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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.
 
It looks like that. So what is the difference? Who gets money and can recruit troops from such province? Because this is what matters here: troops and money to maintain/recruit them.
If owner can, then controlling is meh. If controller, then control=occupation.
I think what it means with control is you can't move from an enemy ZOC to another enemy province. If in the case a neighbouring higher fortified province is exerting control over your province the province still belongs to you, you can still move troops into it, you can still raise troops etc. You just can't move into enemy territory unless it is to siege the enemy fortress. This is to simulate your supply lines being cut off by enemy patrols from the enemy fortress.

I'm still not clear whether just the act of siege stops the enemy ZOC or whether you have to complete siege. I think just sieging should cancel ZOC.

If you move troops into a ZOC you now control that province but while the fort is still there it will go back to enemy control if you leave it.

That's what I think it means anyway.
 
Thanks, it's cool that a player suggested feature will be implemented!

Well " The Devout" definitely have something to do with theocracy and could be a reference to the suggestion however that don't mean it will be implemented exactly like the suggestion.
It is far from the first time EU4 will use player made suggestions, like this whol expansion is based on player made suggestions.

However even before, player made suggestions have been used, the one Im most knowledgeable with was then paradox made that colonized provinces got permanent 50% mimimum LA if they did not belong to a colonial nation. I and several others however suggested that you should have to pay for the core (which was free) but you should not have any minimum LA.
That suggestion is now how colonized provinces work.
 
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Overall, this seems an interesting change of pace and a great reason to expand my 400+ hours of EU4 gameplay.

I wonder how NI's and policies will change to accomodate these mechanics.

I agree with those who believe we should have a fort slider maintenance, instead of binary mothballed/non-mothballed. If i understood correctly, apart from the capital province, we'll have to pay maintenance for forts.

How will it be calculated and what determines how much the forts cost?

Number of provinces? Development level? ADM/DIP/MIL tech level? National ideas and policies? Government types?


EDIT: Is it just me, or the Zone of Control mechanic resembles the one used in Civilization? :p
 
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Im cautiously optimistic about new deeper strategy in the placement of forts. Thanks for the free updates!
 
If you're placing your forts in such a way that you lose control of tons of provinces on day 1 of a war, I don't think that's an issue with the system.
It's an issue with your fort placement.

If you've got important provinces on the border you don't want to change hands, fortify them properly.

ok, so I have lvl 5 fortress near to border as my enemy does. he gets mil tech faster than me and upgrade the fortress to level 7. he dow me. Are my 5 lvl fortress useless? he can just ignore it cuz there is 7 lvl histile fortress adjacent to my 5th lvl?
 
If you build a real fort in your capital, is the free fort level lost, or is it added to make the resulting forts level 2, 4, 6, or 8?

I think you upgrade the fort, not add another one.

ok, so I have lvl 5 fortress near to border as my enemy does. he gets mil tech faster than me and upgrade the fortress to level 7. he dow me. Are my 5 lvl fortress useless? he can just ignore it cuz they are adjecent to his 7 lvl fortress?

He can't ignore it. If i understood correctly, only provinces with no forts are affected.
 
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How does the fort change work for islands?

Do you need to pay for a fort on each islands (expensive)?
Or do they instantly fall if attacked?
 
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The problem arises then you are so rich to build so so many forts in a tight area and so rich that you never have to mothball them, then you are pretty much invincible as the enemy will be forced to take massive attrition, even mercs I think add to WE even though they maybe should not.
 
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The problem arises then you are so rich to build so so many forts in a tight area and so rich that you never have to mothball them, then you are pretty much invincible as the enemy will be forced to take massive attrition, even mercs I think add to WE even though they maybe should not.

Sounds like the Netherlands, historically, during this period to me.
 
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Can you please tell us what happened to Burgundy? It's just on screen or you really want to decentralise them so much in game?

What do you think about adding maintenace slider for forts? For example on 50% maintenace our forts would have only half of garrison etc.
 
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johann i love you

well i love paradox but you are here to reciev my gratitude

this will surely reinvigurate my desire for eu4 :D

no release date or any hints on it yet ? :3
 
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Oh man, I just realised the horror of island hopping in indonesia now, trying to take portugal's lvl 7 forts who they will see as border provinces because they're islands. Oh God, Oh God the horror.
 
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But netherlands is only a few provinces, the real problem is if France and such get forts in everyone of their main provinces.

I agree, but wasn't always so that you must start deconstruction of France well in XVth century?
 
All the things you've mentioned in the last 3 DDs seem good or at least interesting and I'm excited to try them out. However.... the movement locked in at 50% seems to me that it will be orders of magnitude more exploitable than the system we had before. Ok the strange AI army dance will probably be slightly reduced but trapping the AI into very bad movement decisions is now going to be even more easy and powerfull!

Also please tell me that your going to sort out the mess that is military access with this patch.
 
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Just me who thinks the Burgundian situation is not reflective of it's actual game state on patch release?

Assuming normal mechanics, there's no real way Burgundy can hold that amount of vassals, and to my knowledge, Burgundy was not inherently different from any other European feudal state, so it wouldn't warrant a special government like Shogunate.

I think. Feel free to correct me.

Maybe Feudal Monarchy itself is changed. No tax and nothing from your vassals in exchage of less LD. ;)