Dev Diary #60: The Cost of Warfare
I’m back with more info about what’s coming in the 1.4 Azure patch! Today we are going to cover improvements around Warfare. We prepared a few more things in addition to the starting Men-at-Arms. I hope you will find them interesting!
Declare War Window 1.4
In addition to the Quality of Life improvements we presented last week, we also revisited the war declaration interface.
[Image of the new Declare War window]
As you can see, the information has been restructured and it should be easier now to:
- Compare your strength with your target
- Estimate if your opponents will have the funds to hire mercenaries
- Select an available objective
Dynamic Mercenary Cost
When it comes to Mercenaries, we adjusted how their cost is calculated. The price of a company is now affected by a few parameters:
- The primary title
- The size of the Realm
- The current Innovation Era
The dynamic price will make it easier for lower tier realms to rely on Mercenaries and fight back their bigger neighbours. And it will be harder for extremely rich emperors to deny access to mercenaries by hiring all of them for a small sum. After all, why would the Count of Ulster be expected to pay the same price as the Emperor of the Holy Roman Empire – if you’re a mercenary captain and you see that your client clearly is rich, you might just increase your prices…
Your upcoming war will have a quite different pace. From now on, the garrison will be depleted at the end of a successful siege. It means that a freshly captured territory will be defenseless for a while, making recapturing it faster. After a siege, the garrison will recover over months or years, and the speed can be increased by improving the Holdings.
It will thus be easier to counter-attack and recover territories you lost recently, or to continue a war which was invalidated if you have another valid casus belli. This change will encourage you to defend your wargoals and the strategic territory with your armies.
In order to make your life harder when you start conquering the world, we tweaked the logic behind the creation of factions, and they should be more threatening now.
One of the big changes is their ability to synchronise their declaration. The power they need before pushing their demand is now dynamic and reacts to the state of the other factions. If a faction is threatening you, or is already at war with a ruler, it will be easier for another faction to push their demands. It should create more challenging situations, and you might want to concede to some factions to avoid struggling with too many opponents.
[Image: The faction is not strong enough to push their demands despite a lowered threshold due to existing factions]
[Image: After one of the other factions declared war, the faction is now strong enough and will push their demand while their ruler is fighting the others.]
In addition to that, characters will be more inclined to join an Independence Faction if they own enough territories outside of the de jure area of the primary title of their Liege. Again, fast conquest will be more challenging, and consolidating your Realm will be more important.
And that’s it for today’s Dev Diary! But, before leaving you, a quick reminder: The PDX Con will be held this week-end! You can join us on our dedicated Discord Server! There will be a lot of nice streams and announcements; stay tuned for some news about Crusader Kings III !
Have a nice week, and see you soon!