• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Welcome to another development diary for Europa Universalis IV and today we focus on warfare. Yes, you knew this dev diary was coming, didn’t you? It’s really quite difficult to play the game without understanding how the armies work.

Warfare is one of the most important aspects of Europa Universalis IV, and over the almost 400 years of gameplay, armies and navies will be your prime instruments of power when you go to war. You need to be aware of the different units of your armies and their strengths and weaknesses.
So, it is time to build some armies and go to war! In times of war, you will have to raise and maintain armies and fleets, conquer nations and project your power onto the world. You see them standing, moving and fighting on the map.

Battlefield casualties and general attrition will naturally reduce the number of men or quality of ships available to you as you play, but armies will be slowly reinforced and navies in a safe port will slowly be repaired. As you upgrade your technology, you will unlock different types of these units, each with different offensive and defensive characteristics. Some have attributes that favor the attack, some favor the defense, and others are suited for a more balanced approach. Each approach has its advantages and disadvantages depending on your circumstances, and it will be up to you to decide what kind of army you want.

Land Units
Just as in earlier Europa Universalis games, land units are divided into infantry, cavalry and artillery. As you move through the ages, your armies will evolve from men-at-arms and armored knights to advanced musketmen and dragoons, and everything in between. The specific types of unit available to you, and its offensive and defensive abilities, are also dependent on your culture. Asian countries can get samurai cavalry, for example, but you won’t find these guys riding around Spain unless you send them there.

You select your preferred unit type of your land units, as you discover them through technology. This interface allows you to select the focus of your military forces. Each unit you build represents a force of 1000 men.

Infantry will be the bulk of your army. They are your cheapest units, and don’t take long to recruit. Your cavalry are the force you rely on in a battle to hit the flanks of an outnumbered enemy or chase down those that can’t stand against you. They cost about double what an infantryman does. Artillery only become available at Land Technology Level 7 (Limber) and they are most important for their firepower on the battlefield and their effectiveness during sieges.

When you build your armies, keep in mind that an army that is more cavalry than infantry loses the “combined arms” advantage. Cavalry could be very powerful and fast at times in this era, but rarely outnumbered foot soldiers on the battlefield.

In the military menu, you can see four columns with data on the land units. First there is the power, second the ability during fire, third is ability during shock, and finally the number of regiments you have of that category.

Naval Units
There are four types of ships: heavy ships, light ships, galleys and transports. Unlike armies, each construction represents individual ships and have a strength measured in a percentage – a ship at 100% is in perfect health. Ships take damage in battles, of course, but also if they are in the open sea for too long. (This is naval attrition.) Ships only repair when in port.

Each naval unit has characteristics, just like army units. There are no longer any separate fire/shock values per ship type, as a ship-based gun is basically a gun. However, every type of ship has a different number of cannons, and a different hull size. There are also ideas that improve your ships ability to fight, or as we call it, the ships’ power.

The four different ship types have different purposes. Your main battle fleet will be composed of heavy ships (carracks, galleons, etc.). Light ships (barques, caravels, frigates, etc.) have better speed and are OK in a fight but will mostly be used to protect and project your trade power. Galleys (and later galleases and chebecks) are designed for fighting in inland seas and enclosed bodies of water. Your transports (cogs, flytes, merchantmen, etc.) are, as the name suggests, your lightly armed vessels intended to move troops across the water.

In the military interface, ship types have four columns, first there is the power, second the amount of guns, third is hull size, and finally the numbers of ships you have of that category.

attachment.php


Leaders
Any military situation calls for extensive knowledge and leadership, and, for a monarch like yourself, how to choose which of the leaders at your service will serve what purpose in the war you just happened to find yourself in. (Clearly this war is not your fault.)

Though you can always put your monarch or a mature heir at the head of your army, you will hire most of your leaders from the general population. You can recruit generals, admirals, conquistadors and explorers as leaders. Generals and conquistadors, as land leaders, cost you 25 Military Power. Admirals and explorers, as naval leaders, cost you 25 Diplomatic Power. Once you’ve hired a leader, it can be assigned to lead any army or naval unit. As expected, generals are used to lead armies and admirals are used to lead navies. Assign conquistadors and explorers to units you wish to send far away or to uncharted lands – these are the only units that can venture into unexplored parts of the map (those sections covered by a white fog).

The skill of a leader determines how good he is at performing different strategies and tactics in combat. Leader skill is partly related to your nation’s military or naval tradition; countries with a history of warfare will be more likely to notice these talents among soldiers or general citizenry.

The four different attributes of leaders are scored from 0 to 6. “Fire” is their ability to direct the use of gunpowder or missile weapons. “Shock” measures how well the leader is at assaults, charges, whatever happens when ranged combat turns to man-to-man action. “Maneuver” is the ability of a leader to move his troops through land safely and get his forces into the right position for battle. Finally, the “Siege” attribute is most important for quickly taking down enemy cities. Paying close attention to these may be the difference between defeating an army twice your size or getting crushed.

Every leader (except your current ruler or heir) costs one military power each month to maintain. This puts a soft cap on the amount of leaders a nation can have at the same time. This also means that a monarch with low military skill and a poor selection of military advisors could find himself running a deficit in military power if he has too many generals. If you find yourself running low on military power, you can always dismiss your leaders, but this means you lose their services permanently.

Mercenaries
Every country has its own pool of mercenaries which replenishes over time, but the number of mercenaries you have already recruited impacts how many there are available for you. This isn’t an endless pool of soldiers for you to draw from. There are ideas that increase the size of the pool, as well as reducing the maintenance or cost of mercenaries. There are only mercenaries on land – you can’t hire renegade naval forces to fight for you.

Mercenaries do count against your land force limits – they are not a way to get around the costs of having to field an army that is already stretching your budget. But they do have a couple of advantages in certain situations. First, they are faster to recruit, so if you have seen your main force destroyed but can afford to get new men, mercenaries will get you back in the fight faster. Also, mercenaries fight just as well as regular troops and can be led by your generals and conquistadors if necessary. The best part is that they don't cost any manpower to reinforce, so while they fight and die, you can rebuild your own population for a later war. They are a vital part of any nation’s armed forces, and rich countries can benefit from them quite a lot.

ps. And in case you haven´t read this yet:
Paradox Hands-On Special: Master Class – Europa Universalis IV at Strategy Informer
“After crushing their main army, I then had a sudden wave of conscience as I felt bad for betraying my former allies, so I quickly ended the war in exchange for one of the core provinces I needed.”
http://www.strategyinformer.com/editorials/21807/paradox-hands-on-special-master-class
 

Attachments

  • eu4_3.png
    eu4_3.png
    2,7 MB · Views: 36.673
Last edited by a moderator:
Will other culture's units be somewhat equal in shock and fire assuming the same tech level? I know this was a complaint in EU3, where ROTW countries, which were already slow in getting better unit types due to tech speed, then had to deal with inferior units even with equal tech until military westernization.
 
Nice, the general idea does not change too much from the EU3 system, and some streamlining of the process. Just what I hoped for.

Your statement contains a lot of racism and disrespect, on top of being quite inaccurate.

Mercenaries switching sides if the pay was higher was the norm throughout not just Europe, but the whole world.

The reason why rulers employed mercenaries only when in dire straits was they were not loyal to begin with, and thus hard to control (it was not a respectable profession, too, unless I'm wrong).

Ofc 'the norm' implicitly means there were exceptions, but if you claim that to solve the problem 'going Dutch' was relevant, I thank you for lowering my general view of Dutch people.

It is not about people, race or even nation, just a simple link to historical uses of mercenary armies. The armies that fought in the Dutch Rebellion (80 years war) and remained typical for the Republic afterwards were nearly all mercenary based. As long as they were paid they stayed loyal, with little of moving to the other side. The difference could perhaps have been better labelled as a contrast between individually hired and sub-contracted mercenaries (in companies), where the latter were more likely to go over to the highest bidder. But that is probably a gross simplification as well.
 
Really? I honestly doubt that...

Not that I am asking for a complete overhaul of the system, but I surely expecting a bit more. By the way please make the leaders un-beamable...

Look, I'm nothing but a volnutter on some subforums here (not this one), but you have to reason that at least some people reading these DDs won't have played EU3. I know I read HoI3 DDs having never played HoI2.
 
Nice, the general idea does not change too much from the EU3 system, and some streamlining of the process. Just what I hoped for.



It is not about people, race or even nation, just a simple link to historical uses of mercenary armies. The armies that fought in the Dutch Rebellion (80 years war) and remained typical for the Republic afterwards were nearly all mercenary based. As long as they were paid they stayed loyal, with little of moving to the other side. The difference could perhaps have been better labelled as a contrast between individually hired and sub-contracted mercenaries (in companies), where the latter were more likely to go over to the highest bidder. But that is probably a gross simplification as well.
While your right they did not switch sides, William did have to disband his army a few times because the Duke of Alpha continued to evade his army and he couldn't pay for their upkeep.

Which reminds me of the Sack of Antwerpen. Is that modelled in the game as well?
 
Just to clarify to get samurai mounted knighted or anything with the word samurai, you have to be playing in Japan correct? The last thing anyone really wants, is the ability to build samurai in Burma, just because its "Asian". One of the reasons South and East Asia or so boring and stupid to play in EU3 was because of their terribly created generic units, like Asian Foot Soldier, what the hell does that mean? But if you intend to customize it, by allowing everyone in East Asia to build Samurai, or allowing Vietnam and Malacca to build Steppe Archers, that would ruin the immersion of the game. I really, really hope you guys have a better more unique way for labeling units in East Asia, which was so disappointing in EU3, even the Middle East felt really half assed, there really needs to be more unique units for these specific cultures, like War elephants for Burma-Thailand-Vietnam, Mameluk Knights for Egypt, Banner Spearmen/Archers for China, Samurai (ONLY) for Japan.

And also I hope you buff up the militaries of Asia, at least until pre-1700, because their are such as cake-walk to run-over after 1450 or so in EU3, Samurai fighting on their own territory, shouldn't be so easy to defeat, nor should Chinese hordes of bannermen.
 
While your right they did not switch sides, William did have to disband his army a few times because the Duke of Alpha continued to evade his army and he couldn't pay for their upkeep.

Which reminds me of the Sack of Antwerpen. Is that modelled in the game as well?
Yes of course, which is tied to the possibility to pay. Perhaps the not-paid mercenary armies will attack you, or act as a rebel army? Those seem to be in line of what was possible in EU3 and what happens in CK2.
 
What I would like is that if the you fail to pay your mercs, they would either disband or revolt and become rebels. If the rebel mercs manage to take a province it gets a looted modifier and if they take your capital you would have to pay them off, potentially driving you further into debt.
 
It's weird, i think the dev posted the wrong DD this week. I remember reading this DD somewhere before. Must be a few years ago. Can't remember the name of that place but it definitely had the number 3 in its name. Deja vu. Or maybe i travelled back in time.

Edit: ninja'd by wolfing :angry:
 
Really? I honestly doubt that...

Not that I am asking for a complete overhaul of the system, but I surely expecting a bit more. By the way please make the leaders un-beamable...

I never played EU3, so we do exist :)

Anyhow, I found out about paradox 2 months ago (even less) and figured since EU4 is coming not to bother with outdated EU3.
 
Quite underwhelming. Given that 2/3rds of DDs are just country specific flavor, I hope that devs are keeping their most innovative features to be revealed shortly before release. Otherwise, it does feel a bit like EU3.5.

Also, how all-cavalry armies of the steppe nomads, or mostly-cavalry army of the PLC, be reflected in game? If at all? Would terrain play any significant role?
 
Hmm seems like this is exactly the same as in EU3....I really hope that naval combat in particualr wil be changed so u ned to think about composition (like in HOI) and not just stack a million big ships....plus gallys REALLY need to be alot more usefull than in eu3!
 
Meh, at least the other DD mentioned changes to combat, the few changes here is nice but not a big step up.

EU to me has always been weaker on the combat side of things. I suppose its kind of difficult to split from the 3 unit category model but would be nice to have a melee category split away from a musket category in terms of infantry.

Someone mentioned they didn't like the number of items in MotE, but I liked it, it wasn't too much and each holds a worthwhile role.
 
Also, how all-cavalry armies of the steppe nomads, or mostly-cavalry army of the PLC, be reflected in game? If at all? Would terrain play any significant role?

In EU3 eastern nations can have a slightly higher ratio of cavalry and nomads full cavalry (or 1 infantry unit will be needed, not sure) while still getting combined arms.
Cavalry gets double the terrain penalties, so they are best used in steppes and plains.
 
Buccanceering!!

There are only mercenaries on land – you can’t hire renegade naval forces to fight for you.
but what about official buccanceering? these pirates were hired by states (not recruited) and used to raid your enemies traderoutes. (especially holland was good at that raiding the spanish 'Silverfleets') I know that in a matter of fact those pirates could only raid ships with your enemies flag. I think you would add sudden realism by being able to hire pirates (which means naval forces) who can do the dirty work for you viz. raiding your enemies trade routes. and would be especially much more fun since we have that new tradesystem :)

I am just giving you guys an idea for adding more realism and fun to the game:D.
p.s. if you will use this in the game please tell since that would be awesome;)
 
I'm sick of the people saying this is just EU 3.5. That was easy to believe when the game was first announced, but since then, we learn about the huge impact of monarch points on administration, limited envoys instead of a renewable resource, minor countries are far less likely to colonize, wars will be more limited (they will have a chief war goal), and more.

Just because we get a diary covering an unchanged aspect does not mean this game is just another expansion. There will not be a complete revolution in every aspect of the game, and neither is EU4 lacking in innovation. Besides, the devs still have much time to release more information, information so don't think it will all be the same as EU3.
 
I'm sick of the people saying this is just EU 3.5. That was easy to believe when the game was first announced, but since then, we learn about the huge impact of monarch points on administration, limited envoys instead of a renewable resource, minor countries are far less likely to colonize, wars will be more limited (they will have a chief war goal), and more.

Just because we get a diary covering an unchanged aspect does not mean this game is just another expansion. There will not be a complete revolution in every aspect of the game, and neither is EU4 lacking in innovation. Besides, the devs still have much time to release more information, information so don't think it will all be the same as EU3.

If it will all be the same as EU3, i would call it EU3.0