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Zak Preston

Zakharia
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Aug 16, 2014
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Let’s discuss EU4 gameplay aspects : mercenaries and recruits

Everything posted here is my personal opinion and is done in good faith with the only intent to make the game better =)
I actually have quite a large document (9+ pages of A4, text size is 11) with lots of EU4 game mechanics being questioned, but I feel that posting it in one thread will be an overkill (it’s also not finished yet).

Part I: Mercenaries vs recruits problem:

Current meta heavily relies on mixing mercenary and recruited regiments. Deciding factors here are your manpower (MP) pools and income. In early game most nations’ MP-pools vary from 10k to 25-30k, while your force limit (FL) may vary from 5k to 40k. In general (with some exceptions, ofc) the FL to max MP ratio is around 0.7-1 regiment to 1k.

Examples
  • Castile: 28 FL, 28k max MP
  • England: 34 FL, 27k max MP
  • Poland: 27 FL, 23k max MP
  • Mamluks: 41 FL, 33k max MP
  • France: 37 FL, 44k max MP

I suppose that the concept behind current mercspam meta is something like this: “Players should mix their recruited regiments with mercenary regiments to conserve MP and to spend more funds on warfare (maintenance, reinforcement, hiring more mercs)”. Sounds good, but the implementation is really screwed
  • Mercenary infantry is quite cheap
  • Their limit is quite high
  • They don’t drain manpower
  • MP pools are really low, so after a couple of serious battles with recruited armies you are forced to hire mercs anyway.
The result of this meta players tend to hire mercenary infantry and recruited cavalry + artillery. This way infantry takes the most damage, but gets reinforcements from the Infinite Void, bypassing fragile MP reserves. Same problem is with attrition: your mercenary infantry (50% of the army) may be freezing to death in scorched Arctic mountainous fort in Norway, but it won’t really bother you, since your mercenaries still reinforce from the Void.

The results of this meta are really bad for the whole game balance:
  1. Infinite mercenary reinforcements break the immersion and realism: in some early conflicts (Muscovy vs PLC, France vs Burgundy + England for example) number of casualties can reach millions. And it won’t have any effect on neighbouring countries.
  2. Attrition wars are almost non-existent: if only Napoleon knew he could hire mercenaries from Russian provinces…
  3. Some prolonged wars usually end when one of the sides bankrupts, 0 MP is not a sentence yet.
  4. Mercenary infantry inflates the value of recruited cavalry. I’ll touch this topic a bit later.
  5. Professionalism is almost useless in MP: the really good option is to “buy” MP. Your armies will never be able to train long enough to get any decent amount of professionalism and limited MP pools will force you to hire mercs anyway.
  6. Everyone stacks FL buildings to increase merc limit as well over MP buildings, MP-related ideas are of much less value than they should be.

Now it’s time to touch a bit different topic: the (almost) useless cavalry.
In early game cavalry is significantly stronger than infantry: in general cavalry gets ~30%-50% more pips for almost 2.5x the value until tech 12-15, when the infantry gains more pips. I know that Cav has higher flanking range, which is a big deal when you outnumber your enemies (usually until midgame). Problem is that mercenary infantry cost is roughly on par with recruited cavalry, but has a blessing of the Void: the reinforcements come from nowhere. This means that you are can care less about attrition your armies suffer and you can save MP for reinforcing artillery. Just check your previous Dev-MP clashes: the majority of players didn’t use cavalry at all.


My proposed solution:
  • Make mercenary infantry much less affordable
  • Second obvious solution is to increase the value on manpower and reintroduce MP-related meta:
    1. Increase MP pools by roughly 75-100% and add additional MP-regen modifiers.
      In this case players will still have to use mercenaries, buch on much lower scale and will have to take in consideration attrition modifiers. The other parameter to watch after is a positive MP regen. This option is much closer to current meta with rapid MP regen.
    2. Dramatically increase MP pools (2x-3x of current value), but tone MP-regen percentage a bit down.
      In this case MP becomes a much more valuable resource. Mercenaries become more of an emergency option, but attrition wars will become a really valid option. Warfare becomes a much riskier affair (you can run out of MP much sooner than you might have expected) and the defender gets an upperhand. This solution is closer to pre-1.12 meta introduced in Common Sense.
  • Make Cavalry cheaper, something like 1.5x-1.8x of infantry cost (and maintenance). Coupled with mercenaries cost increase and reintroduction of manpower meta this should revitalize cavalry-related builds, make hordes great again and add variety to army composition
Both proposed changes to merc vs MP meta should also make professionalism feature much more valuable. As the result, defensive wars tactics with high attrition, scorched earth, strategically placed forts becomes more viable. Infinite mercspam will be toned down to a more sensible degree and manpower-related ideas also become great again.

Part II: Improved mercenaries suggestion:

But what about mercenaries? Their cost and maintenance nerf won’t affect their true magical power of infinite reinforcements and rich nations will still be able to use them but not on full scale as they do now, (while for minors mercs will be hidden behind a huge paywall. Anyway, the most troublesome feature mercenaries have is an infinite reinforcement pool out of nowhere (I did mention it before, didn’t I). Players use mercenary infantry as a cannon fodder, merging regiments after every battle to advance as fast as possible or hiring new regiments in a provinces near the battle to reinforce it. From a gameplay perspective I see no problems, but from historic and realistic one it’s extremely deliberate

To solve this particular issue I suggest to introduce mercenary manpower resource. It may be a derivative of nation’s maximum manpower value or of nation’s force limit, for example. Furthermore, mercenary manpower pool should be much smaller than manpower pool itself (something like 20%-35%) but regenerate much quicker: as a result, merging mercenaries after each battle and rehiring new regiments should not be possible on a really large scale (but still possible as an emergency action under certain circumstances).

The proposed changes to mercenaries look like a big nerf, so let’s try to counterbalance the increased cost, maintenance and limitations to mercenary meta.

Some rich plutocratic and highly mercantile nations like Genoa, Venice or Switzerland were famous for having extremely potent mercenary armies; German Landsknechts are also a phenomenon of the Renaissance era. Crimean Tatars were often hired by Eastern European local magnates, monarchs and even Zaporozhian Cossacks (who themselves were quite famous on mercenary scene). My suggestion is to allow players to hire region-specific mercenaries that inherit and override some of the military quality modifiers:
  • + Discipline (only NIs and idea groups, no policies and events)
  • + Combat ability (only NIs and idea groups, no policies and events)
  • + Shock\Fire modifiers (only NIs and idea groups, no policies and events)
  • - Morale shouldn’t be inherited, because it’s a function of NIs, Idea groups, events, Prestige, Army traditions and Power projection.
In this case players will try to hire Polish Winged Hussars, Swedish infantry or Prussian space marines, while Swiss Reisläufer or Genoese Balestrieri will be completely overshadowed. To fix this possible issue some administrative idea groups should have their own mercenary military modifiers (much like plutocratic ideas):
  • Mercenary Inf\Cav\Art Combat ability
  • Mercenary Shock\Fire damage dealt\received
  • Mercenary cost\maintenance, manpower or manpower regen modifier

Also, the proposed cavalry cost change to 1.5-1.8x cost of infantry should make mercenary cavalry regiments more affordable in general.


Conclusion:
As a result of my proposal, EU4 warfare should improve significantly: mindless mercspam should be replaced by manpower meta, that brings to the table careful campaign planning, meaningful defensive wars (finally, attrition is not useless) strategy and improved mercenaries, to say nothing of realism.


My next posts will be about totally dominant military modifiers, mindless expansion meta and how “tall” gameplay is unviable.
 
Upvote 0
IMO money out of nowhere is not a very realistic concept. I'd rather see Victoria2-style loans, where you can loan from other nations.
You can already loan from other nations. The difference with Victoria is that you can also loan out of bankers ( the default loans ) which was what a lot of monarchs did at the time period. Some way to better represent them would be nice but to completely remove the feuture and only allow country loans would be game breaking to say the least.
 
Yes, and "banks" give you loans (based on your yearly income) out of nowhere? =)
It's not like everyone doesn't get money out of nowhere from gold in Vicky. I mean it's just gold mines where are the new ducats coming from? Is there a portal spawning them at the bottom of every mine? And back to eu4 where are tax production and trade money coming from? " people" use magic to spawn them to then give it to you?

There are things games can't replicate or should not be replicated. A game can't be reality. Accept some stuff
 
It's not like everyone doesn't get money out of nowhere from gold in Vicky. I mean it's just gold mines where are the new ducats coming from? Is there a portal spawning them at the bottom of every mine? And back to eu4 where are tax production and trade money coming from? " people" use magic to spawn them to then give it to you?

There are things games can't replicate or should not be replicated. A game can't be reality. Accept some stuff
Read before commenting: the combination of mercenaries out of nowhere and loans out of nowhere is the problem.
Even in middle ages (CK2 era) taking loans was much more complicated than just borrowing gold from merchants, local nobility or Jewish pawnbrokers. In EU4 you can lend millions of gold coins (literally metric tons of gold) and then easily bankrupt without affecting neighboring economies.
 
While it won't be the focus of the Japan update, I would like to revisit mercs in the future. Thanks for the suggestions, they are not falling on deaf ears.

Pls do note that some of us 40 players MP regulars appreciate the merc spam meta.

I suggest to go read up on the many discussion the MP community has had on the topic of manpower and mercs.

The consensus of the MP community is that you need to substantially buff manpower (read: quadrupling it) before the number of available mercs can be nerfed.

Current values of manpower do not allow for sustainable comeptitive MP warfare without mercs.
 
The consensus of the MP community is that you need to substantially buff manpower (read: quadrupling it) before the number of available mercs can be nerfed.

Current values of manpower do not allow for sustainable comeptitive MP warfare without mercs.

Why not? When one or both sides run out of manpower, you've still plenty of options: you can ask the noble estate for more men, slacken recruitment, hope for condottieri offers from neighbors, and of course sue for peace.
 
One of the key things that makes mercs weird in particular is you don't pay to reinforce their attrition losses while they are at full regimental strength (I will test this again in this patch but this has been the case for a while afaik).

I would assume this is the case for all regiment types, but it's a very subtle thing that absolutely defangs attrition as something that can theoretically punish heavy merc use far worse than use of regulars.
 
Why not? When one or both sides run out of manpower, you've still plenty of options: you can ask the noble estate for more men, slacken recruitment, hope for condottieri offers from neighbors, and of course sue for peace.
these are not 'plenty of options' (edge case is slacken) if you are familiar at all with the numbers these mechanics actually use.
 
Tbh the weirdest thing for me is that the game tells me I can hire 50k mercs but then I call 10k, put them in a 5% attrition province, and the remaining 40k merc pool never depletes. I mean. So the mercs I hire are like empty vessels and the reinforcements are the souls of the undead I cast upon them?
 
I agree that the current mercenary mechanism is lacking, and that suggestions for regional mercenary pools sounds cool.

A few ideas that hasn't been mentioned:

* Mercenaries regularly "lived of the land", hence having mercenaries during peace time could increase war exhaustion.
* Also mercenaries standing in friendly territory could generate devastation.
* Mercenaries could take reinforcement payment when disbanding or merging at understrength.
 
I agree that the current mercenary mechanism is lacking, and that suggestions for regional mercenary pools sounds cool.

A few ideas that hasn't been mentioned:

* Mercenaries regularly "lived of the land", hence having mercenaries during peace time could increase war exhaustion.
* Also mercenaries standing in friendly territory could generate devastation.
* Mercenaries could take reinforcement payment when disbanding or merging at understrength.
I really like these ideas. The most important would be the devastation one. Would be a deadly, quiet killer, but man, so good for balance. Probably .1 devastation per month per division of mercenary, working along with the base attrition.
 
I would like to hear an explanation as to why mercs are so ungodly expensive compared to normal troops if they cause all this stuff from "living of the land".
I would not call it living off the land, more of on the lack of morals. They don't represent a state army so they can do very bad things and not get punished by them. This because they are men for hire, when the country should be desperate to do what ever means for the war effort. If they take away weath and destroy infrastructure in the provinces, it is a price of war, and won't be solved until there is peace (less chaos, more governmental control over situations once there is peace).

For the expensiveness, I would argue over for that these mercs are from specific backgrounds and want to be paid more if dealing with unlike minded people. It would also cause for more chain in command to keep these different groups at bay.

I am just trying to give examples, and humor disbelievers. This just seems like such a good way to make it so Mercs are good short run, which they should be, and long run they hurt a country more as the war continues (which is how it worked in real life, lots of times).
 
I am just trying to give examples, and humor disbelievers. This just seems like such a good way to make it so Mercs are good short run, which they should be, and long run they hurt a country more as the war continues (which is how it worked in real life, lots of times).

While i usually play for efficency from a roleplay standpoint i dont like using mercs. But with the way wars a fought in this game anything short of sitting on your hands is unsustainable without them.
If the dire and underwhelming manpower situation gets improved, so that a single battle doenst eat most of you manpower pool even late in the game
and that sieging down a handful of forts at once dosnet drain you dry, then we can talk about that.

About making mercs a one-time deal. You pay good money to hire them but they dont reinforce and have not monthly upkeep.
Instead they are an emergency tool which you consolidate down until there not enough men left to form a full regiment.

Then we can give them somewhat severe penaltys (WE, devastation) to make them unsustainable during peacetime.