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EU4 - Development Diary - 3rd of July 2018

Good day all! We have entered a historically dark month for many of you: July. The heretics of Sweden frequently take this entire month off as vacation to praise the tiny sliver of sun that deigns to bless the country with its presence. The end result means that Development Diaries often take a turn to the silent for the month.

Well fear not! I have decided to engage in the most taboo of actions and keep my butt firmly planted by my desk at work this month. We shall have dev diaries this month, and we're going to start by looking at Climate, Weather and Elephants.

To those who are of patrician enough taste to follow me on Twitter you will have noticed my latest teaser where I showed off a winter in the far south of the Americas. Previously there has been a limitation in how our game can model winters, only managing them in the northern hemisphere. Long unsatisfied with this, we took the time to ensure that in the 1.26 Update this is rectified, so that the winters of Southern Africa, South America and the furthest down under reaches of Australia and New Zealand have their winters correctly modeled. As the icy grip on Russia recedes, expect to bundle up in Chile. This can be seen in our re-purposed mapmode, Weather.

Weather.png

The Weather mapmode previously was called winters

As you can likely tell, there are more than just winters in this view. That's correct, because as part of enriching the Subcontinent in Dharma, we have added Monsoons. During the monsoon season (varies by location), the grounds will become visibly muddier and both movement speed and attrition will be impacted if you are on the military offensive. While we added these to spice up India, we decided to expand it to all Monsoon areas across the map, so across East Asia, Africa and South America.

Feeling Muddy.png

"We want the Spintires audience"

In addition to the map effect and province modifiers, there are also a handful of events for nations experiencing particularly destructive or fruitful Monsoons.

Now it's time to address the elephant in the room, so to speak. People seeing screenshots and watching the devclash have clearly noticed that a new animal has found its way into the arsenal of Indian nations. Yes, in Dharma, we have added Elephants.

Tonnes of fun.png

I'm getting Resident Evil Outbreak flashbacks already

This is something we've added purely for immersion in the Subcontinent, as well as for the South East Asians who also used these majestic creatures in warfare. The elephants are simply a new 3D model for cavalry units for these nations without gameplay impact, but we feel that the empowerment of trampling over puny infantry armies with your walking mountains is worthy as-is. Owners of Dharma will see these elephants in Indian and South East Asian nations.

To recap, all players who update to the 1.26 Mughals Update will enjoy Winters across the world, while Dharma owners will enjoy that along with Monsoons and Elephants.

Next week we'll take a gander at the less visual but highly impactful changes we have made by way of new National Ideas and Formable Nations
 
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Having more multiplayer hosting options would be nice though, especially limiting starting nation picks by Dev range, culture, region etc. Would save hundreds of collective hours arguing on lobbies.
I wish there was an option to block formation of Prussia... especially with all the culture switching. Playing a game with a friend picking Serbia is fine... seeing him broken by Protestant rebels after Best-CB Teutonic Order and culture switching isn't.
 
Lots of comments about the capped attrition in the game. I am not a fan of the 5% attrition cap and would like to make attrition overall much more meaningful, however, we need to do so in such a way that doesn't destroy the AI.

It won't be happening in Dharma, but it is on the "we would love to get this sorted" list.

Care to post the whole "we would love to get this sorted" list?
 
Considering that some nations are already struggling to handle attrition even during peace time (Hi Ming) I would say it's a terrible idea to raise the attrition cap until the AI is able to handle attrition porperly.
 
The new unit sprites certainly look cool, but to be honest, I’m just really disappointed that they don’t come with any unique mechanics. This was a perfect opportunity to give nations of Indian/Southeast Asian culture unique cavalry units with something like +10% morale damage dealt or -10% shock damage received (or maybe +10% shock and morale damage dealt and +10% fire damage received, to simulate both the advantages and disadvantages of elephants and their decline in relevance after the advent of gunpowder warfare/after fire pips become paramount and morale is supplanted by discipline). Would’ve added some great spice to the armies of the region and made the military dynamics a bit more historical. As it is, elephants are now just a graphics feature I’ll rarely see and even less rarely use. I’m still super hyped for a lot of the aspects of Dharma, but this is somewhere where it feels like it could’ve gone above and beyond, but fell really, really short.
 
The new unit sprites certainly look cool, but to be honest, I’m just really disappointed that they don’t come with any unique mechanics. This was a perfect opportunity to give nations of Indian/Southeast Asian culture unique cavalry units with something like +10% morale damage dealt or -10% shock damage received (or maybe +10% shock and morale damage dealt and +10% fire damage received, to simulate both the advantages and disadvantages of elephants and their decline in relevance after the advent of gunpowder warfare/after fire pips become paramount and morale is supplanted by discipline). Would’ve added some great spice to the armies of the region and made the military dynamics a bit more historical. As it is, elephants are now just a graphics feature I’ll rarely see and even less rarely use. I’m still super hyped for a lot of the aspects of Dharma, but this is somewhere where it feels like it could’ve gone above and beyond, but fell really, really short.
Meh. Elephants were nowhere near overpowered. Horses are much easier to grow and substain in large numbers and they also are faster and more agile.
Maybe in the centuries before they looked nice in an army. But they ceased to be used for a reason.

What I´m saying is: Making them special would most likely be making them OP, but that´s inaccurate.
 
>elephants were nowhere near overpowered
>u wot m8

They lost their relevance in the age of gunpowder, sure, but there’s a reason that they were widely used in combat by armies across India and Indochina (in the latter region, even past the end date of EUIV). They weren’t tanks, but they were the closest to tanks the pre-gunpowder world had, and were important enough in combat that elephants were often equipped with anti-elephant ballistae, much as a good deal of the importance of modern submarine fleets are to counter the submarines of other nations. If the enemy didn’t have a good answer to elephants, be it elephants of their own or tactical cleverness (see Zama or Megara), they’d better have something pretty good up their sleeve. There’s pretty much nothing more terrifying or guaranteed to make ranks break than an elephant charge, even to an army as disciplined as Rome’s, and as far as I know, no army came close to Roman discipline until Sweden under Adolphus. Horses are obviously more economical, generally speaking, but in the hilly jungles of Southeast Asia, they’re a lot less effective. Elephants have a steep upkeep, but they can go where horses can’t, which is part of the reason they remained so important in SEAsian warfare even into the tail end of the 19th century.

I suggested high morale and shock damage and weakness to fire damage because that’s pretty much why elephants were so important to large-scale warfare before cannons became prevalent and why they began to fade away afterwards— artillery did that, not horses. It’s probably too many modifiers to stack onto a single unit type, but it’d be a lot better (and make the game feel a lot cooler) than mere graphical changes. And I agree, they shouldn’t be OP late-game, but late-game is when shock and morale comparatively cease to matter and most things come down to fire damage and discipline, so the situation would take care of itself.

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The values would totally have to be tweaked, though. The ones I used above were just offhand and would definitely be too OP.
 
Attrition was one of the features that made more sense in EU3. The maximum attrition was much higher (I know it could go at least to 15%, but maybe even higher), you also suffered attrition when entering a province, supply limits could be really low and it also seems like unit weights were calculated differently (I'm not sure about that though).

At the same time... the base time for your manpower pool to recover was 2 years. Not 10 years. You also didn't have to pay any reinforcement costs for regular units.

As a consequence, attrition could severely harm your campaigns, to the point where you were completely unable to continue fighting. But it didn't have any long-term negative effects (apart from potential huge war exhaustion which couldn't just be bought down with monarch points).

In EU4, attrition only rarely hinders your military campaigns. What it mostly does is costing you money, both for unit reinforcement and because you might have to hire a lot of mercenaries because your manpower pool is always empty (and those mercenaries are going to cost even more to reinforce). It's a huge money sink just like so many other features in the game (for example rebellions). These features follow a logic where your campaign can be completely destroyed if things are going badly (huge unit reinforcement costs, debt cycles, uncontrolled bankruptcies), but once your economy is set it doesn't really matter.
 
Whell, what this climate system still lacks is seasonal changes in arid regions (most of steppes and, partly, deserts). It's no coincidence that all great campaigns in the steppes started in spring, just when the steppe was green so horses could easily find decent food. Being implemented, that wouldn't affect movement speed, but would decrease attrition during the more humid seasons in the arid regions (typically, early spring, but for Mongolia that rather would be summer, for instance). And large areas of the continents changing their colour would look just awesome, I suppose.
 
So great about the winters!!

As an EU4 fanatic living in Chile this has been a pet-peeve of mine- now my Mapuche empire can feel properly immersed and frigid at the right times of the year :D
 
Lots of comments about the capped attrition in the game. I am not a fan of the 5% attrition cap and would like to make attrition overall much more meaningful, however we need to do so in such a way that doesn't destroy the AI.

It won't be happening in Dharma, but it is on the "we would love to get this sorted" list.
It is great to hear that. If the combat AI is smart enough to limit attritions, perhaps merc spam can be dealt with too.
 
Quoting this for emphasis. Band-aid solution as it may be, it's still an ingenious solution for the low impact of attrition.
No, it's a godawful pile of stab-your-eyes-out micromanagement (as well as a further push in the direction of "high Professionalism is a pipe dream").
 
Can we see added some wasteland mountains separating Vietnam from inland Southeast Asia?

https://en.wikipedia.org/wiki/Annamite_Range
That area isn't exactly the most impassable part of the world, so I think it's fine the way it is. Frankly, much of Indochina needs to be redone. The terrain especially. I'll probably end up making a post about it when I have the time.
 
Just like attrition?
An attrition rate less than the reinforcement rate generates potentially interesting micromanagement.

An attrition rate in excess of the reinforcement rates generates tedious micromanagement.
 
One of the big issues with uncapping attrition is that warfare in the game is much slower that warfare in RL; eg. it's hard to avoid sieging in winter when early game sieges frequently last 2 years, and while it doesn't impact on attrition directly the fact that battles can easily last a month or more in game illustrates my point.