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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.
 
Late June or Early July at earliest. I have never been so happy for their patching policy! Finally we have to wait a long time! Don't announce the DLC and keep developing. :) It both gives time to invest in the patch and tune things, while avoiding the forum conflicts/issus. And when you don't have an announcement for the DLC, you can't demand it earlier.

And sorry guys wanting paradox to rush this too, only 3 major patches/DLC per year. :p :cool:
 
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Wait is this for a DLC or a big patch? I'm still waiting for the rest of the converter religions, Zoroastrianism in particular.
Are they coming with this patch? Or is it a separate thing?
 
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Wait is this for a DLC or a big patch? I'm still waiting for the rest of the converter religions, Zoroastrianism in particular.
Are they coming with this patch? Or is it a separate thing?
The patch will be released alongside the DLC.
 
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The patch will be released alongside the DLC.
As always. All expansion DLC for EU4 have been released alongside with major patches.
 
Very interesting thank you for the response! I did some additional searching with Google and I saw some comments referring to advances in cannon weaponry which caused sieges to end much faster than in eras previous. Apparently this meant military leaders preferred to have a pitch battle and have the outcome decided in the field of battle before it came to a siege where the besieging forces had a good advantage. Does this match up with what you understand?

How Paradox can attempt to model all this will be interesting. It seems with the 'can't move past enemy fortresses' mechanic it is supporting the idea that you never want an enemy fortress behind you. The mechanics just make it so you don't/can't make the 'dumb mistake'. It would seem better though to tie this back to supply limit as well. Maybe Paradox is going to change that too. In order to represent the Napoleonic era, maybe at a certain tech level you would be able to by-pass the 'can't move past enemy fortresses' rule and the side effect of larger supply limits due to tech level represents the ability to forage off the land better. This would effectively mean that with that tech level, warfare becomes a bit more like EUIV is now where you can send your armies all over the place, but prior to that time there is the increased importance of the forts and fort mechanics.

Now I just hope Paradox does it the way I just envisioned it. :)

This is also true, there was a large variety of reasons and the combination of all of them led to the revolutionary change in warfare. Depending on who you ask they will say one or the other is the most important reason.
 
As always. All expansion DLC for EU4 have been released alongside with major patches.
However, not every major patch was accompanied by a DLC.
 
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Yeah, please Paradox don't make it come out later than late June, as those of us who go to school in fall want a couple of months to be able to play it!
 
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However, not every major patch was accompanied by a DLC.
In this context, it does not matter, as the previous DD clearly hinted that there would be a major patch and a major DLC. Honestly, I love this clarity from Paradox. No more ambigious and confusing speculation around every single dev diary. Those who follow EU4 seriously know roughly when next patch will come, if it will be major or not and what it will cost.
 
June/July sounds perfect and like people have said, if you look at their previous major expansions releases you get a good time scale of when the next one will be released.
 
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since it is already 1dd per week pattern

the release date won't be too far i think

but actually i don't want it release too early...
 
Seriously don't know which I'm looking forward to more this or Witcher 3
 
Seriously don't know which I'm looking forward to more this or Witcher 3
Why would you prefer a TV series/movie to this? They are completely different things. To me it is like comparing apples and oranges.
 
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Really like this idea, but it would need a long overdue rehaul of the naval system to work as ships would become far more valuable and need to be capturable far more often as in history
The shipyard must also be more valuable in civil terms if this idea should come true, like trade power and production effiency. Since the shipyard would take a building space it should give good bonuses.
But honestly i think it is a not so good idea of building shipyard to build ships. It would make a seafaring nation like Norway which historically has been one big seafaring nation, also with Denmark as overlord, weak in ship production. Why? Because they have mountains everywhere( which is true so this shouldn't be changed) and crappy development which also is true. With this idea implemented a city(region) like Bergen(Bergenshus) which have been the trading center of Norway wouldn't be able to produce any ships. Also the regions of Sogn and Trøndelag have also been great on this and Hålogaland, look at the coast and how thin it is, and think if most of that is mountain, then you understand that that region had the seafaring as almost the whole economy although they haven't, as far as I know had a great production of trade and warships.
 
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Yeah, don't get me wrong guys, I don't want them to rush it either, but yeah, just saying ideally it be about July for those of us that get really busy in the fall...for some of us school and work.
 
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People seem to forget about rebels. Am I the only one who ever sees any?
I think same mechanics will apply to rebels so they will have to assault a fort too, so my point still stands. You can make forts inland too, just make space of 2 provinces between forts, putting them next to each other would be an unnecessary overkill. I may be wrong, but that is how I see it at the moment.