into cash.
Currently the formula (subject to tweaking) is:
[3 + G*(S + M)/(N + 1.4)]
where:S = the sum of the province values
M = the largest province value owned
N = the number of provinces owned
G = the nation's tech group, according to the EU2 1419 scenario*, such that G{Latin} = 2.0, G{Orthodox} = 1.8, G{Muslim} = 1.6
The minimum base tech is 5, the maximum is 12. These limits include all pseudo-permanent tech modifiers. There are no longer permanent annexation bonuses.
*Tech groups (open to correction) - as I understand it:
"Latin tech" - Aquitaine, Aragon, Baden, Bavaria, Bohemia, Bourbonnais, Brabant, Brandenburg, Bremen, Brittany, Burgundy, Carinthia, Castille, Cologne, Denmark, England, France, Friesland, Gelre, Holstein, Ireland, Helvetia, Hessen, Kleves, Knights of St John, Luxembourg, Magdeburg, Mainz, Mantua, Mecklenburg, Milan, Modena, Munster, Naples, Navarre, Oldenburg, Papal States, Palatinate, Piemonte, Poland, Pommern, Portugal, Provence, Saxony, Scotland, Sicily, Siena, Sweden, Trier, Tuscany, Venice, Wales, Wurttemberg, Wurzburg.
"Orthodox tech" - Bosnia, Bulgaria, Croatia, Georgia, Hungary, Lithuania, Macedonia, Moldavia, Muscovy, Ottoman Empire, Pskov, Ragusa, Serbia, Suzdal, Teutonic Order, Transylvania.
"Muslim tech" - Algiers, Candar, Dulkadir, Golden Horde, Mameluks, Persia, Tunisia.
"Orthodox tech" - Bosnia, Bulgaria, Croatia, Georgia, Hungary, Lithuania, Macedonia, Moldavia, Muscovy, Ottoman Empire, Pskov, Ragusa, Serbia, Suzdal, Teutonic Order, Transylvania.
"Muslim tech" - Algiers, Candar, Dulkadir, Golden Horde, Mameluks, Persia, Tunisia.
A possibility is to redefine these groups, such as dividing Latin into Renaissance and pre-Renaissance tech groups.
Morale is currently intended to be (before modifiers) the same for every nation. This value will then be immediately modified upon going to war, depending on certain factors (offensive/defensive war, casus belli, etc). See below for table of suggested modifiers.
Morale should not reflect how suicidal an army is - ie, a high morale army should not automatically take more casualties, nor necessarily fight to the death. What should morale represent? Discipline? The army's ability on a tactical level to withdraw and regroup? Courage and conviction? Both how hard/long they fight and how well they "keep it together". In reality a significant proportion of casualties (as much as a third of total?) in a battle were suffered after an army was routed.
Vassal Tribute is one-third, ie:
Code:
Eco...| 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11+ |
Owed..|[color=silver] 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 |[/color]
Pseudo-Permanent Modifiers to base statistics - in the old system, there were a few of these sorts of modifiers, such as a morale bonus for Shi'ite realms. These have been expanded, and now include:
Military Order +1 LM, +1 Morale
... The Orders get extra LM for foreign recruits, morale for combat being their raison d'etre.
Episcopal State -1 Morale
... States ruled by a Bishop or Archbishop.
Mercenary State -1 Morale
... States reliant on paid troops.
Non-Feudal State +1 Tech, -1 Morale
... Republics and such. Citizens are less inclined to fight and die because they have more at stake.
Holy Father ???
... Money that could be spent on war goes into the church's coffers. Soldiers cannot be promised reward in heaven in lieu of actual pay for very long.
Naval State +1 SM
... Certain nations historically had larger navies.
Ghazi State+1 Morale
... The Turkish Ghazi states
Vassal +1 Morale
... Vassal states feel protected by, and loyal to, their overlord.
Holy Roman Emperor +1 Morale
... Same bonus as before.
Orthodox Church Centre +1 Morale
... Same bonus as before; Orthodox realm holding specific Church Centre.
They are cumulative; some nations are affected by more than one of these. In practice, only the last three are likely to change for any given nation.
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