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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.

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Next week, we'll be back and talk more about The Devout.
 
A suggestion. Limit the number of forts / country. 25% from the total number of cored provinces, for example. Or make them ultra expensive. It would be pretty sad to have a 5k fort in every province and unmothball them (is that even a word) as the enemy progresses. Would make the idea of border planning useless.


France can not afford more than 5 forts in 1444.

It takes 20 months for a fort to regen all its garrison, unless you got some ideas for it.
 
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Can you still assault forts? What about in a ZoC province?

Are you still receiving attrition now that you have to stand a large army around to siege?
 
Excellent work! I can see potential here for a Roman mod, you could build the historical limes along your border to keep those pesky Germans out.

I'm hoping we'll eventually get mechanics like this for Crusader Kings, they'd be very relevant there with the likes of the Frankish Pannonian March and so on.
 
A suggestion: there should be an option to relegate the fort maintenance to local nobles/burgers/whatever at the cost of increased autonomy. In case of an uprising or a rebel army marching through, such fort would flip immidiately to the rebels if they are aligned with the local unrest. Taking back such forts into the central control should also be a pain in the ass.

Historically, nobles and local interests maintained fortifications. When monarchies strenghtened, kings struggled to wrest such fortresses from their fold.
 
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What if I'm Serbia with Poland and Austria as allies. I declare war on Ottomans which have built many forts. Poland and Austria takes their forts one by one and transfers them to me. Must I pay while the forts are occupied or else they will be an easy retake or will there be none paying for the maintainance, because that could cripple many small countries(and also some bigger ones) during a war. The alternative would be leaving the fort to an easy retake with a garrison of 10 men.
 
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.
 
We want it now! Please, release it soon. This will be a complete overhaul of the game. If you rework also naval system, and coastal provinces to a similar way where coastal fortified provinces are virtually unsiegable without naval blockade it will give the game a new flavour, even more, to merchant republics who tends to conquer important trade provinces and a new way to defend it!

One thing the game was ignoring is that if you don't break the walls of a coastal fortified city, you can replenish supplies by sea. That was the reason that Constantinople never fell until cannons were developed enough to break the walls.
 
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Will there be new idea groups to cover the new ideas that coming with those exspansions or will some ideas in the existing idea groups be exchanged. Could be cool with new idea groups and policies but I have now idea what groups and policies they could add.
 
Forts should be passable by cavalry. Cavarly raids behind enemy lines were quite common and were pretty much the main source of loot for nomads.
 
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I'm curious - can navies be used to reduce the effectiveness of coastal forts, or coastal forts fight ships adjacent to them? That would bring in a whole new relevance to the navy.
 
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I just came up with a quick scenario. Granted I don't know wether that are too many forts etc.

So here's the political situation of Central Europe:
OAKWSoN.png


Let's say these are the two warring Alliances, with forts (level 1,3,5) in yellow marked darker areas:
Wp47ZKw.png


From what I understand both Alliances would occupy different provinces of the opposing Alliance immediately. Occupying provinces without fort, when the own fort is of a higher level or no opposing fort is present.
if0ooYN.png


Now let's say the war went on for a bit, with France taking two forts in Italy. Austria taking two in Hungary.
Most importantly Poland achieved to take the Prague and Danzig, which causes the Austrian Alliance to be split into three areas and most of Bohemia being occupied with one fort falling.
W3LgxRD.png

If I understood correctly Brandenburg and Saxony now would be unable to reach Austria without taking either Prague or Munich(&Salzburg).
 
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No clue. I'm not involved with development.

My guess is that later starts will be completely screwed and AI will probably build forts on all borders, which connected to the fact that almost every war a few provinces changes hands will result in map covered by forts.

Edit: just read Johan's comment on French fortress costs in 1444
 
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Will Constantinople be getting a unique fort to represent the Theodosian Walls? I know the Byzantine Empire usually dies, but if it survives, it could be an idea to allow you to upgrade them. I could see a resurgent Byzantine Empire reinforcing the walls and placing cannons in the towers, they were very easy to modify considering their size.
 
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