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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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No idea what it would do to balance though.
Yeah, that's the problem. We have these current changes somewhat balance tested by now, and throwing breakthrough into the mix could cause a long series of balance tweaks.
 
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Can you devs please also look into the ai having insane fort lines late game. Its fun to see them on multiplayer but singleplayer it makes the game really slow
It will be at least a bit less in 1.34. But look out for a future AI Dev Diary for potentially more info.
 
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Thanks, Gnivom for the DD. I just finished my latest game. Now the wait for the release of 1.34 before the next one. Like the direction, you all are taking the game IMHO.
 
Yeah, that's the problem. We have these current changes somewhat balance tested by now, and throwing breakthrough into the mix could cause a long series of balance tweaks.

Considering previous dev diaries mentioned the usefulness of the beta for 1.33, could it be a possibility to have a beta for those changes ? Maybe 2 different versions, one with breakthrough and one without it ?
 
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breakthrough for cavalry would be a perfect solution to making cav actually viable to keep as a country other than Poland or a horde, allowing them to dislodge enemy artillery
 
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About the Breakthrough feature:
it could be interesting if instead of pulling the artillery to the front the hole in the front line remained open a little longer and allowed units to attack the artillery behind it. A bit like things happen in the real world. That would also mean that the artillery is not dead just because the breakthrough happened, it would take some damage and then possibly be saved by the next wave of infantry/cavalry. It also does not need to be directly explained with text, you can just add a mechanism where the maneuver of the generals determine how long that hole stays open and specify something like "maneuver of a general also determines how fast your reinforcements are able to replace troops in the front line or delay enemy reinforcements from doing the same". Of course the hole should also be influenced by how much damage the unit took. For example if the damage went over what is needed the time would be longer. Like when it is attacked in the shock phase by cavalry which concentrates most of its damage in that phase.
This opens the way to a number of options, for example we could also have regiments give part of their combat value to the left and right regiments, making infantry near the hole in the front line be more vulnerable (and possibly making a long breakthrough a serious liability to winning a battle).
Potentially this could also be influenced by terrain, but of course the more you add the more it becomes harder to add it in without creating complexity. But if it is a mechanic that does not need to be managed and planned for except if you really want to go that extra mile, then I think it should be okay. Also it would make generals actually able to maneuver in the field, which is something that the game currently lacks, a good combat general is one with fire and shock pips, manuever pips are quite useless in combat.

Sorry for rambling.
I just wanted to add that I really like the intention of trying to change things a bit. Of course I advice caution as the community did already not react positively to some changes that came with Leviathan and so we want this aspect to be good at the first attempt, I suggest to take the extra time and use the beta versions to not alienate parts of the community.
Just my two cents, keep up the good work!
 
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About the Breakthrough feature:
it could be interesting if instead of pulling the artillery to the front the hole in the front line remained open a little longer and allowed units to attack the artillery behind it. A bit like things happen in the real world. That would also mean that the artillery is not dead just because the breakthrough happened, it would take some damage and then possibly be saved by the next wave of infantry/cavalry. It also does not need to be directly explained with text, you can just add a mechanism where the maneuver of the generals determine how long that hole stays open and specify something like "maneuver of a general also determines how fast your reinforcements are able to replace troops in the front line or delay enemy reinforcements from doing the same". Of course the hole should also be influenced by how much damage the unit took. For example if the damage went over what is needed the time would be longer. Like when it is attacked in the shock phase by cavalry which concentrates most of its damage in that phase.
This opens the way to a number of options, for example we could also have regiments give part of their combat value to the left and right regiments, making infantry near the hole in the front line be more vulnerable (and possibly making a long breakthrough a serious liability to winning a battle).
Potentially this could also be influenced by terrain, but of course the more you add the more it becomes harder to add it in without creating complexity. But if it is a mechanic that does not need to be managed and planned for except if you really want to go that extra mile, then I think it should be okay. Also it would make generals actually able to maneuver in the field, which is something that the game currently lacks, a good combat general is one with fire and shock pips, manuever pips are quite useless in combat.

Sorry for rambling.
I just wanted to add that I really like the intention of trying to change things a bit. Of course I advice caution as the community did already not react positively to some changes that came with Leviathan and so we want this aspect to be good at the first attempt, I suggest to take the extra time and use the beta versions to not alienate parts of the community.
Just my two cents, keep up the good work!
I suspect pulling the artie to the front is the mechanical way of representing the cavalry attacking the rear lines. I'd love Reman to do some sim work to see the results.
 
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Artillery on the Front Row in this era was common, because the "shock value" in itself tended to keep back would-be charging enemy troops. In addition, the "shot" always varied from balls to scraps, and dispersed shot from the front lines that would tear through enemy bodies was commonplace (yet more shock value - when you see the guy next to you getting torn in half by shot scraps/shrapnel). So there's a lot more fine tuning you could do or other buffs that could have more/less "front line artillery" bonuses as anti-infantry weapons. This was an era of "direct fire" and not coordinated Indirect fire, which meant - you aimed the gun just slightly above or directly at your encroaching enemy, and the cannon was just a larger imprecise rifle.

Separate issue - this change was cautioning against not having a full back row of artillery. Does Paradox and their esteemed historians realize that - no nation/kingdom in this era had 10-15 regiments of (mobile/transportable) Artillery? In your portrayed battle pop-up, you portray one of the forces as having over 40 Artillery regiments. Just trying to put some reality in perspective. During this entire game's era, the mass expansion of mobile artillery regiments does not occur until Napoleon comes along in the late 1700s and is arguably the first Artillery-trained officer to become the supreme leader of military and nation (which is why he expands the notion of how many cannons are "enough" to conquer). The need for expansion into mass formations of artillery is actually part of the problem with the entire construct of PDX EU4 Game Design, especially for the early game where cannon development was rudimentary and making them mobile was even more difficult. Additionally, this artillery issue (How much is enough?) is a core issue that probably won't be fixed for this iteration of the game (maybe a future EU5 will be more dynamic while also more realistic on the elite/premiere unit types).

Having said all that, I applaud the effort to nerf and/or buff various aspects of the ground combat metrics, to at least get this EU4 iteration a bit more reasonable.
 
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I suspect pulling the artie to the front is the mechanical way of representing the cavalry attacking the rear lines. I'd love Reman to do some sim work to see the results.
It is just that the artillery is attacked also by the infantry in the front, the cavalry on its side, the artillery in the enemy backrow. I am concerned that it would be just a dead artillery without adding a lot.

To the devs. I was forgetting... Please add an indicator if the breakthrough is not in the vanilla and a mod adds it. Otherwise people will install a mod and not notice that the mod has that option enabled.
 
With the new reinforcing rules is there any intention to allow cav/inf reinforcements to push art back from the frontline (if it gets there) to the backline?

Also has there been any consideration of art duels (your backline art fighting their backline art)?
 
Separate issue - this change was cautioning against not having a full back row of artillery. Does Paradox and their esteemed historians realize that - no nation/kingdom in this era had 10-15 regiments of (mobile/transportable) Artillery? In your portrayed battle pop-up, you portray one of the forces as having over 40 Artillery regiments. Just trying to put some reality in perspective. During this entire game's era, the mass expansion of mobile artillery regiments does not occur until Napoleon comes along in the late 1700s and is arguably the first Artillery-trained officer to become the supreme leader of military and nation (which is why he expands the notion of how many cannons are "enough" to conquer). The need for expansion into mass formations of artillery is actually part of the problem with the entire construct of PDX EU4 Game Design, especially for the early game where cannon development was rudimentary and making them mobile was even more difficult. Additionally, this artillery issue (How much is enough?) is a core issue that probably won't be fixed for this iteration of the game (maybe a future EU5 will be more dynamic while also more realistic on the elite/premiere unit types).

I look at men as a bit of an abstraction - if you say halved the numbers for caveralry and divided by 5 for artillary numbers become more reasonable. The difference is made up for on a manpower count side with all the extra logistics that don't get put in, the engineers and wagons to transport food for horses, gunpowder and cannon balls around. The regiment itself is a bit of an abstraction not really coming into its own until the 1600s but from a game play prospective a very helpful one.

As for what is coming up - I am just waiting for the achievement to as Sweden move your capital to Barcalona.
 
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