Difference between revisions of "Art of War"

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m (Marches: Why would you redirect to the disambiguation page? It wastes the user time. I've changed the link to the benefits of marches, and IDK whether we should remove or not the normal vassal link. Will keep it on for now.)
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The '''Art of War''' expansion was announced on August 14, 2014<ref>http://forum.paradoxplaza.com/forum/showthread.php?795532-Eu4-Art-of-War-Announcement-Information</ref>. It was released on October 30, 2014<ref>http://forum.paradoxplaza.com/forum/showthread.php?811331-1.8-Checksum-7d1c</ref>. It costs $20.
The '''Art of War''' expansion was announced on August 14, 2014<ref>http://forum.paradoxplaza.com/forum/showthread.php?795532-Eu4-Art-of-War-Announcement-Information</ref>. It was released on October 30, 2014<ref>http://forum.paradoxplaza.com/forum/showthread.php?811331-1.8-Checksum-7d1c</ref>. It costs $20 USD.
== Features ==
== Features ==

Revision as of 21:34, 15 December 2014

Art of War cover art

The Art of War expansion was announced on August 14, 2014[1]. It was released on October 30, 2014[2]. It costs $20 USD.


  • 30 years War: Unique mechanics and events for the religious conflict that ravaged Europe.
  • Napoleonic Era: Fight for or against the revolution and create entirely new custom client countries on the map from your conquests.
  • Fighting with Armies: You can now sortie from sieges, transfer occupation to allies and give objectives to your subjects and allies.
  • Improved Diplomacy: Sell Surplus Ships, Fight for your subjects CB, Declare War in support of rebel factions in other countries and new peace options like give up claims and pay monthly war reparations.
  • Gameplay Enhancements: Build entire armies in one click, abandon cores that you no longer wish to fight for, and abandon entire idea groups that are no longer useful to your nation.

Fleet improvements

With Art of War it is possible to mothball individual fleets. This reduces maintenance cost to minimum (50%) for the specific fleet. Mothballed fleets cannot move or merge with other fleets, and their strength is slowly reduced until it hits 25%. Mothballing can be undone at any time, at which point the ships will start to recover their strength normally.

It is also be possible to upgrade individual fleets at once rather than having to build the new ships. This costs as much as it would've cost to build new ships from scratch, but is instant, and requires far less management. Strength for upgraded ships is reset to 0%, so they will have to recover in port before being able to fight.

A new diplomatic option in Art of War is selling a fleet to another nation. This can be done as long as the fleet is in supply range of the receiver. The seller decides how much the ships will cost, and will incur inflation proportional to the payment divided by their income.

Finally, it is possible to set a fleet containing transport to automatically transport armies. When this is enabled the fleet will ferry armies across to where they're going if doing so would be quicker than walking there.


Marches are vassals that have bonuses to a variety of military properties, namely manpower, force limits, and fort defense. However, they cannot be annexed, and do not provide vassal income. Any vassal can be turned into a march.

It is possible to revoke march status, but doing so reduces your stability by one and severely reduces your relations with that vassal. March status is also lost if your subject grows too big, or goes over the max basetax of 60.

Revamped peace mechanic

It's now possible to see explicitly the nations involved on either side. Allied relations can either improve or deteriorate with the war leader depending on how he deals with the peace terms.


The composition of a division/fleet can now be saved into a template which can be used for mass producing armies/navies with the same composition.

Cardinal system

There can now be up to 50 cardinals in the Holy See. New cardinals are added automatically and they are prioritized according to its home country size and wealth.

Papal influence can now be used for other types of benefits, such as ducats, legitimacy, stability and prestige. For example: 30 PI gives 100 ducats, 80 PI gives +1 stability, etc.

The Papal State itself can't get cardinals nor papal influence but is still be able to become the papal controller.


Garrisons can now sortie to attempt to break a siege. The Sortie button is accessed from the Siege Screen. When pressed, an army is generated in the province, equal to the strength of the province's garrison, at the cost of ten military monarch points.

If the army performing the sortie is wiped out in combat, then the attacker automatically seizes control of the province, otherwise the army disengages after battle and returns to garrisoning the province. The composition of sortie armies is not known at this time, but presumably they are composed mostly or entirely of infantry.

Transfer occupation

Nations can now give up control over provinces they occupy to their allies in war. The AI will transfer the occupation of provinces they don't desire to the war leader. This feature will make it possible to ensure that nations are rewarded for their participation in the war.

Allied objectives

Allied objectives gives the player more influence over the actions of AI allies and subjects in wars. Allied objectives are split into two parts: province objectives and subject military focuses. Province objectives are handled from the province screen and allows the player to tell their AI allies to focus on specific enemy provinces. This will both make them more likely to send armies to besiege that province and to engage enemy armies that are located in it.

Subject military focuses are handled from the subjects screen and allow the player to change the military priorities of their subject nations to either aggressive or supportive. Aggressive subjects will not attach to your armies and will instead focus on their own operations, engaging enemy armies and besieging their provinces. Supportive subjects will behave in the opposite fashion, attaching to or staying near friendly armies and avoiding independent operations in enemy territory. If you have no military focus set, they will behave as they currently do, attempting to judge for themselves when it is best to attach and when it is best to act independently. The military focus can be changed or removed at any time, and you can easily change the focus of all your subjects with a single click.

Army builder

The player is able to create army and navy templates from the military production screen. This allows the player to designate the composition of army/navy stacks, which they can then save and place in individual provinces, assuming they have sufficient manpower and money. The production will happen sequentially in the province, or across adjacent provinces. Regiments raised in neighboring provinces will automatically move to the initially targeted province and merge together.

Peace screen improvements

The peace screen now lists all nations on either side, and shows their opinion of the offered peace treaty. Their (lack of) approval will affect their relations with the war leader if the peace is accepted.

It is now possible to make enemies revoke claims on provinces, and to force them to pay war reparations (10% of income) for the duration of the truce.

Declare war in support of rebels

Nations can now declare war in support of a rebel faction they're supporting inside another country. After doing so, they cannot cancel supporting the rebels until the war is over. Using this "support rebels" casus belli, one may enforce the rebels demands on the defeated enemy.

Fight for your subjects

It is now possible to push one's subjects' casus belli. So for example, if your vassal has a claim on a border province, you can now declare war on behalf of your vassal using that CB.

Client states

Main article: Client state

Available at Diplomatic Technology 22, client states may be created on cored or un-cored land that either has a land connection to your capital, or is in the same continent as it. Their coat of arms, colour, government and name can be customized. Provinces can only be added to a client state if they directly neighbor its existing provinces, though straits are exempt from this. The most Client States a country may have is 10.

Free features

Free Features for the accompanying patch includes: Completely new rebel mechanic, local autonomy on province level, a replacement for the current cardinal system for Catholics, new reformation mechanics and a huge map improvement, making the rest of the world as detailed as Europe. There will be lots of interface, AI and gameplay enhancements. When it comes to the map, Paradox has worked closely with the best map-modders in the community, and this will apparently completely revolutionize how you play outside of Europe.

Local autonomy

Provinces now have a modifier called autonomy which replaces the revolt risk mechanic. Increasing autonomy will penalize the economic and military output of the province but will decrease unrest.

It is a per-province variable that ranges from 0 to 100%, and represents how freely the province operates from central authority. The higher the autonomy, the less tax income, production income, and manpower the province provides, and missionary work and recruitment is slowed down. However, the autonomy of the province will also reduce unrest in the province.

Every 30 years the player can choose to lower or increase autonomy. Doing so will decrease or increase autonomy by 25%, and add or remove 10 unrest. Autonomy also goes down passively by 1 point per year while at peace (depending on government type), and goes up by 1 point per year while occupied. Conquering a non-core province will increase autonomy in the province by 50% unless the conquering nation has a claim, in which case it will only increase by 40%.

Hordes can never go below 25% autonomy, and Ming cannot go below 50% when using the Celestial Empire government form.

Unrest & rebels

Revolt risk is replaced by unrest, which reduces the randomness inherent in the current system. Rather than rebels having a chance to rise each month, each rebel faction has a progress bar which has a chance to increase each month based on the unrest in provinces aligned with the faction. When this progress bar hits 100% the faction will rise in the aligned provinces, in strength proportional to the support it has in those provinces. When this happens, unrest will be reduced in the aligned provinces, and the progress bar reset to 0.

Unrest also increases recruitment times in the province.

This system is meant to encourage the use of courthouses, employing theologians, and other methods of reducing unrest in order to slow down rebel factions. The harsh treatment mechanic will target specific factions rather than provinces, reducing faction progress at the cost of military points.

Accepting the demands of rebels will be equivalent to them enforcing their demands. Players will no longer be able to escape the worst effects of rebels simply by giving into a few relatively minor demands.

Rebels will lift the fog of war for nations they're friendly with, so if you support rebels in a foreign nation, or if they're aligned with you for cultural reasons, you'll be able to observe what actually happens once they rise.

Rebels can now move across single sea zones if they've occupied everything on their side of the sea. As an example, the rebels in Gotland in 1444 may move to Skåne to actually threaten the Danish establishment. Blockading the port of the province they're in prevents this.

New provinces

Over 900 non-European provinces have been added to the game (and a few in Europe), along with over 100 new nations. China, India, and North America have been substantially expanded, while Indonesia, West Africa, Meso- and South America have been completely revamped.

New Alliance calling mechanic

By default all of the allies of the defender will have double war-score costs for demands. However they can also not call their allies. Only Co-belligerents (as specified by the aggressor from the allies of the defender) and the defending nation, can call their allies into war. This means that the chain mechanic no longer works. The Aggressor cannot designate co-belligerents on their own side, and therefore it will always be double cost for a defender to send demands to any nation other than the Aggressor attacking them.

Trade goods

With all the new provinces added to the game, the developers felt a need for more trade goods. Thus, three were added as follow:

Silk, that the player will find in highly developed regions throughout the Middle East, Persia, India, South East Asia and China.

Dyes, that will be found in provinces in India and Persia in the old world. As the new world opens up alternative sources of dyes may also open up there.

Tropical Wood which will primarily be produced by jungle provinces in India, South East Asia, Indonesia, Africa and South America.

Dev diaries

A list of all Art of War developer diaries.