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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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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.
 
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Not going to pretend I understood any of that but it sounds cool.... I think! Seen lots of complaints about the new battle system so it's good you're addressing it!
 
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Hyped for Denmark content . Changes look really good and I'm really hyped to see how they affect MP games.

In 1.34, this will instead be a scaling penalty of -1% CA per percentage point of cav/inf ratio above your limit.

There is now a point in stacking more CAV than infantry if you get some CCA bonuses. Poland just got really powerful.
 
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These changes are looking very good, on paper at least haha! I especially like the choice of cannons. Two questions though:
Is the balance of cavalry/infantry based on regiments or individual soldiers? Because usually cavalry soldiers (and actually regiments as well, but later on) die/retreat less quickly than infantry I believe

So is max morale now the average of all units on the battlefield, the average of the morale of the enemy or the average of the highest side? To me it's not completely clear from the diary
 
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Thank you for this dev diary. I have to say that i am very much looking forward to seeing the effects of Reinforcing to the Backrow and also Breakthrough.

Could we maybe get these Combat changes for testing into a seperate beta build? So essentailly a 1.33 with only 1.34 combat changes?

But noontheless thanks for making Breakthrough a thing for modders even if it wont get into the release build:)
 
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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?

All jokes aside, great work! Also, some further naming suggestions for last week's government reforms:

Re-electorate Right --> Formalize the Right of Re-election/Legalize Re-elections

Estate Council --> Supremacy of the Diet
 
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I really like the idea of breakthrough, it makes maneuver pips better and also makes reinforcing "infinitely" (like AI during league wars) a less viable strategy which I think I positive. Quantity has been dominant in SP & MP for a long time, having Quality matter more is really nice.

On the topic of land battles, would it be possible to fix the retreat bug where an army would escape a battle but stay on the same province and get instantly stackwiped ? It is particularly frustrating.
 
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Can't wait to test it.

"Quality becomes more important over quantity in long battles, as high quality troops will lower the “artillery saturation” of the enemy.": My favorite part of today's DD
 
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Terribly glad QUALITY will finally be considered for the changes for this patch, this does bring a smile to my face.

on the other hand, will Lithuania also receive some updated content, considering they're part of the Baltic region irl and in-game (well Lithuania proper at least[Samogitia & Aukstaitija; considering the DLC IS Scandinavia + the Baltic) or are they totally ignored?
 
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Restore cavalry ratio of tribal federations. Aq qoyunlu and Qara qoyunlu became dysfunctional. It is already restored when the dharma plugin is deactivated.
 
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Since you're already changing the cavalry situation, are you planning to add any Cavalry/Infantry ratio modifiers?
For example Sunni Hordes (Tribes) only have 60% and Orthodox Sich Radas 70% most of the time, it would be nice if you can get to 100% in other means than just being a pure Tengri Horde withough receiving -30%/-40% cav combat ability.

Also I'm in favour of giving CAV some of that experimental breakthough, looking forward to your plans.
 
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  • 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).
Wouldn't it be possible to have this type of descriptive tooltips/advices when choosing what type of unit to have when two options are available? Plenty of hours on the game but I still get lost on pips and choose randomly between pedrero and culverin.
 
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You say you guys kept MP in mind for some of these chances.
However you stopped doing the dev clashes.
How do you know how to balance around MP? Maybe you should at least do the dev clashes again.
 
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