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Tags: Europa Universalis IV; Paradox Interactive; Tacticular Cancer
Our good friend Cenobyte has created a review for Europa Universalis IV.
Read the full article: Europa Universalis IV Review
Our good friend Cenobyte has created a review for Europa Universalis IV.
Warfare went through a number of important developments during this time. First, the old medieval scheme of raised vassal levies got replaced by mercenary bands with often quickly changing loyalties. Later, the first professional standing armies were created, and the musket more and more replaced the halberd and other forms of melee weaponry. In the last decades of the game era, nations began to experiment with total mobilization and officer corps where ranks were awarded according to merit and not according to noble background. Thus, the warfare of those times saw a lot of development and has a huge potential for interesting mechanics. However, sadly, warfare is currently the weakest point of the game. In principle, warfare is done by simply ordering troops or ships into another province. If hostile forces are present there as well, a battle will occur. The course of these battles are influenced by a number of factors, such as morale, discipline, tactics and terrain. The loosing force will either be completely annihilated, especially if its size is much smaller than the opposing force, or auto-retreat into a safe province to recover. This can mean to retreat into a province on the other side of your empire, which is rather weird to watch. However, this means that a defeated force can often recover and later participate in the war again, which avoids much of the ping-ponging seen in EUIII and mitigates the effects of a defeat somewhat. On the other hand, this new mechanic means that manpower reserves play a huge role in the standing power of a nation. As long as you still have manpower left, you can nearly always recover from a defeat and bring back your force to full strength, able to engage the enemy again as if nothing had happened. This leads to very long wars, especially in the later stages of the game. This problem is also reinforced by the fact that warscore, the score determining the winner of a war, rises rather slowly through battles alone. If you want to get an edge in warscore, you have to capture provinces of your enemy. This is done via sieging. If you have enough troops in a hostile province, meaning more men than the defenders, you have to wait for some time until the enemy garrison surrenders the province to you. If you have a very high morale and achieved a breach in the fortifications, you can also order an assault, which will speed up things but exponentially increase your losses. For a defender, the only viable way to stop a siege is to send a relief force, otherwise you will almost certain loose the province after some time. All in all, this warfare model has little to do with the historical realities and offers not much of a challenge. It would be good to see a major rebalancing or reworking of the combat mechanics in one of the almost-certain future expansions of the game.
Read the full article: Europa Universalis IV Review