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Europa Universalis IV - Development Diary 25th of January 2022

Hello folks, Gnivom here.

Today I’ll talk about some of the many AI updates coming in the next patch, 1.33. At the end I’ll also mention some minor but impactful changes to the rules of land combat.

Our last major update, we shipped some AI improvements, but a few new issues slipped through as well. Two of those in particular (advisors and forts) were too complex to make it into any of the hotfixes. For 1.33, we have not only addressed those issues, but done a range of further AI fixes/improvements as well. Because of the large number of changes, some new AI issues will probably slip through this time as well. Our goal is to have a public beta for 1.33, which could help a lot with early feedback and time to address it before the final release.

Forts

The issue introduced (or at least worsened) in 1.32 was that the AI deletes many of its forts, and seldom builds new. This was likely triggered by changes we did to tighten the AI’s budget, as it had had serious budget issues for a number of versions before that. Clearly we couldn't just revert the changes blindly. Instead I wanted to dig deeper and fix underlying issues with the AI's handling of forts.

For example, there has for a long time been a bug that caused large countries to only build level 2 forts. In simplified terms: When the AI "defense minister" considered upgrading a fort, it wanted to make sure it could afford upgrading all its forts to the same level, or it would only upgrade to a lower level. So it asked the AI "finance minister" if it can afford maintaining e.g. 10 level 4 forts, but the finance minister says no, reasoning that "you shouldn't need this much money for building one fort". So the AI was in a stalemate, where it could only build the lowest level of forts.

Another issue was fort mothballing. The AI would often mothball forts in a way that allowed players to blitz them.

The result after spending some time with this is an AI that seldom deletes any forts, often upgrades forts to higher levels, sometimes builds new forts (especially in strategic locations with good terrain), and is much more careful/intelligent with mothballing. Of course, the AI will still delete forts it really can't afford (such as QQ at game start), and it doesn't have human-level tactical or strategic understanding of fort positioning. But overall, I hope you will find it a big improvement :).

ai_forts.png

(All of these are level 8 forts, in an 1821 AI-only game. Maybe it’s a bit front-heavy…)

Advisors

In 1.32 the AI rarely hires advisors, and often fires them as soon as they're at war. This too was the result of code intended to tighten the budget. Like with forts though, it turned out that there were other issues worsening the problem.

One such bug was that when deciding which mana it needed the most, two of them could tie for first place - causing the AI to pick the third (worst) type instead. This made the AI hire diplo advisors way too often. Another obscure bug was that if it took the AI too long to save up the money for the initial advisor cost, it could lose track of it, making the money "earmarked" but ever used.

In 1.33, the AI will usually keep a reasonable amount of advisors, often prioritizing military or admin. A reworked threshold system makes it not hire-and-fire advisors frivolously. AIs with Meritocracy will realize the importance of having enough advisors to keep it growing. With these improvements, and considering how it stacks with some Monuments and Estate Privileges, we've decided to remove the -20% Advisor Cost modifier for Lucky Nations. Most of them are doing more than fine.

Other budgeting

Other areas where the AI sometimes didn't spend enough include colonists and missionaries. Colonial Nations and AIs with Colonialist personality in particular will spend a larger amount on colonization. One neat addition is that Colonial Nation subjects will now direct all received subsidies towards colonization, in addition to what they would otherwise have spent, unless they have loans. This lets their overlord (or anyone else ;)) make sure they put their colonists to work.

Peace-time armies are now also a greater priority for small nations, especially for those without powerful allies/guarantors. You should find for example uniting Ireland to be more challenging.

Now of course you may wonder, if all these things get more spending, won't the AI go into debt spirals again? It turns out there were a couple of places where spending could be cut:
- Drilling armies: The AI now only does this only if it has a large budget surplus
- Corruption: Sometimes it makes sense to get "free money" for corruption, but the AI overused that, and then found itself rooting it out at several times the cost.
- Navy Force Limit: It makes sense for some AIs to go above Naval FL, but this has been reduced somewhat.
- Consolidate Regiments: When the AI finds itself with troops it doesn't need at the moment, usually after a war or a battle with rebels, it will consolidate regiments.
- Fort maintenance: Wait, didn't I say the AI is better at maintaining, building and upgrading forts? Sure. But in some cases, in particular poor OPMs with an expensive capital fort, mothballing it really can be worth it.
- Inflation: By giving a higher prio to reducing inflation, many AIs reduce all expenses by several percent.

If these measures are not enough, when the AI goes into longterm deficits and debt, it will implement progressive austerity measures. Firing advisors, reducing army size, and even deleting forts. As far as I've observed, this only happens during/after severe crises, and works fairly well.

The budget is also significantly helped by increased crownland, which we'll get to later.

eth_economy.png

(16’th century Ethiopian budget, recouping after an expensive war. They’ll soon lower army maintenance and mothball a couple of forts to get a better surplus)

Monarch Power (mana)

At release of 1.32, there was a major issue with AI mana spending, causing the AI to often fall behind in tech and/or ideas. This was made worse by how it interacted with the new institution tech cost, and by the issues with advisors mentioned above. Although a hotfix was issued including a fix to the main issue, we've spent more time looking at the AI's mana economy. The AI now:
- better understands when to buy tech vs. ideas vs. other things.
- uses more advisors (as mentioned before).
- uses Estate Privileges for free mana.
- better understands when to prioritize a certain mana, in terms of National Focus, Advisors, and Estate Privileges.

It also turns out that if you play a Republic, and especially with Plutocratic ideas, choosing randomly between the event options of those events can cause you to spend a majority of your ADM on boosting stability. We've gone through many of the events affecting Stability and/or Republican Tradition, and made the AI pick the better/safer option.
Estates

When the Estates system was last redesigned, AI was written to interact with it. But that AI wasn't necessarily written/tested too carefully, and years of design changes and lack of proper attention have made it worse.
It turns out that by making the AI play a fairly simple estates meta, but play it consistently, it gets quite a nice set of bonuses; from tax income and autonomy reduction, to mana; at very small cost.
The AI will:
- Seize Land even when it causes revolts (but only after maintaining troops and forts)
- Occasionally Call Diet to temporarily increase Loyalty, although it doesn't usually try to complete it
- Prioritize Privileges that give loyalty and mana
- Sell Titles only when crownland is high and/or the money is badly needed

Naval Invasions

1.32 saw some fixes in this area. 1.33 will have a couple of further small improvements/fixes that should reduce friction for multi-continent empires in particular. For example:
- Armies that have nothing to do are less likely to refuse an invasion mission
- Invasions will no longer wait for faraway ships to help out, unless they are necessary

In one game, I actually saw AI Portugal conquering a third of India by 1700 or so, while also having colonies in the Americas and Africa. But in fairness, that is not a common sight. AI naval invasions will remain an Achilles’ heel.

Army Quality

This is a major one. And huge thanks to @Tempscire, who has helped me with running simulations, with mathematical analysis, and schooling me on how EU4 land combat actually works.

The question the AI is trying to answer here is whether to start a battle, or even a war. To do so, it must estimate the quality of troops. Basically: how many Swedish soldiers does it take to equal 1 Prussian soldier? Until 1.32, the AI did this by applying a series of modifiers, based on Discipline, Morale, etc., that were tuned on gut feeling. From 1.33 (and somewhat already from 1.32) we have proper math and simulations to back them up.

The AI now appreciates the value of morale more than before. It understands how a general’s impact on a battle depends on the terrain. It understands the interplay between e.g. Infantry Fire, Fire Pips of the Unit Type, Fire Damage, and Infantry Combat Ability. It also understands combat width and flanking, but it doesn’t yet understand army composition between infantry/cavalry/artillery. That is definitely something to continue working on.

With this improved confidence in its understanding of army strength, the AI’s safety margin for starting attacks has been reduced somewhat. It has also been made more aware of nearby armies on both sides. You will find the AI starting more winning battles, and hopefully fewer losing battles. Although the reduced safety margin combined with bad understanding of army composition can make the AI fail in this regard.

Changes to Land Combat

The thought that went into the army quality AI made us realize (again, with @tempscire’s guidance) we should change some things about how combat works. As mentioned in last week’s DD; Unit Type Fire and Shock pips now affect morale damage as well strength damage. This makes the choice between Unit Types less imbalanced. Contrary to what was said last week, and in part because of feedback on that post, this will also apply to morale defense from backrow. The fact that this makes artillery more powerful and battles longer is counteracted by some more important changes we decided to do:
  • Infantry and Cavalry can no longer deploy/reinforce to the backrow.
  • Backrow regiments will now retreat when reaching 0% morale (same as frontrow regiments).
  • Constant 0.03 morale damage per day is now only applied to reserves, and not to regiments on the battlefield.

I’m sure many of you (just as myself not too long ago) do not understand how this affects the combat meta in practice. Without making this DD much longer than it already is, some important effects are:
  • It’s no longer critically important to have a full combat width of artillery in the battle on day 1.
  • An army of 2x combat width infantry is now superior to an army of 1x combat width infantry. Previously they were roughly equal.
  • You’ll need more artillery than just the combat width to last a long battle.


That’s it for this week, hope you’re as excited for 1.33 as I am!
Next week @Pavía will make a Dev Diary on the subject of “Script Debt”.

Thanks again to @Tempscire, but also to @xorme whose AI mod inspired some of the improvements. And thanks to everyone who provides great feedback on this forum and elsewhere!

Oh, and here is a full list of AI-related changes from the in-progress changelog:

- Fixed Celestial Emperor advisor budgeting issue.
- Rewrote AI savings logic.
- Colonial nations spend more money on colonists.
- Increased AI minimum colonization budget.
- Reworked AI fort mothballing forts.
- Fixed issue that AIs in debt didn't convert provinces.
- Made AI consider flanking.
- AI better understands importance of generals' pips.
- AI now considers units' drill before starting a battle.
- Fixed bug where AI thought 'coordinated attack' and instead sent individual armies to die.
- Fixed multiple issues with scripted ai_army, one of which made it not work at all. It can now also be debugged with the 'mapmode armyeval' command.
- The AI now makes smarter decisions regarding Patriarchal Authority in events.
- AI better at consolidating regiments before battle.
- AI can now declare wars when overextension is up to 50% (previously 25%), but only if already coring everything.
- AI considers nearby units more when considering a battle.
- AI will now seize land from estates more often, but raise army/fort maintenance.
- Added AI priority to a few conquest missions of France and the Ottomans in order to ensure them prioritizing their missions.
- Better at taking home troops overseas (instead of disbanding).
- Build a bit more universities.
- Made AI Care about beijing, nanjing, canton for mandate.
- Made AI Care about corruption for mandate.
- Celestial Emperor more aggressive towards countries that refuse to pay tribute.
- Colonial Nations without debt are now likely to spend all subsidies they get on colonists.
- Colonial subjects will care more about wars against countries in their colonial region.
- Coordinated offensives will now focus on committed sieges.
- Fixed AI army ignoring terrain for some threat evaluation.
- Fixed bug that AI sometimes ignored armies with insufficient troops for siege.
- Fixed bug that caused exiled armies to behave erratically.
- Fixed bug that made AI less afraid of non-rebel armies, when it should be rebel armies.
- Fixed bug that made AI not declare easy wars as often.
- Fixed bug that made colonial nations not colonize islands in their own colonial region.
- Fixed issue where armies would refuse to do things nearby, because it was assigned to a region far away.
- Fixed issue with colonists not being recalled when they should be.
- Fixed issues sometimes preventing AI upgrading forts to higher level.
- Fixed issues with colonial budgeting (causing bankruptcy spirals).
- Fixed that autonomous sieging could go back and forth between provinces that were flipped back by a fort.
- Improved AI understanding of native uprising risks (less africans getting stackwiped taking a shortcut).
- Improved AI handling of estate privileges.
- Improved army quality calculations.
- Improved handling of corruption.
- Improved handling of inflation.
- Improved logic for where to build forts.
- Improved national focus (mana) handling.
- Improved the AI decision making for Orthodox events.
- Increased budget priority for saving money.
- Made AI less eager to demand return core treaty unless it likes the benefactor.
- Made AI less eager to go over naval forcelimit.
- Made AI less likely to mothball forts when risky.
- Lowered AI priority on building great projects over other buildings.
- Lowered AI safety margin when attacking to compensate for other fixes.
- Made AI aware of risk of rebels spawning in a province.
- Made AI chase your small armies in more cases.
- Made all chinese countries want to conquer the 3 Mandate cities, if they have 1 already.
- Made AI armies which are afraid of enemies, prefer safe terrain even more.
- Made AI more likely to enforce rebel demands (peace treaty) in the rare case that it can do so.
- Made AI more likely to promote cultures (with large development).
- Reduced maximum budget for subsidies to 10% of income.
- Several fixes and improvements regarding advisors.
- Somewhat more competent at naval invasions for large empires.
- Subjects with loans will keep a standing army again (although it will be small).
- The Ethopian AI will no longer move its capital while being at war.
- Tweaked AI siege priorities.
- Very small countries with scary neighbors will now keep a larger army when at peace.
- Made AI less likely to split armies in threatening places.
- Made AI more happy to hunt nearby armies.
- Army AI only takes its own armies on fleets.
- Fixed small AIs militarizing also when Rights of Man DLC disabled.
- Improved Strong Duchies AI.
- AI can handle reassigning merchants.
- AI no longer sells provinces to charter cheaply, and added new malus for presence of great projects in the province too.
- AI no longer uses pillage capital state when it has nothing to gain from it.
 
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also changing daily morale dmg to apply to deployed units but NOT reserves would lead to doomstacking. its applied to reserves specifically for that reason. if they change daily morale hits to not apply to reserves but keep in this boneheaded plan to allow cannons to retreat itd certainly cut down on the micro by eliminating it entirely. youd just have 1 giant army swinging around the map with no reinforcement timing necessary
You know, in other games you prevent doomstacking by using attrition. A mechanic that actually makes sense. I played a mod that removes the moral damage on reserves and you don't use doomstacking. The attrition cap was moved from the irrelevant 5% to 25%, sources of attrition were also increased. Manpower is also rarer. Doomstacking is really bad.
We don't need to keep that mechanic to prevent "doomstacking" when there's a more effective tool for that. A mechanic that should be way more relevant than currently is. I would even encourage to make bigger armies slower than smaller ones.
Needles to say that moral damage on reserves not only is unnecessary at preventing doomstacking it also creates the reinforce meta, a unitencional meta that gives us the gameplay loop of constantly reinforcing 1 battle forever. It doesn't make sense and the AI was never design to handle (and should not be) to time reinforcements into battle. Reserves in battle were made for a reason and yet we are encouraged to avoid using them.
 
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Finnish, Sami, Estonians and Karelians making their own group, maybe with hungarians (it's to hard to be in their own, i know)
While putting Finns, Sami, Karelians, Estonians, and Permians in one group may make sense, my gut feeling is that throwing the Hungarians in with them probably doesn't make sense.

Culturally, the Hungarians of the 15th century were probably a lot further from the taiga- and tundra-dwelling peoples of their language family than they were from the peoples living near the Pannonian basin.

Game-mechanically, being so far from anyone else in your culture group, and those cultures being small to boot, is practically indistinguishable from not having anyone else in your culture group in the first place.
 
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Finnish, Sami, Estonians and Karelians making their own group, maybe with hungarians (it's to hard to be in their own, i know),
Culture is not limited to language... especially in game terms, it's how people of a culture accept another one. For example, if you have Transylvanian Saxons in the game, they are Germans, but i'd put them in the same group as Hungarians, despite the language barrier.

Hungarian, despite language proximity, should not be in the Finnish/Karelian group, in my opinion.
 
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I would love to see a culture re-map, like making historical borders (Greeks in Anatolia in 1444 for example)
You should probably roll back to the launch version then :D Many of the culture changes, like removing the Greeks from Anatolia, were made to promote game balance. EU4 is a history simulator second and a game primarily. The current culture system isn't great but overhauling it will have to wait until EU5 I suspect.

It was considered too easy to cripple the Ottomans in the earlier versions FYI. That's why the Greeks are gone.

You know, in other games you prevent doomstacking by using attrition. A mechanic that actually makes sense. I played a mod that removes the moral damage on reserves and you don't use doomstacking. The attrition cap was moved from the irrelevant 5% to 25%, sources of attrition were also increased. Manpower is also rarer. Doomstacking is really bad.
We don't need to keep that mechanic to prevent "doomstacking" when there's a more effective tool for that. A mechanic that should be way more relevant than currently is. I would even encourage to make bigger armies slower than smaller ones.
Needles to say that moral damage on reserves not only is unnecessary at preventing doomstacking it also creates the reinforce meta, a unitencional meta that gives us the gameplay loop of constantly reinforcing 1 battle forever. It doesn't make sense and the AI was never design to handle (and should not be) to time reinforcements into battle. Reserves in battle were made for a reason and yet we are encouraged to avoid using them.
This is because the AI cannot handle attrition properly. Even in the current version the AI doesn't take as much attrition as human players do, it's cheating the attrition slightly because it's not smart enough to cope with attrition mechanics. If you'd add an aggressive attrition mechanic human players would rightly feel like the AI cheats too hard, players losing 25% a month while the AI takes a mere 1% would be too much to bear I think.

A lot of the design decisions don't drop out of thin air and I don't think Tinto can just fix this 1, 2, 3.
 
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This is because the AI cannot handle attrition properly. Even in the current version the AI doesn't take as much attrition as human players do, it's cheating the attrition slightly because it's not smart enough to cope with attrition mechanics. If you'd add an aggressive attrition mechanic human players would rightly feel like the AI cheats too hard, players losing 25% a month while the AI takes a mere 1% would be too much to bear I think.

A lot of the design decisions don't drop out of thin air and I don't think Tinto can just fix this 1, 2, 3.
Yeah Im aware of it. The cap used to be 10% but it was moved to 5% some years back because the AI couldn't handle it (instead of improving the AI), making the mechanic pretty much irrelevant. Still tho, it's not like the AI can also understand how to reinforce battles too at the moment, so not much changed, I would argue it's a even worse situation. I do have hopes that tinto team can eventually teach the AI how attrition works and maybe we could that 10% attrition cap back.
I would be more impressed if you told me a mechanic where the AI doesn't cheat xD.
 
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You know, in other games you prevent doomstacking by using attrition. A mechanic that actually makes sense. I played a mod that removes the moral damage on reserves and you don't use doomstacking. The attrition cap was moved from the irrelevant 5% to 25%, sources of attrition were also increased. Manpower is also rarer. Doomstacking is really bad.
We don't need to keep that mechanic to prevent "doomstacking" when there's a more effective tool for that. A mechanic that should be way more relevant than currently is. I would even encourage to make bigger armies slower than smaller ones.
Needles to say that moral damage on reserves not only is unnecessary at preventing doomstacking it also creates the reinforce meta, a unitencional meta that gives us the gameplay loop of constantly reinforcing 1 battle forever. It doesn't make sense and the AI was never design to handle (and should not be) to time reinforcements into battle. Reserves in battle were made for a reason and yet we are encouraged to avoid using them.
again i dont disagree with trying to move away from the current meta to something more dynamic or interesting BUT this specific change (artillery retreating) absent any other fundamental changes to land warfare mechanics is just introducing more tedious micro

i would love to build ramparts and lvl 8 forts along the alpine wall and have that be effective but that isnt on the table here
 
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Are there any plans to change the AI war strategy? Right now the game just feels like the AI is hardcoded to abandon their nation and carpet siege your obscure 3 dev provinces, it's neither fun nor effective. There's a lot of times where if the AI just banded up they could probably fight me, but instead they choose to siege Siberia.

A simple bandaid fix is to severely decrease the chance of AI granting military access, and also reduce the chance of smaller AI allying distant nations.

I've had to resort to using "make war great again" mod just to make the game a little more bearable
 
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Are there any plans to change the AI war strategy? Right now the game just feels like the AI is hardcoded to abandon their nation and carpet siege your obscure 3 dev provinces, it's neither fun nor effective. There's a lot of times where if the AI just banded up they could probably fight me, but instead they choose to siege Siberia.

A simple bandaid fix is to severely decrease the chance of AI granting military access, and also reduce the chance of smaller AI allying distant nations.

I've had to resort to using "make war great again" mod just to make the game a little more bearable
I think this might in practice be a bit better in 1.33 than before, although it hasn't been addressed directly.
 
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The AI does have a tendency to suicide, but it is when it is usually when part of a larger alliance. The below screenshots demonstrate this with Muscovy and vassals in the early game.
This is true. In 1.33 I fixed one specific bug causing suicide attacks by small armies, and the general improvements to understanding quality have improved this as well. That's not to say there aren't still issues where the AI will suicide. Especially when they are relying on nearby troops (I'm looking at you, players) or when it overestimates troops due to not understanding army composition. But as for the "AIs run away to Siberia", that is specifically to avoid suicide.
 
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Do the "army quality" changes also solve the issue with armies automatic rebel hunting being scared of rebels that are equal-ish quantity but (much) lower quality then the army itself ?
Yes! At least it's supposed to. With AI, sometimes two issues that look the same really have different causes though, so it's hard to know for sure.
 
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Also, I've been reading the comments about the combat changes.
First, I was misreading the code when I said that artillery doesn't fire when it's out of morale. I have updated my comment, sorry about the confusion that caused.

Although it's true that MP meta will change in unpredictable ways with these changes, I think there are significant advantages still. We will go through with the changes for the beta, but if people in general don't like playing with it, we could either tweak it further or revert it. The main tweak I'm thinking of is introducing a define that scales morale damage taken by backrow, and set it to something like 0.2-0.6, but we're open to more suggestions.
 
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The main tweak I'm thinking of is introducing a define that scales morale damage taken by backrow, and set it to something like 0.2-0.6, but we're open to more suggestions.
If you change it like this, wouldn’t it be good to then allow surplus inf/cav again to the backrow so player micromanagement gets rewarded in the early game (aka pre tech 13) while overstacking as practiced by AI gets less punished. A 2x inf stack will still win handily against a army that just meets the combat width. However in a battle between armies of even size, the side that goes the extra mile to reinforce in time and not just piles everything in day 1 gets rewarded for microing.
 
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Also when i touched Far East Asia topic i have one more question regarding Confucianism and their missionaries.

Is it possible to make Confucian nation harmonize each religion separately? Example, when you harmonize Sunni immidietly entire Islamic faith becomes harmonized.

And about Confucian missionaries, is it possible to use CM in a way like instead of converting, promoting either harmony gain or harmonization process? Basically the better province is developed faster harmonization or harmony you get, depending on your action.
We've been thinking about this proposal. For the moment we're testing thoroughly how the changes to Harmonization goes on, and then we'll see if further changes to harmonization time and missionaries may be required.
 
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tired is not morale, and gun emplacements didnt abandon their positions because the crew wanted a nap

also artillery dont take direct damage in the back. there is no strength lost unless they deploy to the front line and get shot.

them suffering morale damage isnt a problem, as the battles wouldnt end if they didnt, them retreating is a problem for reasons ive described several times now

also changing daily morale dmg to apply to deployed units but NOT reserves would lead to doomstacking. its applied to reserves specifically for that reason. if they change daily morale hits to not apply to reserves but keep in this boneheaded plan to allow cannons to retreat itd certainly cut down on the micro by eliminating it entirely. youd just have 1 giant army swinging around the map with no reinforcement timing necessary
Funny exaggeration, but launching mortars and watching their countrymen die for 288 hours on end wouldn't make them want a nap; they would lose the ability to stay conscious and function like a normal person. But I agree that they shouldn't necessarily retreat: make it so they lose combat ability at 0 morale instead. I know you wouldn't be satisfied with that change because reduced combat ability is still worse than a fresh reinforcement, so you would still feel the need to still micro artillery, but (1) it doesn't make sense for morale to not affect artillery at all [<--my main reason for supporting their arty change], and (2) it's a middle ground from what was proposed in the dev diary.

I know they don't take direct strength damage, but they take direct morale damage. The wiki uses the same word whether talking about morale or strength damage—"casualties". If I understand it right, back-row artillery take direct morale casualties from the enemy unit(s) that attacked the front-row unit directly in front of it. As you seem to agree,
Historically speaking artillery regiments didnt just abandon the field because they observed men dying.
back-row artillery probably shouldn't take the same mental beating as the unit that actually got attacked on the front lines.

I'm aware of what the daily morale damage is for, but applying it only to reserves doesn't make sense (again, what's the IRL difference between waiting in reserves and waiting a city away; also, why are units that are peacefully sitting around losing a constant amount of willpower to fight each day while units that are fighting don't), and there are better, more intuitive ways of dealing with doomstacks. I've used either the same or a similar mod that Xary Moft talked about, and its fantastic: no micro, just strategy...well, except when you have to play merry-go-round with a bunch of small, enemy vassals across a big space. Your wording about "no reinforcement timing necessary" gives the impression you like the micro-heavy reinforce meta but don't like the idea of more micro. If you like the reinforce meta, then we'll just have to agree to disagree.

All that said, I really appreciate your valid bemoaning of their change because it shows them a need for bigger changes with the combat. In a vacuum, I know the arty change will increase necessary micro in the meta—but it doesn't have to be in a vacuum. You said other changes aren't on the table here, but I think the current proposed changes came out of nowhere; I don't see why they couldn't/wouldn't make more changes.


a define that scales morale damage taken by backrow, and set it to something like 0.2-0.6
thumbsupx2
 
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Funny exaggeration, but launching mortars and watching their countrymen die for 288 hours on end wouldn't make them want a nap; they would lose the ability to stay conscious and function like a normal person. But I agree that they shouldn't necessarily retreat: make it so they lose combat ability at 0 morale instead. I know you wouldn't be satisfied with that change because reduced combat ability is still worse than a fresh reinforcement, so you would still feel the need to still micro artillery, but (1) it doesn't make sense for morale to not affect artillery at all [<--my main reason for supporting their arty change], and (2) it's a middle ground from what was proposed in the dev diary.

I know they don't take direct strength damage, but they take direct morale damage. The wiki uses the same word whether talking about morale or strength damage—"casualties". If I understand it right, back-row artillery take direct morale casualties from the enemy unit(s) that attacked the front-row unit directly in front of it. As you seem to agree,

back-row artillery probably shouldn't take the same mental beating as the unit that actually got attacked on the front lines.

I'm aware of what the daily morale damage is for, but applying it only to reserves doesn't make sense (again, what's the IRL difference between waiting in reserves and waiting a city away; also, why are units that are peacefully sitting around losing a constant amount of willpower to fight each day while units that are fighting don't), and there are better, more intuitive ways of dealing with doomstacks. I've used either the same or a similar mod that Xary Moft talked about, and its fantastic: no micro, just strategy...well, except when you have to play merry-go-round with a bunch of small, enemy vassals across a big space. Your wording about "no reinforcement timing necessary" gives the impression you like the micro-heavy reinforce meta but don't like the idea of more micro. If you like the reinforce meta, then we'll just have to agree to disagree.

All that said, I really appreciate your valid bemoaning of their change because it shows them a need for bigger changes with the combat. In a vacuum, I know the arty change will increase necessary micro in the meta—but it doesn't have to be in a vacuum. You said other changes aren't on the table here, but I think the current proposed changes came out of nowhere; I don't see why they couldn't/wouldn't make more changes.



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i actually dont like the current reinforcement meta or honestly even the development meta or the "always take quantity, economic, quality, trade in that order or you will get demolished" meta. im not here to defend the status quo of stale, largely repeated nation building choices whereby the only real difference between mp campaigns is who you do diplomacy with and their own skill levels regarding the meta.

if you read my other posts you will see where i have suggested other ideas to try and introduce some other mechanic to cause cannons to leave the battle (allowing them to take strength damage from cavalry, for example. you could even tie their morale damage to the casualties they suffer directly instead of the infatry in front of them), my main point of contention is that causing cannons to retreat without changing anything else about land warfare will only lead to having to time two different categories of reinforcements.
id love it if they changed the mechanics such that timing reinforcements wasnt the king of warfare. that is not present in these changes.
and just to clarify, i am basing all of this on the assumption that cannons retreating is not moddable. the morale damage sure but modding the morale damage will either cause battles where cannons slowly but innevitably retreat (and thus does not fix the extra micro problem), or you mod the morale dmg to nothing and your army group morale never trends to zero.
with other aspects of the meta like idea groups or dev cost reduction all that is moddable. i dont think you can mod a core aspect of battles (like you cant mod in a third row or change the deployment algo, paradox has to do it). if its possible to mod the game such that backrow units dont retreat at zero morale, fine. but to be like "cannons retreat now and you cant do anything about it" is an awful decision
 
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Another case for splitting MP and SP game modes and allowing them to use their own custom-set rules, or PDX adding different rules for MP. As SP player i don't really care about MP and it's balance, only care about AI and normal ironman game balance.
 
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Also, I've been reading the comments about the combat changes.
First, I was misreading the code when I said that artillery doesn't fire when it's out of morale. I have updated my comment, sorry about the confusion that caused.

Although it's true that MP meta will change in unpredictable ways with these changes, I think there are significant advantages still. We will go through with the changes for the beta, but if people in general don't like playing with it, we could either tweak it further or revert it. The main tweak I'm thinking of is introducing a define that scales morale damage taken by backrow, and set it to something like 0.2-0.6, but we're open to more suggestions.
I know Paradox don't usually like thinking about "meta". But the meta usually is obvious just by seeing the dev dairies. What is hard to find is the "optimizations" to that meta. Just by seeing the changes you can have a pretty good idea how is going to affect the game. And at least you must make sure it is not game braking I hate when you said “will change in unpredictable ways” because it makes it very likely that is unbalance and maybe game braking and the players will have to discover how to fix it. Using mods or reporting to the forums so same day you fix it.

Respect the backrow damage, you also said that "- Previously the main reason for having artillery was to make sure your inf and cav didn't go into the backrow. Now they won't do that anyway, so the main reason is the firepower they bring" i don’t agree (after technology 16 they are a constant damage you need especially in MP, in my opinion) but that doesn’t matter, from your point of view you are removing the "main reason for having cannons" by don’t allowing infantry and cavalry in the backrow, i agree having to micro this is unnecessary and annoing and can help the IA, but you are also making cannons retreat from the backrow, this is clearly also make a cannon less important since you will need more cannons instead of just the combat width, there will be more situations where paying the extra cost of cannons will not justify that extra damage. So you are nerfing your "main reason for having cannons" (preventing infantry in the backrow) and my main reason for having cannons (dealing constant damage). While i agree that is reasonable that you reduce micro by not allowing infantry and cavalry in the backrow and if cannons are less important in exchange for less unnecessary micro is a good trade. But the other change, cannons being able to retreat, I don’t see how this will beneficiate the player experience. This change will only affect MP since SP battlers hardly will be big and long enough to be affected so for this change you must think for multiplayer rather singleplayer and its consequence. I think at this point is clear that one consequence is cannons will be worse. You think cannons need to be worse? I don't think so. i also think the majority of the MP players will agree that cannons are OK like they are now, and needing to reinforced cannons will be only more annoying rather than fun

My propose is that you introduce a define like you said for the damage in the backrow so modders can change it, but you left the vanilla damage of the backrow in 0 for default so cannons important will be only affected by the other change and not by this one.
 
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to add to that, even the dev's conclusion that "now the main reason is the firepower they bring" is only half the story because as everyone knows cannons add half their defensive pips to the front line. if you dont have cannons behind your infantry they are taking more casualties than they otherwise would, causing you to have to reinforce faster (or just get stackwiped/retreat).

i just really cant wrap my head around this desire for cannons to retreat for "balance"?
there is no scenario past tech 16 where you would ever want to engage the enemy's sizable armies (im not counting wiping out tiny little ai carpet siegers here) without a full backrow of artillery because not only will you do less damage (and probably not win the engagement before the ai reinforces) but you will lose more men than you otherwise would have.
and i dont accept the argument that this doesnt matter for single player; do you think people dont fight out numbered? or win coalition wars?
again, if you want to make cannons less important you can certainly do that but nothing about this patch makes them less effective/powerful, just more tedious to utilize properly.
 
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Although it's true that MP meta will change in unpredictable ways with these changes, I think there are significant advantages still. We will go through with the changes for the beta, but if people in general don't like playing with it, we could either tweak it further or revert it. The main tweak I'm thinking of is introducing a define that scales morale damage taken by backrow, and set it to something like 0.2-0.6, but we're open to more suggestions.
My question on this would be what happens if the front line runs out of morale but the backline is still at 60%? If it means the backline artillery redeploy to the front and keep fighting, that doesn't seem like a good outcome. If it means that the backline doesn't redeploy forward and just keeps firing while not getting attacked, that also seems quite bad. The right outcome seems to be that the army retreats, which I'm guessing is why the backline currently takes full morale damage.

Anyway, I will say this all sounded fine to me in the dev diary. But I've been pretty thoroughly convinced by the comments that the apparently nonsensical setup of the backline taking full morale damage but never retreating is actually well designed within the constraints of the battle system, and changing it is going to cause more problems than it solves. But hopefully testing and a beta will shake all that out.