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Vapiritapiri

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It rarely feels like it does anything to economically hurt enemy nations. I have invested into both naval and maritime ideas and have the policies that increase the blockade efficiency but i don't feel it really does anything terribly much at all. Shouldn't it increase the war exhaustion of the targeted nation? And make trade for them harder overseas?
 
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The main point of blockading is to deal with coastal forts or to close straits.

In EU4, you don't need a navy or merchant marine for trade, you don't need a navy for most military deployments, you don't need a navy for troop supply, and you don't need a navy to project power. Why would a blockade affect enemy nations when sea power is of very limited value? /rant

All this in the age of sail...
 
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Lykus Cerebros

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Doesn't it increase war exhaustion in a same way as occupying the province would?



It also gives a significant amount of money in provinces with high trade income. At least I remmeber getting A couple of ducat from blocking Holland in the early game.
 
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Increasing blockade efficiency just means you need less ships for blocking ports. That's pretty useless in my experience as all ships can do that and I feel like even with cogs I can comfortably blockade ports while my maim fleet blocks their fleet.
 
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Vapiritapiri

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The main point of blockading is to deal with coastal forts or to close straits.

In EU4, you don't need a navy or merchant marine for trade, you don't need a navy for most military deployments, you don't need a navy for troop supply, and you don't need a navy to project power. Why would a blockade affect enemy nations when sea power is of very limited value? /rant

All this in the age of sail...
Yeah it's really annoying that ships are not terribly useful.
 
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GrandEurypterid

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There's a few reasons to blockade an enemy- a lot of them aren't obvious, but do make a significant difference, particularly in longer wars.

-The most immediately-obvious is that blockades make it a lot easier to take enemy forts that are blockaded. Certain factors such as Naval Ideas can make this faster, or let you Naval Barrage (basically artillery barrage but via ship) for free, which is useful if you're fighting an enemy that has a lot of coastal forts.
-Blockades also give you a bit of warscore, and will passively generate money..
-Blockading your enemy's home ports will give them war exhaustion and reduce their global trade power.
-Blockaded provinces will have a harder time building troops and ships, as well as getting devastation and reducing trade power. If your enemy has a lot of coastal provinces, you can significantly slow down their ability to reinforce with fresh troops.
-As long as members of the enemy force don't control both sides of a strait, a ship presence in the middle will keep them from moving; this will usually cause a blockade, though it doesn't need one.
-Certain Casus Belli will give you ticking warscore for blockading, mostly the various Trade Conflict CBs, notable mostly because they don't let you affect control of land.

These features often aren't decisive, but are useful in a number of circumstances.

-Being able to break enemy coastal forts easily is a good way to restrict enemy movements and fleet access, and the faster any siege is, the less men you'll lose to attrition.
-War score and war exhaustion both end a war quicker. Always good to have.
-Holding straits can be very useful- you can snipe provinces across straits with marines to get some cheeky warscore, and if you can split up an army as it tries to cross a strait (such as using it to break up the procession of Hormuz' allies) or to prevent an enemy force from escaping across a strait, you can make a very significant difference in a war.
-The biggest use is probably if you're fighting an enemy that's got a lot of influence over an important trade node to you. A strong blockade can shift the balance of an embargo in your favour, or just remove trade power they need to smother you- and if you're getting both more trade income and the blockade income, it can reduce the financial burdens of a war significantly.
-While superficially useless, there's actually a lot of situations where a Trade Conflict CB is exactly what you need to make progress. For example, if you're still in the early game and you've consolidated an island nation such as the UK, Ireland, Madagascar, Japan, the Philippines, or you're one of the various minor island nations, then a trade conflict war- which is one of the few CBs that can give you ticking warscore without ever facing your opponent in battle- will let you harm your enemies and build up your nation in preparation for wars of conquest. Try them out once you've got naval superiority against Ming, Kilwa and whatnot; the Bank of Ming is famous for a reason.
-Additionally, there's a lot of times where you just need to sit back and chill, and Trade Conflict CBs are fantastic for doing this. You can rely on forts and attrition to do the majority of damage, letting you save on manpower for the important wars; you can get enough warscore to break enemies' alliances; and you can manipulate truce timers, either white-peacing enemy allies or looting them for all they're worth while you wait out their aggressive expansion timers.
-The blockade CBs mostly stop being useful for chilling once you have multiple areas of warfare, and you've built up enough manpower or invested enough in mercenaries to be near-constantly at war. However, there are times you can still want to declare them for the easy Transfer Trade Power- for example, if there's a powerful nation in the South of India and you've got colonies in the Malaccas that can't reach Zanzibar, Aden or Hormuz, then a Transfer Trade Power is a CB you can get at range (via sending light ships to protect trade) and use to force trade through to your collection nodes, all the while weakening your enemy for the conquest war when you get close enough for a direct CB.
 
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Vapiritapiri

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There's a few reasons to blockade an enemy- a lot of them aren't obvious, but do make a significant difference, particularly in longer wars.

-The most immediately-obvious is that blockades make it a lot easier to take enemy forts that are blockaded. Certain factors such as Naval Ideas can make this faster, or let you Naval Barrage (basically artillery barrage but via ship) for free, which is useful if you're fighting an enemy that has a lot of coastal forts.
-Blockades also give you a bit of warscore, and will passively generate money..
-Blockading your enemy's home ports will give them war exhaustion and reduce their global trade power.
-Blockaded provinces will have a harder time building troops and ships, as well as getting devastation and reducing trade power. If your enemy has a lot of coastal provinces, you can significantly slow down their ability to reinforce with fresh troops.
-As long as members of the enemy force don't control both sides of a strait, a ship presence in the middle will keep them from moving; this will usually cause a blockade, though it doesn't need one.
-Certain Casus Belli will give you ticking warscore for blockading, mostly the various Trade Conflict CBs, notable mostly because they don't let you affect control of land.

These features often aren't decisive, but are useful in a number of circumstances.

-Being able to break enemy coastal forts easily is a good way to restrict enemy movements and fleet access, and the faster any siege is, the less men you'll lose to attrition.
-War score and war exhaustion both end a war quicker. Always good to have.
-Holding straits can be very useful- you can snipe provinces across straits with marines to get some cheeky warscore, and if you can split up an army as it tries to cross a strait (such as using it to break up the procession of Hormuz' allies) or to prevent an enemy force from escaping across a strait, you can make a very significant difference in a war.
-The biggest use is probably if you're fighting an enemy that's got a lot of influence over an important trade node to you. A strong blockade can shift the balance of an embargo in your favour, or just remove trade power they need to smother you- and if you're getting both more trade income and the blockade income, it can reduce the financial burdens of a war significantly.
-While superficially useless, there's actually a lot of situations where a Trade Conflict CB is exactly what you need to make progress. For example, if you're still in the early game and you've consolidated an island nation such as the UK, Ireland, Madagascar, Japan, the Philippines, or you're one of the various minor island nations, then a trade conflict war- which is one of the few CBs that can give you ticking warscore without ever facing your opponent in battle- will let you harm your enemies and build up your nation in preparation for wars of conquest. Try them out once you've got naval superiority against Ming, Kilwa and whatnot; the Bank of Ming is famous for a reason.
-Additionally, there's a lot of times where you just need to sit back and chill, and Trade Conflict CBs are fantastic for doing this. You can rely on forts and attrition to do the majority of damage, letting you save on manpower for the important wars; you can get enough warscore to break enemies' alliances; and you can manipulate truce timers, either white-peacing enemy allies or looting them for all they're worth while you wait out their aggressive expansion timers.
-The blockade CBs mostly stop being useful for chilling once you have multiple areas of warfare, and you've built up enough manpower or invested enough in mercenaries to be near-constantly at war. However, there are times you can still want to declare them for the easy Transfer Trade Power- for example, if there's a powerful nation in the South of India and you've got colonies in the Malaccas that can't reach Zanzibar, Aden or Hormuz, then a Transfer Trade Power is a CB you can get at range (via sending light ships to protect trade) and use to force trade through to your collection nodes, all the while weakening your enemy for the conquest war when you get close enough for a direct CB.
How do i get trade conflict CB? The ones i get only increase war score from superiority.
 

GrandEurypterid

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How do i get trade conflict CB? The ones i get only increase war score from superiority.

I think embargoing a non rival creates one for them.

Trade companies can also give you Events which generates them.
There's two conditions for the easiest one to get-

-You need to have at least 10% trade power in a node, and your target needs to have at least 20% trade power.
-You either need to perform a 10-spy-network Justify Trade Conflict to get the CB, or you need to be leading a Trade League (as a merchant republic you can do this in any node outside your home node by popping out a trade city), as Trade Leagues will give you the CB automatically for convenience.

This will give you the basic CB, whose main strength- other than ease of access and blockade warscore- is that you can Transfer Trade Power for 15 Warscore instead of 30.

You can also get blockade CBs two other ways-

-When they cancel their Transfer Trade Power relationship, you'll get the CB again, even if you used another CB or a diplomatic action to get the Transfer in the first place. (Note- they won't always cancel it, particularly if it's an OPM, since they can protect themselves from your wars for as long as you don't revoke the transfer.)
-You can get a more powerful version of the CB to retaliate against privateers. If you use the anti-pirate variant, you still can't ask them to Cede Province, but other types of peace deal are enabled- you can release nations, vassalise nations, demand cores, and so on.

For the most part you'll just be using the fabricate CB or the trade league CB, though- enemy nations generally won't privateer unless they think the likelihood of retaliation is low, and by the time the CB refreshes you'll often be in position to wage a normal war against the target of your ire instead of a trade war.
 
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subzero12479

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Increasing blockade efficiency just means you need less ships for blocking ports. That's pretty useless in my experience as all ships can do that and I feel like even with cogs I can comfortably blockade ports while my maim fleet blocks their fleet.

Blockade efficiency also increases the money you gain and your enemy loses from blockades. I'm not sure how it works exactly since the wiki doesn't mention it at all but I finished maritime ideas mid-war with Ming multiple times. It always had a significant impact on the money I got from fully blockading them.
 

adin85

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The main point of blockading is to deal with coastal forts or to close straits.

In EU4, you don't need a navy or merchant marine for trade, you don't need a navy for most military deployments, you don't need a navy for troop supply, and you don't need a navy to project power. Why would a blockade affect enemy nations when sea power is of very limited value? /rant

All this in the age of sail...
You need navy only for English channel. Take or defend it.
Navy gives more chances to get some Aliances. Yes it's stupid:).
 
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santo144

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A quick question regarding blockade from my side:

I get little confused after my last multiplayer game and I'd like you to help me to figure it out.

Below there is an image from Wiki about that. I will focus on Light Ships as those ships are most efficient in such tasks.
1679589872422.png


I've made some tests. In the screenshot below you can see 8 LS blockading 4 French ports in 100%. Red numbers in French provinces are current development. And this is very strange as sum of French provinces development is 54 and blockading ability for those 8 LS is 29 ((8*10)/3+11% (navy tradition=blockading efficiency)). According to wiki I should need at least 15 LS to fully blockade those ports (to have at least 54 blockading power).
1679590021588.png

Now, I put Naval battery in Picardie which should increase force needed to blockade that province. In that case according to wiki I should need 12+12+17*2+13 = 71 which is around 19-20 Light Ships needed to fully blockade those 4 ports. But reality is that 17 is enough:

1679590100730.png

On the other hand there are some coastlines where those numbers are actually correct. I checked the West French coastlines and calculations are OK.

So what is different in that case? What else, what modifiers had influence into blockading? I am asking because in my multiplayer game it went other way round. My opponent build some naval batteries and now in some reason to blockade 3 provinces sum of 60 dev and one of them have Naval Battery (+20 in that particular case) I have to put over 200 blockading power (instead of 80). Which is ridiculous, because he build some more naval batteries all over his coastline and I can't blockade even half of that despite being naval power with huge fleet, high naval tradition and powerful admirals.
 

santo144

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Didn't have the time to calculate but your early frigate has 12 speed.
It looks that all Light Ships have 10 Blockade Power no matter which upgrade. If you tooltip your ships in Military screen you can see Blockading Power as a feature and Speed as an other feature. Game seems to calculate with 10. But even if you get 12 into calculation there are numbers still not correct in that equation.
(8LS * 12 Speed) / 3 + 11% Navy Tradition ~= 33,1 (still less then 54).

1679591628578.png
 

Hermerico

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In theory blockading does all of the things you ask and expect, it lowers trade, it lowers war support, it gives you war score, it devastates and loots coastal provinces.

However this economic warfare simply doesnt really impact the war that much, maybe the enemy will take a couple more loans than they would have to otherwise but at the end of the day, wars are decided by who sieged the most forts and has more soldiers left.

Even being generous and assuming your blockade did colapse the enemy economy into a loan death-spiral. You will simply not notice the effects of your blockade during the war itself, so in the player's eyes it always feels underwhelming.

I belive next patch will buff the blockade impact on Trade Power by -100%
 
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Josar

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Many nation do not really have to maintain a navy, but it is very useful when you have to cross a strait or want to bombard a costal fort. You have to have a navy to deal with England, it's important in southeast Asia, and most Byzantium strategies for dealing with the Ottomans now call for building enough ships to bombard the fort and then block the strait.
 

TheMeInTeam

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Trade power hit from blockade at 100% seems awkward, since it wouldn't block river or land trade. Thus we'd expect devastating impact on trade, but not 100%.

Regardless of that trade, blockades are pretty much exclusively to speed up sieges and block straits in the practice of actual EU 4 wars. Though they also provide the unique benefit of forcing a breach to make fort assaults before military tech 7. Which is really odd on multiple levels if you think about it.
 
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DominusNovus

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Trade power hit from blockade at 100% seems awkward, since it wouldn't block river or land trade. Thus we'd expect devastating impact on trade, but not 100%.

Regardless of that trade, blockades are pretty much exclusively to speed up sieges and block straits in the practice of actual EU 4 wars. Though they also provide the unique benefit of forcing a breach to make fort assaults before military tech 7. Which is really odd on multiple levels if you think about it.

Not to mention that it was extremely difficult for sailing ships to bombard coastal targets. Steamships can precisely control where they’re going in a way that sailing ships cannot.