• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Today is thursday, the day of the God of Thunder, so what is a more appropriate way to celebrate than with a development diary for Europa Univeralis IV. We’ve talked about development and politics the last few weeks, so now its time to talk a bit more about warfare again, before going back to more peacetime-related activities.

All of this mentioned in this development diary will be in the free update accompanying the next expansion.

Fortress Rework
Connecting a bit to the previous reveal of our change to how building works, we have overhauled the fortress system.

There are now four different forts, one available each century, providing 1, 3, 5 and 7 fort-levels each. A newer fort makes the previous obsolete, so you only have 1 fort in each province. Each fortress also provides 5000 garrison per fort level, so besieging a fortress now requires a large investment.

Forts now also require maintenance to be paid each month, which currently costs about 1.5 ducats for a level 1 fort per month in 1444. Luckily, you can mothball a fortress which makes it drop to just 10 men defending it, and won’t cost you anything in upkeep.

Garrison growth for a fort is also a fair amount slower than before, so after you have taken a fort, you may want to stick around to protect it for a bit.

What is most important to know though, is that forts now have a Zone of Control. First of all, they will automatically take control of any adjacent province that does not have any forts that is adjacent and hostile to them. If two fortress compete over the same province, then the one with highest fort-level wins and in case of a tie, control goes to the owner of the province. Secondly, you can not walk past a fortress and its zone of control, as you have to siege down the blocking fort first.

Each capital have a free fort-level, but that fort will not have any ZoC, as most minor nations can not afford a major fortress.

fH0WehV.jpg



Looting
As we promised, we have now completely revised how looting works. Now there is a “pile” of possible loot in a province, which is directly tied to have developed the province is.

At the end of each month, all hostile units in a province attempt to loot, and the amount they loot depend on how many regiments you have there, and what types they are, where cavalry is by far the best. Some ideas and governments increase the amount you loot each month, where for example Steppe Hordes gains a nice boost.

A province starts recovering from being looted when 6 months have passed since last loot, and it takes up to a year until it has fully recovered.

Of course, the penalty on a province from being looted is still there until it has fully recovered, but it is scaled on how much have been looted.

Ea5YCKh.jpg


Committed Armies
One of the major complaints we have had on the combat in Eu4, has been the fact that you can fully abort your movement whenever you liked. This have been changed, and now you can’t abort your movement if you have already moved 50% of the way. After all, its just common sense that a unit that have already moved halfway between the centers of two provinces is already in the second one.

Force Limits
We felt that the calculations of forcelimits where far too hidden from the player, Players saw stuff like “+25.87 from Provinces”, which based based on projections of base-tax amongst other things, and sometimes those dropped for no obvious reasons.

Now you will be able to see in each province how much it provides to your forcelimits, and we have cleaned up the logic.

Each level of development gives 0.1 land and naval forcelimit.
Overseas will provide -2 land and -2 naval forcelimit
Inland provinces will not provide any naval forcelimit.
However, a province will never be able to provide negative forcelimits.

A nation also have a base value of +3 land and +2 naval force limit, and there are some other ways to get direct forcelimit increased, that are not just percentage increases.

IRmTjoZ.jpg



Next week, we'll be back and talk more about The Devout.
 
SO HRE wil be full of forts in provinces that were capitals?
The free fort level capitals get is not an actual fort, which is why it doesn't propagate a zone of control.
So I imagine that fort level simply disappears when the nation is conquered, unless an actual fort is built there.
 
  • 7
  • 1
Reactions:
All those dev diaries look really awesome. So many potentially deep new features, I love it.
 
What's up with Bremen (Stade) - did it just get a new colour (which would be weird since it looks like Saxe-Lauenburg/Cologne)? And it doesn't look like it belongs to Saxe-Lauenburg now since it's still a capital

And Ile-de-France turned into Paris :D
 
How will the extra fortlevel in capital work in conjunction with actual forts? Will a capital with level 1 fort have fortlevel of 2 (10000 men)?

Any comments on the new Burgundy? A three-province minor with 8 subjects, most of whom are stronger than it would have independence wars on day 1 now. Are all of its subjects marches? How is the limit on diplomatic relations affecting them?
 
  • 4
Reactions:
This would lead to a question. Say you are France and have a level 7 fort on the border, a level 5 a couple provinces in, a level 3 a bit further in, then a level 1 a bit further in. They sack your level 7. Does this mean half your nation falls with it as a domino effect of stronger fort taking weaker fort?
I think only adjacent provinces that DON'T have a fort can be insta sieged.
 
Where are people getting this from? The diary doesn't say anything about sieging a fort and suddenly all surrounding land is yours. It says that if you siege the fort you are able to move past its zone of control.

Also the diary also says that capitals do not have a zone of control.

It says that capital provinces gain a free fort level. But the screenshot also shows that Edirne is costing the Ottomans some money.
Wiz said that a province without a Fort will be taken by any army passing through so adjacent provinces without forts are as good as taken.
 
How do the changes affect the knights? Do they still start with the best fort? It might seem pretty bad for them now that forts cost upkeep.
 
  • 3
Reactions:
I sense many changes in France/Burgundy/HRE.
In fact, I see them in the screenshots.
Orleans, Bourbonnais and Auvergne are not french vassals, they're France... Nassau and Memmingen have tags... new provinces in Bavaria... Bremen changed color, looks like a new picardie/artois nation, Burgundy exploded, Nevers owns Rethel. Interesting.
 
as someone else pointed out, what are the consequences for nations bathed by lots of sea? it looks like that if for example Spain bypass France and land somewhere in the North they can fast blitzkrieg all rich provinces and seriously cripple their economy before they even realise they landed.

There should be a mechanism that slows down the province capturing of a moving army in enemy territory, or no?
 
I like the direction of the game design here.

Some questions:

1) Can you upgrade a capital fort? If so, if you upgrade a fort in a capital, does it project a ZOC?
2) Will sieges be at the same pace as before? If so, it seems like major wars will be very different, with potentially faster progress while keeping forces concentrated. That seems better, but I wonder how the AI will handle the change.
3) Does capturing a fort provide any bonus to war score? Or just the WS of the provinces you capture?
4) Will there be a fortifications map mode which shows graphically the fort levels and their ZOCs?
5) Will force limits for each nation be similar to before? If not, will there be a DD describing the philosophy of the change and its impact?
 
Ea5YCKh.jpg


Hey guys, many of you have seen the changes to burgundy and bavaria. But really there is no one who has noticed that bordeaux is no longer a end trade node? :)

BTW: note the power projection for France during the HYW.
 
  • 2
  • 2
Reactions:
You should make naval blockades take control of coastal provinces that don't have an army in them or aren't part of any zone of control.
Alentejo's capital is about 90 kms in-land. How can you control that with a naval blockade? At most, it would make sense for one province islands.
 
  • 3
  • 1
Reactions:
Each level of development gives 0.1 land and naval forcelimit.
Overseas will provide -2 land and -2 naval forcelimit

What about LA? I think it makes sense that a province you have full control over contributes more to your forcelimit than a province with 75% autonomy. On a related note, the concept of 'Overseas' really need to be refined.
 
  • 1
Reactions:
Alentejo's capital is about 90 kms in-land. How can you control that with a naval blockade? At most, it would make sense for one province islands.
Think twice about you wrote. Devs said that non-fortified provinces in a zone of control of a fortified one get instaocuppied. What's the difference? Walking into that territory with a 10k army to occupy it? We suppose that the sailors that do the blockade are the one who captures the provinces under blockade.

If you have a fort inside you have to capture it and after, all of the unfortified surroundings fall into your occupied provinces. Is a very sensible suggestion, and I algo suggest thinking twice before disagreeing something that is a valuable addition to the game.

We are a lot of people that believe the game totally neglect the aspects of maritime/coastal provinces and naval supremacy. That's the reason because England, and all of the major naval powers are CRAP. Because there is not any real advantage of being a naval power in war that giving monthly exhaustion for a blockade.
 
  • 3
  • 1
Reactions:
Why not base the maximum size of the garrison on how developed the province manpower is?
Sure garrison growth is one thing however I think it would make manpower development even more important and interesting if affect how large garrison your fort can have.

Maybe the base garrison could only be like 1000 men per fort level with each manpower development add 500 men per fort level, that mean certain provinces may have extreamly large garrisons however the many provinces with low manpower development will not have large garrisons, it also buff tall nations a bit as they could focus on having high level of manpower development.

It also encourage specialization in which the fort provinces will be the ones with great manpower potential.
 
  • 4
  • 2
Reactions: