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EUIV - Development Diary - 25th of February 2020

Hello everyone! So we have worked on this update for quite a long while and already covered a lot of features in previous diaries. However just because we’ve already covered something doesn’t mean we’ve stopped working on those features but we have been polishing and constantly improving them. Today we will be revisiting and diving deeper into the new Mercenary mechanics.

I want to highlight as usual, that any numbers you see in the pictures are very work in progress.

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Let’s start with the concept and the premise we had for doing this change of a core part of the game. Mercenaries have gone through a lot of iterations over the years to try and solve problems created by the mercenaries themselves, Despite these changes the problems have never really changed. Mercenaries as in how they are currently implemented lets you completely bypass or ignore an entire core feature of the game if you are rich enough. Manpower. And Manpower being cheapened meant that a lot of other features as well lost quite a bit of meaning, like supply limits.

Manpower is supposed to be something you have to budget, just like your treasury, something that becomes exhausted as you fight a heavy war versus your rivals. Mercenaries are supposed to supplement this, being more prevalent early in the game and fade away in their use as your nation modernizes and gets access to way bigger sources of manpower. Fundamentally why the Mercenaries do not act like this, is because they exist in a never ending supply to the player. One example of trying to address this issue was to try and make manpower using regiments more valuable with features like Army Professionalism and special units. However a 0 strength regiment is still 0 strength regardless of how good it is.

Jake and I far back when working on the design threw together some points of what our vision was and what we had to achieve.
  • Mercenaries must be in some way finite
  • Mercenaries should not be scalable for late game
  • A player should not be able to screw over another player by clicking first
Working with this framework we bounced a lot of ideas between us and discarded a lot of ideas. For instance a favorite of my ideas did not fulfill the last requirement as it would let you before a war exhaust on purpose the available mercenaries for your enemy.

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So as you know from previous development diaries we settled on the Company mechanic inspired from Crusader Kings and Imperator but with a twist. Let’s go through a bit quickly what this is for people who haven’t read Jake’s old Dev Diaries.

The old way of recruiting mercenaries and how they interact with your armies is gone and reworked from the ground up as part of the 1.30 Update. You now recruit a whole company, that function as a fully individual army only consisting of mercenary regiments. As you buy a Mercenary Company you also buy the accompanying manpower with that Company giving the Company sort of a finite amount of time fighting for you limited by how well you can manage them. These companies are either seen as “local” or “foreign” and the foreign ones will have unique modifiers and content revolving around them. When the company becomes disbanded, it used to be unavailable to you for 10 years but this has been increased to 20 years. Another change since last dev diary on mercs is that the upper cap of regiments in a company has now been set to 60 instead of 40. Mercenary Companies are still scaled by the development of the hiring nation, but it has as well been tweaked slightly.

To clarify a bit though, a “local” is a company that does not have a home province, each nation has a set amount of these and are always available to you. The foreign ones have a home province and can be hired in your empire if they are within your trade range (not counting stuff like trade winds and such). Foreign Companies also come accompanied with a General and these do not count for your own Leader limit so can be quite handy boost early game for your money.

Since the last development diary covering mercenaries we have done quite a lot of changes besides some number tweaks. What I am covering now wasn’t originally part of our design but something that we’ve been testing as of late.

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A big change we’ve done is to emphasize more on the locality of mercenaries. This gives quite a strategic element especially for widespread empires, like colonizers. A Foreign Mercenary Company is recruited from their home province and the further away you recruit from that home the longer time it takes for that mercenary company to form up there. What provinces within your control you can recruit these companies on is determined by your trade range calculated from the companies home province. Most of the base values of the mercenaries will also be now based on their home province, like technology groups and so on. All of this to give a sense of locality to them.

What we want to achieve is that you wouldn’t hire some German Jaegers to fight in India, unless you are willing to transport them all the way over there as well. What we want to promote is inspired in part by history, where the Brits would hire local manpower to fight in India for the most. But we were also solving a problem where you had access to so many Mercenary Companies that it became a non issue again. In essence previously Purbiyas would appear in Paris fully ready to fight another European power in just a matter of days.

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Some other changes are the cost of Mercenaries which have been heavily rebalanced. They are no longer as expensive as they were to more fit their new limited nature with manpower. We’ve added some cheaper alternatives for smaller states in the game but with their own drawbacks as to represent their lower pay.

For instance above is the Local Companies available to smaller nations and the one for Free Cities. The idea of these Companies (numbers not final as usual!) are to be incredibly much cheaper to fit the budget of smaller nations, but to compensate they are also not the best of company, being slow to reinforce and slow to regain their morale.

Even though we’ve made Mercenary Companies cheaper we’ve made the over time inflation of land maintenance cost grow faster for Mercenaries. While normal regular troops grow by 2% each military technology you take, the Mercenaries will grow by 8%.

There’s a lot of unique content that has been made now for the Mercenary Companies. Especially for countries such as Hungary and it’s Black Army. Last time we had a lot of [REDACTED] when we talked about it but this time I’m going to tell you more about it.

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Hungary has for a long time had some unique decisions and events relating to their historic Black Army founded by Matthias Corvinus which relied more on paid standing mercenaries rather than manpower from the nobility. This is now integrated with the new mercenary system where Hungary early on gets access to unique Mercenary companies to them.

These mercenary companies have events tied to them giving you some unique flavor but they also have a 5% discipline modifier associated with them and are a bit cheaper than other companies.

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And when you finally reach a date where the Black Army starts to become out of date historically (This is tied to Age of Reformation) you as a player get a choice to keep them in your employ however at the cost of your Nobility’s faith in you.

We’ve added somewhere around 100 different mercenary companies and several of these are tied to content in the game trying to give them some reliance on the actions of actors in the game. For instance we have the Pontifical Swiss Guard available to the Papal States as a mercenary company now, though quite small, just like the Black Army features a 5% Discipline benefit.

Some other interesting companies to spike your interests are Forlorn Hope that function well like a vanguard, the Dahomey Amazons available to whoever holds Bahomey and last the Hessian Jaegerkorps that become available later in the game and which @Ofaloaf describes as “the perfidious enemies of all God-fearing americans”

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So you might be asking why after nerfing Mercenaries so hard, why are we giving them these benefits? Just because we do not want them to be the main fighting force of your nation and be able to scale properly with the growth of your empire, does not mean we want them entirely gone or not keep them interesting to consider. They still fulfill a function as either auxiliary troops or as veteran soldiers that can give a hard punch even though they might not be able to replenish them as well or be as reliable as your regulars. And a nice thing with how they will work going forward is that we can create a lot of unique and interesting content with them.

As I’ve covered before, this is also why we’ve been going over sources of manpower for the player, we are quite happy with the numbers as is but we wanted the player to have a bit more control than just getting a lot of manpower from ideas, hence the changes to Drill, Professionalism and Buildings as some examples. Some other examples are we have reworked how supply limit and attrition modifiers interact to be a bit softer on you. Another change done is changing the overrun mechanics a bit. This is when you have 10x more forces than the enemy at the instant the battle is created, the combat is concluded the first tick and the enemy gets wiped. This still works but if you have enough to actually fill the combat width it is ignored. You will probably lose the battle if you are facing 30 000 versus 300 000, and you might still get stack wiped during the combat lock part, but you won’t get overrun anymore meaning in face of such an opponent you can still lower the sizes of your stacks. Of course mainly that affects multiplayer because I doubt you’ll see AI walking around with stacks in the range of half a million.

Let’s finish with Mercenary-based modifiers and what has happened to them now. I think we have covered this before but I still see the question so I’ll reiterate on it. Mainly this is about Available Mercenaries which was quite desirable previously. This of course no longer exists and has been remade into a new modifier called Mercenary Manpower.

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So now instead of Available Mercenaries you have Mercenary Manpower. This modifier increases the amount of manpower a company comes with when they are hired by you. It also increases how many Condottieries you can rent out just like how Available Mercenaries did.

Everywhere you would have had Available Mercenaries previously you will now instead have Mercenary Manpower. And since Mercenaries no longer rely on your FL to calculate how many you can have this is a sort of indirect nerf to several idea sets like Quantity and Offensive/Diplomatic. Let’s give you some examples of changes:
  • Switzerland Ideas/Governments been made a lot more Mercenary
    • Their government gives +50% Mercenary Manpower
    • Their ideas gives +50% Mercenary Manpower
    • Their ideas gives -15% Mercenary Maintenance
    • Their ideas gives +5% Mercenary Discipline
  • Burgundy ideas now gives +50% Mercenary Manpower
  • Administrative Ideas now gives +50% Mercenary Manpower
All other modifiers should work as expected, mercenary cost reduces the cost of the company, mercenary maintenance reduces the maintenance, discipline makes them stronger.


It’s hard to try and figure exactly what I should cover and what to go deeper into, especially also since I have the influenza while writing this, but the good with the bad, it means that I can sit and read this thread free of disruptions and try to help clarify any questions people have as well as I can.

Next week’s development diary I’ll be covering some new religious changes.
 
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One of the strongest starting nations (and easiest playable) and you want them changed? No doubt to be more powerful? I mean, come on, they start with an explorer, they can rapidly beat other colonisers to colonial regions and lock them out of areas (well, catholics), and have rapid access to powerful trade nodes in india before any other european. Good thinking, lets change them more! :D /sarcasm

You're forgetting that you can easily flip to Sunni to grab the Iqta government type, which basically gives unlimited manpower from all your colonies.
 
Is it just me or do the Mercs seem really expansive for what they give? the Jeagers for example: 15 infantry, 2 cav and 7 canon for 1.8k ducats and 58.3 ducats per month. Maybe if you're despirate but that's still a lot.
I think that is the point. Mercs have been the meta because longer term its better to use them than not. Now you have to balance whether the cost is worth it.
 
Ok, but as an opm even a small stack with 4 are sometimes to much. If they count to your forcelimit as before. I wont have the chance to just merc up the "old" way for up to 4 mercs or something until I hit a dev or forcelimit max?
I see myself in a struggle of a war with an opm, with 6 forcelimit, at the low of my manpower, just want to save it, to surive and relay on 1-2 mercs that will make the difference in so many opm starts - this will not be possible anymore?! :(

And from the last DD
2 Questions:

It would be great if the "introduce new heir" tooltip would give us all the informations you just gave us. For players its really important to know, that the new heir will be not the same dynasty and with low leg. Right now it is kinda missleading. Would be a small, but important thing for players (esp. new ones)
- I really hope btw, that AI will not use them

Second question: I really like the change of the mission tree of vasalls (so we do know now the mission tree for croatia! :)), will the AI Vasall always click the mission when the conditions are made?

Thank you
 
@Groogy

I know you lads would love to add the Channel Islands as well. I am not the only one. I think 1.30 is the perfect time fot it ;)
 
Will there still be an army professionalism cost for hiring mercs?
And if so will it at least scale down with getting bigger?
Or will yearly army professionalism from drilling be changed a bit so if you drill 100 regiments later in the game you could for example see the max amount of 1% (one doesnt have the generals to drill all armies because of force limit too if one blobed too much so basically you have to get army professionalism up early or forget it.

And for the religion changes next week could there be some CK2 like mechanic that taking the holy site of a faith gives you conversion strength against that faith (once it is converted too) plus bonus missionaries for ANY religion (at least if you have religious ideas not just mostly christians and muslims, because having to go christian or muslim whenever you want a one faith is kinda annoying).
 
Ok, but as an opm even a small stack with 4 are sometimes to much. If they count to your forcelimit as before. I wont have the chance to just merc up the "old" way for up to 4 mercs or something until I hit a dev or forcelimit max?
I see myself in a struggle of a war with an opm, with 6 forcelimit, at the low of my manpower, just want to save it, to surive and relay on 1-2 mercs that will make the difference in so many opm starts - this will not be possible anymore?! :(
Seeing the screenshots the "free" mercs are actually cheaper than your regular units. Yes, there is down side like morale recovery and reinforcement speed. But as an OPM you fight one battle and siege and your done. So in this scenario those negatives has very little impact.
 
Just a quick way that may solve situations when you have " pack" of armies of your subjects, mercs ect and some armies arrivr day early because they hane high manouver genral and get stack wiped because of this:

Make all units in the "pack " use movement at most pips of general leading army that all other armies are attached to.

Movement speed modifier while attached =
min (
  • pips of general leading the "pack",
  • max( pips of leading general, 0)
)
 
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Wil lget dry no matter what, but will recharge after you've dismissed them.

They do not regen their manpower while hired, it's only recovered when they are dismissed.


How does this interact with Hungary's Black Army? Based on your current, still-under-development(tm), numbers, one good war with anyone will fully deplete their manpower. Does this mean I'll simply be forced to dismiss my Black Army, wait 20 years, and then get the opportunity to hire them again for that single war they're useful for? Doesn't that kind of go against the whole idea of the 'standing army of mercenaries' into which I invest quite some money and effort to have at my (Hungary's) disposal?

I'm spitballing, but how about giving the Black Army a slow manpower reinforcement rate? 2.5%, for example, compared to the normal 10% of regular manpower. Or a lower 'dismissed company' modifier that means I can rehire them earlier than in 20 years' time?
 
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This probably has already been answered, but does your own quality add to mercenaries' quality? As in, if I have 5% discipline in my NIs, and the mercenary company has a 5% on their own, will it stack to 10%?
 
Are local companies scaled based on their home province’s development?

Also, would be interesting if the loan system worked the same way. Either get a loan from local merchants, famous banking families, or from Merchant republics.
 
No we've given you other tools to gain manpower or to preserve your manpower.

https://forum.paradoxplaza.com/foru...velopment-diary-14th-of-january-2020.1307998/

Are you referring to the 'soldiers household', primarily? Because that's a replacement for a manufactory. Why would I, as for example Poland-Lithuania or Yarkand want to use up a valuable slot for a manufactory to gain more manpower, when my income is most likely not going to be running well in the first place, primarily because most of my territory is low development land that's barely bringing in any income, and my trade node is in relative terms to Genoa, Sevilla, Constantinople, Venice, English Channel, just plain awful?

Are you referring to the drill changes? Oh yes, sure, let me just pay for my really expensive army with the money that I don't have for the aforementioned reasons. And besides, you're not likely to get to keep your drill for very long, even with the change to it that at max you get 50% less drill loss. Sure, I get to keep the drill for, what, another year and then I'm back to bleeding manpower as usual? Is the intention with this to try and make the player engage in shorter 'blitz' wars?

Are you referring to the trade company governance manpower bonus? I'm not sure how that even works because due to the high autonomy of trade company provinces in this new update, you'll invest 400 ducats for 20%x2 of the manpower of the manpower development in a state. Once again, how am I going to afford any manpower as a horde or a poor-development wide nation, or a tall country in a bad trade node?

I just feel like you're forcing people to take quantity, both for the manpower buff and for the manpower recovery speed. Why would anyone want to take quality now, outside of a meme game/roleplay as Prussia or Sweden, when quantity is already superior in so many ways, speaking from practicality, and that's from the perspective of the current patch. Next patch, I don't see why anyone would ever want to go with quality over quantity.
 
Does this mean you can finally revert the economy changes so that people can make money again?
It helped curtail merc use until the very late game where money is no longer an issue if you've expanded a lot, but now there is no need

or is this a distant dream
 
"Vladislav, why can't you make the journey to Serbia? Sure, it might have taken a while, but you sailed your entire company from Croatia to Tunis to get hired by us without a hitch, and this is the same trip but in the other direction."

"Sorry, can't use my rowboats while employed, they get magically disabled and you don't have enough boats for me to get onto in one go. Let me tell you about that time I got stuck in England for two years for this same reason..."
 
Hmm interesting but wouldn't limiting Merc give edge to ottomans and Russia who have special units which can spawn via mp? Also wouldn't this farther give edge to religion such as orthodox? With their + 33% Local manpower modifier? I really do hope this was well though out if not we will see weak mercenary companies vs hords of ottomans and Russians certain nations simple don't have enough land to compete and mercs were the only viable way.
I suppose we will see.