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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.

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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.

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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.

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Next week, we'll be back and talk more about The Devout.
 
Great changes incomming with this dev diary! It will of course need some tuning and tweaks here and there, but overall what you have written in the three latest DD have been in a good direction. I look forward to see the upcomming diaries!

Now, if monarchs and dynasties could get some more importance in a future update... :D
 
I don't like this autocontrol of land. Shouldn't you still need to send an army to take control if contol eagers as occupy? If my land consists of province A, B, C and D where A holds a fort that controls my land. Enemys should be able to occupy territory B, C and D if the place troops there. If they leave I get it back. But with occupation rules of VIcky2 ie it takes some time. If enemy captures my fort without sending troops to the other provinces witin some time all my land will fall. (not insta but in a handfull of months if not my troops stands in the province.)
 
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Do forts to anything to restrict ship movement? If not, will there be naval forts?
 
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Regarding those cities without a fort, I think they definitely need some basic protection, maybe a small garrison of 1000 men (just like current basic setting for those colonial provinces in America). It will take some time to siege those provinces, but those provinces could also be easily assaulted if besieged by a large troop over 10k (which is not that hard especially in later games). Rather than immediate capture of a unfortified province, which is insane to me, I think that can be a sort of balance.
 
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Will we be able to put some of our infantry from army into garrison when we conquer a fort?

Edit: Seems like baiting AI armies got a lot easier :)
 
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Regarding Burgundy and all the talk about the screenshot, I just think they released all possible vassals to show off the army FL info more easily and/or to show the new tag(?).
(Sorry if this is already common sense by now)
 
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Really like the changes coming up to warfare and especially to the provincial developement! So excited for the new expansion/patch! No more Insta-Win for France against the Netherlands ;-)

I would wish though that really small looting and raiding parties could get through the ZoC to simulate some kind of guerilla warfare like Moritz of Nassau's warfare against Spain...
 
I don't like this autocontrol of land. Shouldn't you still need to send an army to take control if contol eagers as occupy? If my land consists of province A, B, C and D where A holds a fort that controls my land. Enemys should be able to occupy territory B, C and D if the place troops there. If they leave I get it back. But with occupation rules of VIcky2 ie it takes some time. If enemy captures my fort without sending troops to the other provinces witin some time all my land will fall. (not insta but in a handfull of months if not my troops stands in the province.)
You might want to rephrase your statement with proper grammar because i can only guess what you mean in certain places
But from what I've understood i have two things to point out:

1) If your B C and D don't have a fort, they have no significant garrisons for the game. Which means the occupation should be instantaneous in all Clausewitz engine occupation rules, although HOI is the only game where this situation ever occur. Vic2 examples are irrelevent.
2) Think of it this way, the fortress is a highly organized collection of soldiers, that patrols and minorly sorties around the fort itself. With that in mind it's not hard to imagine some of those 5000 man being able to take back a province that has no garrison, because the fort represents something more.
 
Regarding Burgundy and all the talk about the screenshot, I just think they released all possible vassals to show off the army FL info more easily and/or to show the new tag(?).
(Sorry if this is already common sense by now)
Burgundy was previously shown broken up in the Parliament diary.

Also the tag in Picardie does not currently exist in vanilla.
 
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There is just one thing I keep wondering about: After a long period of slow development, every new week brings news about totally gamechanging aspects. So who was the creator of those ideas? Or is it just, that spring makes people more innovative?
 
You might want to rephrase your statement with proper grammar because i can only guess what you mean in certain places
But from what I've understood i have two things to point out:

1) If your B C and D don't have a fort, they have no significant garrisons for the game. Which means the occupation should be instantaneous in all Clausewitz engine occupation rules, although HOI is the only game where this situation ever occur. Vic2 examples are irrelevent.
2) Think of it this way, the fortress is a highly organized collection of soldiers, that patrols and minorly sorties around the fort itself. With that in mind it's not hard to imagine some of those 5000 man being able to take back a province that has no garrison, because the fort represents something more.

Sorry for my English and I know it's bad.

1. I agree that no fort means no significant garrison.
But crossing a land doesn't equals to occupy it or taking control over it. That's why I'd like it to take some time not being instant. Why is explaining it with Vicky2 mechanic irrelevant?

2. I have no problem with the garrison recapture province in their zone of control but doing it the same second as the enemy leaves it, I oppose.
 
Sorry for my English and I know it's bad.

1. I agree that no fort means no significant garrison.
But crossing a land doesn't equals to occupy it or taking control over it. That's why I'd like it to take some time not being instant. Why is explaining it with Vicky2 mechanic irrelevant?

2. I have no problem with the garrison recapture province in their zone of control but doing it the same second as the enemy leaves it, I oppose.

1. Because in Victoria there's *always* garrison, making it a bad example to the case at hand

2. You could think about the 'instantaneous reoccupation' as part of the sieging maneuver. And that the ZoC is 'part of the fort', that is to say the fort is not just a singular site, but a system set in place to keep the surrounding province safe. when 'the fort' is conquered so was the ZoC
 
Does that mean that if a country is spammed full of forts, you can`t move into the country other than by sieging the provinces one by one?

If so, it is time to build static lines of defense like Maginot! (And get flanked?)
 
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Does that mean that if a country is spammed full of forts, you can`t move into the country other than by sieging the provinces one by one?
If they can afford it... (I'm gonna guess the dutch could)
 
Does that mean that if a country is spammed full of forts, you can`t move into the country other than by sieging the provinces one by one?

If so, it is time to build static lines of defense like Maginot! (And get flanked?)
Well, there is a reason why the Maginot Line was actually a good idea... a few decades before WW1.
 
Does that mean that if a country is spammed full of forts, you can`t move into the country other than by sieging the provinces one by one?
By the sounds of the rules presented, if a country is spammed full of forts and can actually afford to run them all (instead of having them mothballed with ten-man garrisons), it has already won the game anyway.
 
Looking at the maintenance cost i don't think too many forts will be possible to afford even for big nations. Cost for higher forts will probably be doubled each level, and add maybe increase over time and it just wont be practical to spam forts, pay advisors and have decent army size.

What would be the point anyway, its just money wasting.
 
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