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Europa Universalis IV - Development Diary 24th of May 2022

Hello everyone, Gnivom here today.

I may return for a future dev diary on the many AI improvements we’re making for 1.34, but today’s topic is Land Combat.

First a recap:

For 1.33, we decided to change some things with combat; first mentioned in this January DD and soon amended by making backrow regiments take 60% less morale damage. The core idea was to remove some weird traps that uninitiated players (I would guess a majority) and the AI (without major modifications) would easily fall for. In particular, having a large army without a full back row of artillery could be disastrous.

However, those changes also caused some unintended balance effects:
  1. Battles last longer, sometimes a lot longer.
  2. Morale is much less important.
  3. Stackwipes (officially “overruns”) are much less common (though this is mostly caused by the AI accidentally exploiting the Zombie Regiments bug, by shift-consolidating troops before battle).
  4. Tech Groups’ impact through unit pips have been amplified. This has not been addressed so I won’t mention it again in this DD.
Additionally, some of you have pointed out that what can be seen as a “noob trap” can also be a source of tactical depth in multiplayer.

Now, let's look at what's new for 1.34 and how this addresses these issues.

Passive Morale Damage​

In 1.33 we made the daily 0.03 “morale damage to reserves” actually only apply to reserves, where it previously applied to deployed troops as well. The intention was to relatively penalize overstacking more as well as to be consistent with the name.
This is a major cause for the longer battles in the early game, and for morale being less important, and has now been reworked in 1.34 to as follows:
  • Deployed troops take a daily morale damage of 1% of max morale.
  • Reserves take a daily morale damage of 2% of max morale.
Only the reserves are affected by the Professionalism modifier, so it remains mostly a QoL modifier, although its absolute effect is now much bigger.

Max morale is not based on the regiment itself, but on the average of all regiments on the other side. Such that, in a standoff between a Prussian and a regular soldier, where neither is shooting, the regular soldier will run first.

The fact that this is now a percentage means that its importance will be consistent throughout the ages, so that late-game battle length is now shorter.

While on the subject of morale, some of you may know that when entering a battle against someone with higher morale, your morale progress bar starts at less than 100%. This is now changed to show the percentage of your own average max morale, rather than the max of all regiments on either side. This makes it easier in my experience to guess who is winning from just looking at the bars.

Zombie Regiments​

As mentioned above, EU4 has always had a bug (feature?) called Zombie Regiments.
In 1.34, regiments will always retreat and be replaced once either strength or morale reaches 0, removing the 12 day invincibility.

Additionally, an obscure condition for stack wipes based on the remaining morale of defeated regiments has been removed. You probably didn’t know about it (I didn’t), but it started mattering when 0-strength full-morale regiments were immediately retreated.

All in all, stack wipes are now much more viable than in 1.33, but still less viable than in 1.32 if the losing side has more than a full front row of decent-morale troops.

zombie_wiki.png

Adding a screenshot here for future readers, as the wiki link may be obsolete.

Insufficient Support​

Insufficient Support currently works by applying a flat -25% Military Tactics to all troops of an army that has too much cavalry, even if it’s just 1 knight above the limit. Although it’s made a bit more complicated by counting armies from different countries separately, as well as mercenaries.

In 1.34, this will instead be a scaling penalty of -1% Tactics per percentage point of cav/inf ratio above your limit. The ratio will be calculated based on all deployed front row troops on your side, while the limit will be calculated individually per regiment. Only cavalry gets affected by the penalty.

Two things to note:
  • A country with a high support can still cause allied cavalry to lose Tactics.
  • If you overstack your armies, an overall balance does not guarantee a frontrow balance at every moment of fighting.
Correction: A previous version of this post erroneously talked about "Combat Ability" instead of "Military Tactics"

Artillery Pips​

Artillery unit pips have been rebalanced.
  • Late-game artillery will have less defensive pips and more offensive ones, contributing to shorter late-game battles.
  • Techs 7, 10 and 13; which give two options; now have a distinct difference between the two, where neither is strictly superior to the other.
pips.png

(compare with current values)

Let me take this moment to briefly explain an existing feature: for each damage calculation, backrow artillery propagates half of the sum of relevant defensive pips to the regiment in front of them (rounding down). For example, the Leather Cannon will propagate 2/2=1 pip to strength damage calculation in the fire phase, and 1/2=0 pips during shock phase. For morale damage, it will propagate (2+1)/2=1 pip during the fire phase and (1+1)/2=1 pip during the shock phase.

With this feature in mind:
  • At tech 7, you choose between winning battles quickly (Mortar) or dealing strength damage (Houfnice).
  • At tech 10, the Pedrero is your anti-cavalry weapon by propagating 1 shock defense to the front row. But the Culverin deals more strength damage.
  • At tech 13, the Small Cannon propagates 1 morale defense to the front row in both phases, but the Large Cannon will deal more damage (to both strength and morale).

Reinforcement to Back Row​

This change in particular is still subject to further testing, tweaking and possible removal.

Reinforcement to backrow means something very different now vs in 1.32. In 1.32 it was a way to push further infantry/cavalry into the death pit that was the back row. Only after all inf/cav reserves were spent did artillery reinforce to the back, and once there they never left.
Now (since 1.33) only cannons can be in the back row, and they can also retreat from it, which makes back row reinforcement an important (and positive) thing.

From 1.34, each combat side will be limited to 2 back row reinforcements per day, plus 1 per 2 maneuver pips of the commanding general. This does not limit initial placement of artillery at battle start.

combat_2.png


This is intended to increase tactical depth in multiplayer, by a number of means:
  1. Armies caught low on artillery are more vulnerable, though not as badly as in 1.32.
  2. Cavalry becomes more useful during two distinct phases of the battle:
    1. Just after the initial line of artillery retreat, which happens roughly simultaneously.
    2. Later in the battle, when the combat duration modifier is so high that artillery reinforcements can’t keep up with churn.
  3. This breaks the symmetry of long battles, so that artillery (and by extension, infantry/cavalry as well) don’t all retreat in huge batches.
  4. Quality becomes more important over quantity in long battles, as high quality troops will lower the “artillery saturation” of the enemy.

Breakthrough​

After some initial testing and discussion, this feature will probably not make it into vanilla, but it will be available for modders to enable.
  • Two defines have been created: INFANTRY_BREAKTHROUGH and CAVALRY_BREAKTHROUGH, each being a probability between 0 and 1.
  • When defeating a regiment with artillery behind it, you have a probability (equal to the corresponding define of your regiment) of pulling that artillery into the front row.
If we don’t change our minds, and if you still choose to enable this, there will be no UI or tooltip mentioning this whatsoever.


Well, that’s all for today!

Next week, @Ogele will return with a Dev Diary showcasing the new content we’ve been creating for the first country in the Scandinavian region: Denmark, and its troubled lead over the Kalmar Union.
 

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A lot of little changes, and the result will be same, not so different, the better way will yet be the same as before, it's not like these are big changes like EU4 now having the March of the eagles military system. It's sad that these changes when all are together will create the same result as the patchs before.
 
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Artillery retreating is a bad mechanic in general. Having to reinforce backlines alongside front lines in MP/late game adds tedious micromanagement in a game already infested with it. I get that Artillery staying at 0 morale throughout the whole battle was an unintended mechanic, but the situation worked very well up until 1.33. If you insist on keeping it as a feature, please just add a define for modders that stops artillery retreating when it hits 0 morale. I think this solution works well for everyone.

Also, what about the AI's general movement behaviour? Has this been fixed or at least looked at? 1.33 introduced a lot of "movement spasms" with the AI that broke its capability to fight properly, AI still ignores stacks that dont have enough regiments to siege forts etc.
Arty retreating also favours large rich nations even more than is already the case. Prior it was enough to afford one arty backline and spent the rest on cheap infantry. Now you need to keep a lot more arty around, which poor nations just can't afford.
 
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Maybe this update we will be able to have independent morale for regiments by this i mean why i need to pay all troops when i am at peace when i can just have 20-50% of my army paid at full maintenance and the rest to be at low maintenance
Soo if i have lets say 50k troops and i lower the maintenance cuz i want to make more money and in that time some rebels( 10K) will appear in 2 months why need to raise the maintenance of all troops when i can just have 20K at full al the time and the rest of 30k al low until i declare a war, like in real life
The ships can be mothballed. Perhaps that mechanism could be expanded to armies which would allow exactly this kind of management?
 
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So now with 2% max morale damage the reinforcement game becomes even stronger. You want to engage with as few reserves in combat as possible and reinforce when needed. While this is a player skill it seems to be a far larger noobtrap than not filling your combat width.

Having the majority of your troops on provinces next to the fight instead in the fight doesn't seem like a good way how combat should work.

I feel like it is thé way to actually bring in some skill in warfare gampelay, especially multiplayer wise. If this mechanism is not there you just put all your soldiers together, send them in and hope for the best. Nation with the highest quality/quantity combination wins the war.
With this mechanism, you actually add maneouvring into the game. Forts become more important, reinforcement routes, later on multiple cannon stacks, and most of all, cutting off the enemy reinforcements so that you can kill them or to delay them to win the main battle.
 
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Is there any way cavalry backrow flanking damage could be implemented? As we know cavalry gets weaker over the course of the game to the point where people drop calvery all together and settle for just infantry and cannons.

It seems like the only way to make cavalry worth it later game is if it could deal half or quarter damage to an exposed back row through a hole in the enemy lines? Maybe if a unit wouldn't be able to flank the calvery already?

While this is a semigross oversimplification of 14th-17th century warfare. An unbalanced army isn't too realistic either given the continued use of cavalry up to and past the 1800's. I'm not suggesting that Calvery shouldn't lose their effectiveness overtime, but they seem obsolete for their cost relative to just paying for 2 infantry units instead.

I'm not the best spokesperson for this issue. However, a while back the EU4 player and YouTuber Arumba highlighted the myriad of issues associated with Cavalry.

(While this video is several versions back, inherently cavalry still suffer from the same issues in the late game).

 
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Is there any way cavalry backrow flanking damage could be implemented? As we know cavalry gets weaker over the course of the game to the point where people drop calvery all together and settle for just infantry and cannons.
From my experience, cav is generally a waste of ducats unless you outtech and outnumber your opponent which is rarely the case. No matter how many flanking bonuses they get, they perform as slightly better but significantly more expensive infantry if your enemy can keep their frontline reinforced. I think the breakthrough mechanic would work really well to improve them, but I think there is no real changes they can make to Cav in this game without a total rework to how combat works. Just something coming off of the top of my head like improving their performance based on a generals maneuver pips could work, but that doesn't really solve the issue of cavalry rarely having the opportunity in game to shine unless a player has distinct bonuses for them.
 
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This likely won't be implemented, but I'll type it out anyways.

As previous commenters have stated, Cavalry is situationally useful, and rightfully so. This is because Cavalry in EU4 hardly reflects its actual usage in the battlefields of the era, one of which was its capability to flank units, but also maneuver behind enemy lines. Obviously Cavalry moving behind enemy lines would be difficult from a coding standpoint, but there are ways to do basically the same thing without too much trouble. Currently, no unit is able to hit Artillery in the back-row, yet for some reason Artillery takes morale damage from the front row when it's not really taking any losses itself. It seems nonsensical to me that Artillery units would abandon their comrades fighting in front of them when none of the actual Artillery units are taking damage themselves. Here's my solution to such a dilemma:

1st, Cavalry should be able to inflict Morale and Casuality damage to units directly in the backrow in front of it during the "Shock" phase of combat. Cavalry should also be able to flank enemy units in the backrow if there is no direct unit in front of it in the 2nd line, similiar to how it flanks in the front line.

2nd, Artillery should NOT take scaled morale damage from the front row. It should still take the 0.03 daily morale tick, but the only other morale or casualties inflicted on Artillery should be from Cavalry during the "Shock" phase. When Artillery hits 0 regiments or 0 morale it will retreat like normal.

3rd, Artillery should NOT contribute to the overall average morale of the entire Army, this means that Artillery can remain at full morale throughout a battle (if cavalry arent dealing damage to it) and would not require you to max out cavalry in every battle to kill the Artillery and get stack wipes.

The result of this would make Cavalry useful to use throughout the entire duration of the game, not just if you're playing a horde or cavalry nation like Poland. Modifiers like "Flanking Ability" or "Cav Combat Ability" would become much more powerful and relevant, especially when having a backline of Artillery becomes so important because of the fire damage. Using Cav would mean your enemy would be taking Artillery damage, and would have to reinforce their backlines (how it is now but less tedious and more realistic). It would also mean the Shock phase is still relevant throughout the duration of the game.



Here's a TL;DR or visual representation of what it would look like: (Cav would only start attacking artillery to the side once its killed the one directly in front)
Cav = Yellow
Infantry = Blue
Artillery = Red

1653445882988.png
 
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I know this is not the right time for this but i see cavalry so i must say, you guys gave province warscore cost to aq qoyunlu and qara qoyunlu but after some patch, you really deleted that bonus from their goverment reforms, why ? you never explained
 
Moving onto Denmark already? Isn't it a bit hasty to present the first Scandinavian country a mere month after the announcement of the Scandinavian DLC?
I don't think it's to hasty. If you recall Rule Britannia had some 10 or 11 DD and missions for England/GB were shown pretty soon. Nevertheless i'm really hyped for Denmark to see what they have for them.
 
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if you want to penalize overstacked armies, why not lower the supply limit overall?
Yeah, I'm confused why they are seeking to penalize overstacked armies. Is this a problem in Eu4?

If so, I think the issue is that there is a max cap of 5% attrition. Not that reserves are too powerful.
 
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This addresses a good number of the concerns, especially from the more casual perspective where the zombies and lacking stack wipes were the main problem.

I think my main sticking point that was not addressed was the fact that the initial Artillery retreats at the same time. It makes this weird rift between combat before and after that moment in a battle. It looks like the Breakthrough mechanic is a scrapped attempt at addressing this, but since it was indeed scrapped, we will need something in its place. It could be something as simple as having artillery take more morale damage the closer to the edge of the line they are, or take a hit to morale when the unit in front of them dies. Anything to spread out the Artillery retreats a bit and smoothen the transition from initial fight to the later part.
 
Looks good, but I am confused by insufficient support. Isn’t it a military tactics penalty currently? Is it being changed to a cavalry combat ability one?
No, it's still a Tactics penalty. But it applies only to the tactics of cavalry regiments. Even in previous versions, it applied different Tactics to different regiments, but on a Country/Mercenary basis.
 
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There's something that bothers me a little in my role-playing and could change: when we set rulers or generals between armies - even on different continents - it happens instantly. I believe that there should be a time of days for this change in the same way when we recall diplomats.
 
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On the breakthrough suggestions - I can see why you are not putting it in - it definatly complicates things. I do however like the idea that perhaps cavalry break through but infantry cannot - that would give some effect to the real world of cavalry being flankers and good at chasing down. No idea what it would do to balance though.

One item I have always found a little annoying is you have a well propotioned army but infantry take casualties faster and suddenly you are out of ballance. I do like that now there isn't as much need to detach cav just to get back in balance but if there was a change that meant infantry didn't get so many more casualaties than cav it would make the early game a lot more forgiving for non experts.