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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.
 
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!


That would be the best change ever.

Please Johan make blocade actually relevent.
 
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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.
The Ottomans cannons were actually pretty useless against the Theodosian Walls. They took so long to reload and were so inaccurate that by the time they were ready to fire again, the Byzantine troops had repaired the damage. The Ottomans were only able to enter the city because somebody left a postern gate unlocked.
 
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It looks pretty accurate, really.
As to how Burgundy will afford the monarch points for half a dozen personal unions—I assume something's been worked out. (Maybe personal unions don't take up dip rep slots any longer?)
Erhm, it looks like he is over his diplomaticlimit by at least 1. Also they shouldn't be personal unions but more like vassals right? Because a PU would imply those states being on a somewhat equal footing which wasn't really the case. Also if we're going by titles to divide countries up look at austria: http://en.wikipedia.org/wiki/Charles_V,_Holy_Roman_Emperor#Titles
Ok Granted alot of those were Pu's but then again if we were to make all of those actual PU's we'd end up with Crusader kings 2. Also a lot of those titles were merely a formality.
Really happy about the change to Burgundy though, because those regions were so incredibly autonomous historically. It may have been better to put those provinces at 90% autonomy or something.
 
The Ottomans cannons were actually pretty useless against the Theodosian Walls. They took so long to reload and were so inaccurate that by the time they were ready to fire again, the Byzantine troops had repaired the damage. The Ottomans were only able to enter the city because somebody left a postern gate unlocked.

:p
 
What I love in these changes is the fact that now retarded 'march through entire enemy territory across the Eurasia to capture capital' will be impossible.
 
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makes sense, does it?

In which sense? I am sure that such type of movement was done in many wars. Leave part of army blocking fortress and go forward.
In Napoleonic times the aim was to crush enemy's army and occupy capital. It did not work in Russia because Russia mostly kept retreating and then winter came, but it worked earlier.
 
Actually this new fort system also increases importance of having more income compared to having more manpower/force limit.

Venice can now hold against Austria/Ottomans. And France wont be able to cross Pryness whenever she felt like doing. Spain can use her troops overseas without fearing a sudden death from north.
 
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wow i really like this new feature! but Burgundy? ç_ç
 
Actually this new fort system also increases importance of having more income compared to having more manpower/force limit.

Venice can now hold against Austria/Ottomans. And France wont be able to cross Pryness whenever she felt like doing. Spain can use her troops overseas without fearing a sudden death from north.

Agree about money, it will be more important now.

This new system will help a bit , but it won't really save the Venice, Austria/Ottomans will move its 30-50k troups to the forts and take them one by one. They still won't be able to defend anything but isolated city of Venice thanks to their navy. But stack wiping will be mostly history, since attacking army won't be able to follow retreating army. So Venice might try to build more soldiers/merc and fight back in 3-4 tries, at least player could use this to good effect.

Spain will also have time to prepare and consolidate their army while French are stuck at the border, thats good.
 
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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.


So one has to keep mid/high level of maintenance all the time. New strategy - give enemy forts to bankrupt him.
But seriously: - is it possible to dismantle forts?

Another question - so say Timurids have at the beginning 5 forts as well? And Ming maybe 6? Let us assume that they fortified capital and have basically one, maximum two forts on each border.
Does loss of two provinces (say to Qara or Oirat) mean that suddenly third of country is controlled by enemy? And what does it actually mean?
- control like in MotE (changes "controller=")
- possibility to invade half of country
- something else
 
Just don't forget to add a button that allows us to delete these buildings, as that is absolutely necessary since the game constantly changes shape.

A large, strategically placed fortress in 15th century might be a useless building due to expanding borders by 17th century. Mothballing it is not an excuse, because fort WILL take up one precious building slot. Any sane ruler would demolish that old fort and build a new one in a better place, while replacing the old fort's land with farms/new city etc. (another building in game's terms).

Paradox made this huge mistake of not allowing us to demolish holdings in CK2, and the retarded AI constructs dumb churches, mosques and temples everywhere (which are utterly useless and sometimes even gamebreaking for the player) and we have to stick with them throughout the game with no option. Please don't make the same mistake again.
 
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Actually this new fort system also increases importance of having more income compared to having more manpower/force limit.

Venice can now hold against Austria/Ottomans. And France wont be able to cross Pryness whenever she felt like doing. Spain can use her troops overseas without fearing a sudden death from north.
There's really nothing about it that will make Venice hold better. Their lands are in a string and buying multiple forts will hurt their income for actual units. What the change actually does is hurts the small countries that aren't Venice because they no longer are awarded basic defensive needs. A lot of countries don't start the game with 1.5 ducats, and will just be food.
 
I would be very cautious about destroying buildings, it doesn't look good from gameplay point that a nation could win one war and destroy everything valuable in a country. Enough damage should be done by looting everything. If you own the province and you want to destroy something that should be legit, maybe costing some money, time and lots of revolt risk. Don't think that people living there would like the fact that you are leaving them defenseless.

Destroying enemy fortresses? Maybe by 1 level max, maybe only if fort level is > 1. Or - can't destroy enemy fortress at all- end. Paradox will balance around these things anyway.
 
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