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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.

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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
 

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Forcing marching could also fail and hit your force's morale without giving you the extra speed you originally wanted. Scaled of course to the martial skills of the general no less. So a good general would have around an 80% chance of successfully force marching while less skilled generals might be lucky to get a 35% chance.
 
I have to say... why did they even bother to make EU IV since its all the same.. its really, yes really the same game in every aspect.
 
Because people would be crying rivers if expansion actually made these kind of huge changes?

In my opinion EU3 expansions brought similar amount of changes to what we have seen in DDs so far. Those who remember know that EU3 1.0 was pretty 'bare-bones', yet truly revolutionary compared to EU2. But hope is, that we will see some juicy DDs with new features of the same rank as new trade system or monarch points system, not just country specific stuff filler DDs.
 
^^^:

Divine Wind:
- Japan and China specific changes
- New buildings

Heir to the Throne:
- CB system
- National Focus
- Cultural Tradition

In Nomine:
- Decisions
- Missions
- Rebels with cause

Napoleon's Ambition:
- Historical options (I guess)

IMO, none of these most important changes are really that huge compared to what EU4 is bringing to the table.

(Of course, most people will likely disagree with me)
 
Still, only major, revolutionary innovations are trade system and monarch point system. Religious aspect seems to be basically the same. Warfare with only minor tweaks. Nothing on dynamic internal politics yet. NI bonuses seems to be the way to simulate various things, which is quite crude and lazy way to do so. Still hoping for some 'big reveal' close to the release date...
 
Still, only major, revolutionary innovations are trade system and monarch point system. Religious aspect seems to be basically the same. Warfare with only minor tweaks. Nothing on dynamic internal politics yet. NI bonuses seems to be the way to simulate various things, which is quite crude and lazy way to do so. Still hoping for some 'big reveal' close to the release date...

True. Hopefully EU4 gets same treatment as CK2, getting huge amounts of new content in patches and DLC.
 
The new agent system is a pretty huge change in terms of gameplay impact and affects almost all parts of the game - trade, colonisation, religious conversion and diplomacy.
 
The new agent system is a pretty huge change in terms of gameplay impact and affects almost all parts of the game - trade, colonisation, religious conversion and diplomacy.

People say this, but I don't think it's really a great difference. For one thing, the agents are essentially just CK2's royal councillors. For another thing, colonisation and religious conversion will still work in essentially the same way as before, except that now you get your CK2 councillor to do it instead of expendable colonists and missionaries. Diplomacy does sound like it's going to be fairly interesting with the ability to designate enemies and have bilateral (or is it unilateral?) relations, so we'll see how that goes. The monarch points too are essentially just stand-ins for EU3's money and magistrates, though could be interesting. Trade is certainly the only truly revolutionised gameplay element so far, as far as I can see.

Hopefully the next developer diary won't have been accidentally copy-pasted out of the EU3 manual.
 
Still, only major, revolutionary innovations are trade system and monarch point system. Religious aspect seems to be basically the same. Warfare with only minor tweaks. Nothing on dynamic internal politics yet. NI bonuses seems to be the way to simulate various things, which is quite crude and lazy way to do so. Still hoping for some 'big reveal' close to the release date...
Don't forget that they pretty much created a new resource in the form of monponies and the balance has been completely changed that even France ran out of MP and money after a series of wars. The tech system too is completely overhauled and thus the management of your economy as well. The UI has also been greatly improved.
 
I have to say... why did they even bother to make EU IV since its all the same.. its really, yes really the same game in every aspect.

I really don't want to offend the developers, but I totally agree.

The thing that's been running through my head reading these DD's is "what's the point?".

I understand that there have been some fundamental changes as well as changes in the general design philosophy (some of which i vehemently disagree with) however, seeing the same 3-stat monarch, the same banal republic system and now a fundamentally identical military system, i'm just well, disappointed, I can't help it.

EUIV had the capacity to totally revitalize many of these core systems, yet it is just going to recycle them, which is totally the developers' decision, but just hasn't sold me at all.

Maybe i'm just spoiled by the "step-ups" that VIC2, HOI3 and CK2 have been over their predecessors. I was expecting a mature Paradox to "wow" us with a clever new redesign.

I am also so sick of people dismissing those who don't immediately respond with a chorus of glee to every DD as "trolls" and "idiots". Grow up.
 
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So, Leader-Stats are randomly generated like EU3. Oh the joy to have a 4 Fire Leader in 1399 with no Unit who uses Fire... - I hope that will improve. :rolleyes:

Mercenaries and Galleys will come more in handy in EU4, that sounds like an improvement to me. In CK2 mercenaries were a good feature, so it should also for EU4 a relevant option. Remember the 30-year-war! Lots of mercenaries all over Germany.

I´d like to see longer Nametags for the Armies. I often had problems to name an Army for example 1st Westafrican Army, the AI on the other hand had no problem to have longer Names for Armies.

What about the death probabilitie for Generals. EU3 -> Hire one General and loose him after 6 months (with no battle, maybe died because of a boring life), what a money dump.
 
So, Leader-Stats are randomly generated like EU3. Oh the joy to have a 4 Fire Leader in 1399 with no Unit who uses Fire... - I hope that will improve. :rolleyes:

Mercenaries and Galleys will come more in handy in EU4, that sounds like an improvement to me. In CK2 mercenaries were a good feature, so it should also for EU4 a relevant option. Remember the 30-year-war! Lots of mercenaries all over Germany.

I´d like to see longer Nametags for the Armies. I often had problems to name an Army for example 1st Westafrican Army, the AI on the other hand had no problem to have longer Names for Armies.

What about the death probabilitie for Generals. EU3 -> Hire one General and loose him after 6 months (with no battle, maybe died because of a boring life), what a money dump.

"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. "

The above is quoted from Johan's 1st post. It seems to imply that archers will count as "fire".

So far as redesign goes, we don't really know how it will work. Some less-than-dramatic changes can turn it into a radically different game.
 
You're free to keep playing the outdated, old and clunky EU3.

lol i dont play EU 3 anymore for those reasons, its been 6 years since release. And they are making a "new" EU4 that is using the fundamentally the same things, not to mention warfare, lets admit is the whole point for sitting 30+ hours. if X . and / still going to be there .... it doesnt even derserve a comment better wait for EU 5 after 40 DLCs and maybe the bother to change the blue inf and rusty cavalry icon. For me using the same stuff as the last game is completely unacceptable, it proves that theres no real drive to change things.
 
I don't think any of this is too intricate, and assigning an army both a marching speed and a task could be done very quickly. When you select an army and click on a province to send it there, a popup would prompt you to select marching speed and then a task. SO basically you are telling your army for example, "march to Provenance and assault" or "force march to Zeeland and defend". That is not tactical level fighting, but exactly the kind of grand strategic assigning of tasks to generals that a monarch or other ruler would do.

That is all the complexity. If you are worried about the player being able to figure out how the different tasks/stances work against each other you could summarize the math with green, yellow, orange and red text telling you roughly how good of a chance your tactic has of succeeding, with the option of peeking "under the hood" to look at the numbers if one so pleases.
Which might work, depending on what the aims of Paradox are. But some small nitpicks: that movement system would double the amount of clicks for any movement, which is probably bad design. And when the system can show the odds of a stance working it can also pick the optimal stance for me, which means that the whole concept can be automated out of the way for a lot of people, which means that it might not be worth it to introduce it in the first place.
 
Don't forget that they pretty much created a new resource in the form of monponies and the balance has been completely changed that even France ran out of MP and money after a series of wars. The tech system too is completely overhauled and thus the management of your economy as well. The UI has also been greatly improved.
monpoints=magistrates.
You already have the pay with magstrates for provintial decisions in HTTT, now it adds builidins in DW, and techs&NIs in EU4.
 
monpoints=magistrates.
You already have the pay with magstrates for provintial decisions in HTTT, now it adds builidins in DW, and techs&NIs in EU4.
They might be inspired by them or an evolved form, but it goes to far to say they're equals.