Art of War

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Art of War cover art

The Art of War expansion was announced on August 14, 2014[1].


  • 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

In Art of War it will be 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 will 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'll be 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 will be possible to revoke march status, but doing so will reduce your stability by one and severely reduce your relations with that vassal.

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.


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


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. 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 will still be able to become the papal controller.

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

Local autonomy 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 [Affected by unrest, so needs confirmation] 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 will be 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.

Dev diaries

A list of all Art of War developer diaries.