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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.

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.

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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.

IRmTjoZ.jpg



Next week, we'll be back and talk more about The Devout.
 
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Will it be a possibility to assign generals to forts, and if the defender have higher maneuver than the attacker they will get a -1 modifer which implifie that they getting in food and other supplies at night, bad weather etc. The general will also help in sorties with it's shock and fire
 
So as I read the fort changes, large countries with big incomes like France will be further advantaged over small countries. Essentially a country like France can pay to strengthen its forts, fight, run away, fully recover with no way of defeating their armies that retreated due to the wall of forts and their zones of control, and come back again and again. France could do this quite well before. This change should make France completely unstoppable.

Just what the game needed.
 
What are the main differences between real forts and "pseudo-forts" created at every nation's capital? I know they have no ZOC, but can you still not pass through their provinces?
 
Looting sounds interesting. Committed armies sounds like it will make the AI easier to abuse. Bigger forts and zone of control not allowing you to pass sounds like the game just created a whole lot more waiting, and in high attrition provinces that's going to be destructive. Unless other mechanics have changed, fighting in areas like West Africa will be hell, and trying to avoid peasant wars in tropical and arctic will be dependent on how many stab hit events you take.

To be historically accurate the game would need to massively INCREASE attrition while reducing battlefield casualties and/or introduce the concept of prisoners that are returned at the end of the war.

It should be very destructive in attrition fighting wars in general and in particular in tropics/severe winter/areas with poor supply and if these changes move the game away from stack wiping and easy carpet siegeing then it will be adding realism.
 
Johan said:
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.
So... Do you still have to siege EVERY province, or do we gain the surrounding provinces when we siege the fort next to said province?
Johan said:
Secondly, you can not walk past a fortress and its zone of control, as you have to siege down the blocking fort first.
Is it almost impossible to find a province not in a ZoC? Or will it be common and easy? If it not easy, then that is extremely detrimental towards looting....
 
Is fort level avaible tied to tech level (unlocked approximately at each century) or is it like - 1618 bam, fort level 5 for you, you you and you?

Military Tech

My apologies if this has been asked and answered before (I'm sure it has, maybe even by me actually, but at loss finding it), so please then point me to the posted answer. If not answered before, I'd like to know about this:

Don't the fort levels becoming available through Military Tech levels lead to that ALL provinces in a country get this fort if starting at a later bookmark? And wouldn't that defeat the purpose of this new mechanics?

Thanks.
 
My apologies if this has been asked and answered before (I'm sure it has, maybe even by me actually, but at loss finding it), so please then point me to the posted answer. If not answered before, I'd like to know about this:

Don't the fort levels becoming available through Military Tech levels lead to that ALL provinces in a country get this fort if starting at a later bookmark? And wouldn't that defeat the purpose of this new mechanics?

Thanks.

I would assume that because of the new limited building slots per province, this isn't going to be a problem.
 
Just a quick sidenote: I see Burgundy has been split up in different duchies and counties which are united in a personal union. Very nice to see!

But there's a few errors:
IRmTjoZ.jpg


The picture shows Antwerp belonging to Flanders and Breda to Holland. Both provinces should be owned by Brabant. Breda has always been a part of the duchy of Brabant. Even today it lies in the Dutch province of Noord-Brabant (North Brabant). Antwerp was ceded to Flanders in 1356 after the Brabantian Succession War, but returned to Brabant when Antoine de Valois became duke of Brabant in 1404. Also Namur should be an independent county (though, under PU with Burgundy).
 
Sweet! Looking forward to this changes, gj Paradox.

So I could now somewhere in narrow area in mountain range build a nice fort or two, place an army there and voila, you shall not pass! : - ) Increased garrison is also great, no more 2000 people taking Paris. Also it would be nice if we had some special siege events like in CK2 or a bit harsher attrition in fortress provinces, so it would take a bit more than to place 5k men and forget about siege.

I don't think conquest will be slow, if you take the forts other land will fall automatically, speeding the things nicely. For example in that screenshot aboce, conquer Paris and you get as a bonus 5 surrounding provinces, providing that they don't have forts.

Loot change is also nice - there's something rewarding in that concept. Wonder if they could implement "looting mode" on armies like in CK2 so we can loot provinces without war declaration? Its not a Viking age, but maybe for Hordes and some other looters...
no, not 5 more provinces. paris is a capital and capital forts dont have zone of control. :p
 
Question is then only how are buildings allocated to these slots for later bookmarks?
Going from past experience it won't have been addressed properly and will be a mess like colonial nations were...