Great Ming idea 1: Nine Garrisons of The Great Wall, Betsimisaraka idea 1: People of the Coast, Indigenous-Humanist: By the People, for the People, Cascadian idea 3: The Forts of Hudson Bay, Livonian Knight idea 3: Castles of the Order, Luxembourg idea 4: The Fortress of Luxembourg, Nubian (minor) idea 7: Fortified Strongholds, Innovative-Defensive: Superior Fortifications, Great Shun idea 5: Perfection of Siegecraft, Innovative-Offensive: Modern Siege Weapons, Bregenzer idea 6: In the Shadow of Pfander, Divine idea 3: True Defender of the Faith, Knights Hospitaller idea 1: Defense of the Faith, Sardinian-Piedmontese idea 2: Defensive Prowess, Theodoro idea 5: Mangup and Kalamita Forts, Barbary Corsair idea 5: Fortified Pirate Strongholds, Couronian idea 1: Legacy of Sword Brethren, Dhundhari idea 1: Improve the Fort at Amer, Franconian idea 3: A Rugged Land of Fortresses, Ito idea 5: Network of Forty-Eight Fortifications, Krakowian idea 4: Casimirian Fortifications, Latgalian idea 5: Modernize Livonian Castles, Swabian City-State idea 2: By the River Iller, Thringian idea 2: Fortifications of Erfurt, Tripuran idea 7: Strengthen Local Defenses, Tyrconnell idea 1: Fort of the Foreigners, American Southwest idea 5: The Grand Canyon, Bosnian idea 7: Over the Hills and Through the Woods, Iroquoian Federation idea 2: Tree of Peace, Nepalese Princedom idea 5: Seize the Mountain Passes, Northeastern Woodlands idea 1: Turtle Clan, Qubcois idea 4: Fortifications of Quebec, Siddi idea 3: Impregnable Island Fortress, Sligonian idea 2: Rebuild the Castle of Sligo, Nizhny Novgorod idea 4: Citadel Of Russia, Portuguese idea 7: Royal Academy of Fortification, Artillery and Drawing, Espionage-Defensive: The Privy Council Establishment Act, Croatian idea 4: Antemurale Christianitatis. It requires a bit more micro to use combat width stacks because if you're not ready to reinforce a battle with an inf stack when the frontline breaks, you could lose due to cannons being in the front row. If space is left in the second row, deploy as much cavalry in the second row besides the infantry as there are positions available behind the cavalry in the first row. Nations with cavalry bonuses, e.g. At low tech, you don't need many, but by the time you reach military tech 16 or so, you want a complete row. At the beginning of each phase, each side rolls a die. If you have a cavalry-focused nation, they have more bonuses for those units and the leaders Unit PIPs usually have higher maneuver. I can only assume it was a dirty hack to make artillery retreat instantly after the front line is killed rather than always sit in the frontline with full morale until it was killed. There are quite a few things to consider when forming an army. There are certain technology milestones that will affect your army composition in an ideal world. Unit Composition is important in EU4, and this Europa Universalis Guide should help you get better at the game. All the while, the system retreats destroyed or low-morale units and deploys reinforcements and reserves as well. #1 Kagemin Aug 26, 2014 @ 2:21am Subscribe to downloadCombat Width for Terrain. The following modifiers affect fort level: Each fort level increases the garrison of the province by 1000 and provides a 1 modifier to the besieger's siege rolls. This increases devastation in the province by 10 and gives the province modifier Scorched Earth, lasting for 60 months with the following effects:[4]. General skills, military tech level, morale, terrain, number of troops, combat skills, troops compositions and pips. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Ish. Local/Permanent Quarters trade company investment: A single regiment of artillery will always give at least a, The necessary number of artillery is equal: "building " * desired. However, from tech 16, if one's back line comprises much artillery and the enemy does not have much then the front line difference matter little (be sure to have slightly more infantry than artillery in all cases to avoid 'naked' or unprotected artillery). The die roll may result in an increase of the siege status, which improves the results of future siege stages. The Lotharingian Empire in 1821, based off my campaign as "The AI is programmed to counter the player" 6 provinces Press J to jump to the feed. What's the symbol of a ship with a X next to it? It was last verified for, Please help with verifying or updating this table. Try the Total War series, or many others. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Your units deploy more optimally if they arrive on the same day. EU4 combat simulation must be one of the most complicated formula. Espaol - Latinoamrica (Spanish - Latin America). Of course, what you actually end up using for your army composition will depend on your nation, your ideas, and your personal preferences for each army. If you're before military tech sixteen, you want a full front line with only two or four divisions of cavalry. My longest ever game just begun. A decent composition at the start of the game is 12 infantry, 4 cavalries, and 0 artillery. This guide is great for battle stacks but a reinforcement stack doesnt need nearly as many cannons or even any. Here is a list of the types of terrain and the modifiers which they grant. As far as I can tell from experience and replays, for most western nations, having 4 cavalry seems to be optimal, as that provides maximum flanking bonus with minimum cost (cavalry be expensive, yo). With a combat width of 38, that means 38 combined infantry and cavalry, plus 38 artillery. How does it work? Accordingly, artillery adds to the fight from tech 13 when they receive a second pip, one of which is applied to the front row. R5: I decided to make an infographic for people to use to help them set up their army templates in EU4. Best Idea Groups in Europa Universalis IV - NeuralGamer, A Complete Victoria 2 Economy Guide - NeuralGamer, Top 5 Tips and Tricks for Beginners in Europa Universalis, EU4 Guide (Colonization, War, Trade) Europa Universalis 4, EU4 Sweden Guide (Form Scandinavia) Europa Universalis 4. -Forest and Woods reduce combat width by 20%. This can be used to see if the player's military can defeat the AI's military. Flanking range determines the horizontal range in which a unit may make a flanking attack. An exiled army can be identified by a black flag attached to its unit icon. -Highlands, Hills, Jungle, and Marsh reduce combat width by 25%. After a battle is fought, an army must spend some time without fighting for its morale to recover. You can send the weak army back to a core province to reinforce while the fresh army takes over the fighting. -Highlands, Hills, Jungle, and Marsh reduce combat width by 25%. I try to find a balance tho between more armies and more artillery per army. Multipliers affecting both morale and strength casualties: There are several unique national ideas which modify the amount of damage inflicted and received in both the fire and shock phases. Your rear row should be exclusively artillery. What this comes down to is essentially flanking damage. All crossing penalties are removed if the attacking leader has a higher maneuver rating than the defending leader. A shattered army will get an extra morale bonus once it stops retreating. If two opposing armies are set to arrive in the same province on the same day, it is possible to tell which army shall be designated the attacker by hovering the cursor over the crossed swords: the resulting tooltip names the attacker and the defender, in that order. Deploy all infantry in the first row that can be positioned to attack enemy units in the first row, except for X. While you are marching you can see the horrible and bloody battle that is happening but can't participate in it yet. The worst possible starting bonus is 11, for a level 8 fort in a capital (9) with no blockade (2). For example, tech 4's 0.75 over tech 3's 0.5 is an astonishing 50% higher, while tech 6's jump to 1.0 is 33% higher than tech 4 and 5's 0.75. Create an account to follow your favorite communities and start taking part in conversations. New comments cannot be posted and votes cannot be cast. In EU4, a powerful army depends on quantity and quality. Subscribe. Only men can be part of an assault per day. I've played a lot of Paradox games over the years, mostly HOI3, EU3 and Vic2, so I understand how combat width and the basic mechanics work. When an army is in a province to which it lost military access in any other way it will also be exiled. Save my name, email, and website in this browser for the next time I comment. A controlled retreat is manually ordering an army to retreat from battle after the initial fire and shock phases, and while it still has greater than 0.50 average morale. If you look at the combat screen, you see that there are two lines. Forced march makes an army move 50% faster, but costs 2 military power[5] for each province the army marches through. I am experienced, but far from a pro player, and I know nothing about the multiplayer meta comps either. Reserve troops take daily morale damage equal to 2% of the average max morale of enemy troops. Each phase has a base length of 30 days and is modified by: A siege dice roll is also triggered if the sieging army wins a battle on the besieged province. Also note that this only applies to provinces with forts. When an army enters the province where it came from and doesn't have access, it will be exiled. This value scales linearly with the army maintenance slider. This province can be very far away from where the battle took place. More posts from r/eu4 subscribers DominusDK It's year 12. Ensure as many full strength units as possible when engaging, hence just before a battle consolidate units or 'shift+consolidate' units. For plains, the end-game combat width is 10, allowing a total of 20 regiments to engage in combat. Looting is the main cause of devastation, which greatly reduces the owner's production income and manpower, as well as decreasing movement speed, supply limits and institution spread. If the province has no garrison (whether because it has no fort or the fort's garrison is empty), 1000 men is enough and occupation is guaranteed within a month. Every province (other than developing colonies and uncolonized provinces) has a loot bar. Fire Phase is first which represents ranged attacks such as longbow, artillery, muskets going first. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Terrain can reduce it by up to 50% during battles. Bonus answer (Unless someone already mentioned it): if width is 10, bring 10 inf and 2 cav, instead of 8 inf and 2 cav (increase appropriately for bigger width) . Besieging armies will always take at least 1% base attrition, even if the province is unfortified. Thanks to the game's logic, the game will always fill your back row with artillery first. The player can loot provinces they occupy or those which they are besieging, but troops must be present to do so. The army can then be immediately re-engaged, often with very low to even no morale, if a monthly tick has not yet completed. But the cap of unrest reduction through rebel suppression still stays 5. We've got some pointers. And that ladies and gentlemen is my EU4 Army Composition guide. Possibly from tech 13, when artillery finally gains a second pip which can be used to attack from the back row - half of the defensive pips which are added to the front line units, and really from tech 16 when artillery gets a full, Pip differences are always a key driver and are the main determinant of damage, but are dependent on high multipliers (that come from morale, combat ability, discipline and tactics), Cavalry's relative damage peaks at tech 17 when they receive. Secondary priority is to be given to the defensive fire or shock pips depending on the military technology, then to offensive morale, then to offensive fire or shock pips depending on the military technology. Fire damage becomes the undisputed main source of damage once players reach military technology 13 with its 2-pip artillery and definitely from tech 16 when artillery receive a full +1 fire bonus. If the garrison army, which consists only of infantry, loses the fight, the province and fort will become occupied. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? Some terrain imposes a movement speed penalty to armies traveling in the province in addition to a negative rough terrain modifier to the attacking army, with different types of terrain having different modifiers. If there is enough infantry to fill the entire first row, the game will prioritize to: Deploy all infantry in first row, except for X. Questions, Paradox Unlike infantry or cavalry, artillery can fight from the back-row, attacking with 50% of their combat power. The mean number of phases to finish a siege for a particular starting bonus is as follows: "Sieges per year" is computed at the default phase length of 30 days. If you open your technology panel, on the rightside of the military tech area should be a collection of stats related to your current tech level. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! Create an account to follow your favorite communities and start taking part in conversations. The game uses an undocumented algorithm to automatically deploy land units on the battlefield for each side of the battle. Don't fight with severely depleted units unless you have to. Engagement width is the combat width for naval battles. Forced march is available at administrative technology 15. The Shock Damage cavalry does is superior to infantry, and they deal good flanking damage. It is also multiplied by discipline. This typically occurs if the unit is facing an enemy artillery regiment or a particularly outdated unit; in this case the unit may choose to attack the flanks of a stronger enemy unit nearby. Enjoy! The garrison can be ordered to make a sortie to fight the hostile army, at the cost of 10 military power. So, for example, if you decide to build 25 infantries instead of 10 cavalries, you may be paying the same amount of money, but you're costing yourself 2.5 times more of the other three resources. Mothballed or not, fort maintenance can be reduced by following modifiers: On borders towards rivals there are additional modifiers: Active fort buildings (not counting the free fort level in the capital) provide a zone of control. The result is used to determine the morale damage and casualties inflicted to the opponents each day in the three-day-phase. The first round of artillery you unlock theyre not very good but are useful and when sieging theyve extremely useful. Winning a battle gives the winning armies 50% of their maximum morale and retreating from a battle will reduce the other allied armies' morale relative to the portion of troops leaving the engagement. The only real thing to add to this for mp is to only use a few of these depending on your total army size, this means 1-3 combined stacks in most cases and to use pure inf for the rest to reinforce as excess cannons do little to win battles and you tend not to have more than 1-3 battles going at any given time, cav as always is a topic of its own as most nations without will and probably should simply not use it (in my opinion), apart from that this is a very nice resource i will save and hand to all my beginner esque friends who need the advice in the future. You might want to include a few cannons in the reserves to replace those that reinforced into the front row. Is it normal for the 100 years war to be this one-sided? One of those will be your combat width (the picture is 2 crossed sabres with arrows pointing either way underneath it if I remember correctly). If the morale of an army is less than 0.50 the player can not control the destination. Hence, start phasing out cavalry between tech 16 to 22. This destruction is known as a stackwipe. They will come into the battle fresh and not take pointless damage to their morale. Rolling a natural breach is still possible and will affect the siege status but will not add another breach. An occupied province that does not have a fort in it but is next to a fort will automatically revert back to its owner's control after about a month. The player will lose income in the meantime, but if they were going to lose control of them anyway it could be a good idea to make them less valuable for the enemy. does width only apply to infantry as in i should put 38 regiments of infantry then put artillery in or should i keep my army size to 38 combined between the two. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? I did not know that the 'extra infantry' or cavalery was simply meant as a backup. This is more effective than simply stationing troops for a single area, but less effective (but usually still more efficient in manpower) across multiple areas. As far as a general guide goes, what would you recommend? Press question mark to learn the rest of the keyboard shortcuts. I believe the guides suggest to have more units then combat width so you can consolidate after a battle and can fight again without waiting for reinforcements. He also loves manta rays and has a master's degree in clinical psychology that he never intends to use. If it is taking casualties from an enemy, additional morale damage will be inflicted. Due to the above battlefield width numbers, divisions widths of 10, 20, and 40 tend to be common. Create an account to follow your favorite communities and start taking part in conversations. To progress, the attacker requires a minimum of 3000 men per 1000 garrison. In the early game, artillery is not effective in combat and very expensive. Relative Power peaks at 17 and remains high until 22. I go with 12-4-4 to start, with less artillery if I can't afford much. Looking very good! It can be observed that units belonging to the combat leader (e.g. Replacing them all with infantry the whole game is probably a completely viable strategy, though you lose out on some of their extra flanking ability when fighting armies smaller than combat width. The normal morale recovery on the 1st of every month cannot occur while in combat. | Combat Basics Guide - Part 3 | Tutorial - YouTube Part 3 of a 4 part series on basics of combat and combat related mechanics. You see, cavalry flanking is also really quite crucial and so I went . I see all these posts with people asking about the ideal army composition, and others reply saying you need the same number of infantry and artillary as your combat width (or some such), but how do I actually find out what my combat width is? If you're looking for a combat-focused game, this ain't it. Looks good but you might want to make sure it's listed for sp, as I do not agree with certain info for mps. From tech 16 artillery starts becoming the most valuable unit in the game when artillery fire jumps by a full +1. eu4 combat width chart. This allows the player to control the destination of the shattered retreat. Subscribe to download. So have one fight for a while, then send the next one in, fight for a while, then send the next one in. What comps do you guys use? The player can take this into account when building forts, as well as when choosing which provinces to siege and which besieged provinces to prioritize sending their troops to. Garrison below 50% strength add +1 to the besieger, hence the player is advised to refill the garrison after winning a fort siege to ensure it continues to operate at maximum defensive strength. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? This is our Unit Composition Guide for EU4. [1] As military technology advances, a country's combat width increases, allowing them to use more soldiers effectively at once. This order is based on the tag order (see Countries). By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. Now I finally understand those guides, thanks! This is essentially what happens to stacked armies. document.getElementById("ak_js_1").setAttribute("value",(new Date()).getTime()); Copyright 2023, All Rights Reserved | NeuralGamer (neuralgamer.com), EU4 Army Composition Spreadsheet (Europa Universalis 4). The back line of cannons should already be filled so the additional cannons will sit in reserves doing nothing but lose moral. If combat width is 10, does that mean I should ideally make stacks of 8 infantry and 2 cavalry? Unlike the combat width of land warfare, the naval engagement width of the two participants are independent, that means one participant could have wider engagement width than the other. Please help with verifying or updating older sections of this article.At least some were last verified for version 1.24. Artillery units are unlocked at level seven, which is when you should start shuffling your army compositions around to include them. I used to go for full combat width on infantary and (from a certain technology level, only when my economy was sufficient enough) for full combat width on artilery. For example: with all else being equal, if your general has 6 fire pips and your opponent's general has 3 fire pips, your side will inflict 15 base casualties to the enemy during the fire phase, whereas your opponent will inflict 0 base casualties to your side, All units present in a battle take base morale casualties equal to 1% of the average max morale of enemy troops per day on top of the calculated morale casualties. Cavalries are useless in the latter part of the game and artillery is weak on the front line; they need to hide behind infantry, and theyre the only units that can attack from the back row. Once cannons are unlocked, things change rather drastically. Press question mark to learn the rest of the keyboard shortcuts. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! Hence, start phasing out cavalry between tech 16 to 22. This is just a rule-of-thumb, however. At the top there's a ">" button to advance the battle step by step, so you can see what the cavalry is attacking (try like a 6-4 vs a 10-0, then 10-4 vs 10-0). there are different compositions depending on your playstyle and the enemy you are fighting, for example, if i am playing tunis in singleplayer and am fighting a large central/west african nation (eg songhai) that is way behind on tech, i will spit my army into stacks of 10 inf and 5 art for three reasons, supply limit, i dont want 40k armies on provinces with supply limit of 15-20, to have a front line in the war so they and their allies cannot run around my lands with 5k stacks, if they engage one of my armies, the tech difference and army quality will win me thos battles and if it gets close, just reinforce with another 15k stack, wars for conquest require you to focus on sieging their forts and capital, winning battles doesnt help very much, if i am fighting a large nation with a strong army, i will have combat width infantry and artillery, and then an extra 4-6k cav, the reasoning behind this is that if i have JUST combat width inf and cav and a full backrow of artillery, i run the risk of one of my frontline regimants breaking which would lead to an artillery regiment kn the front row, which can be very costly, so say for example combat width is 27: you have an army of 27 inf and 27 artillery and they engage an enemy in battle, as soon as one of your infantry regiments breaks, your artillery will start taking losses and will also do less damage, if you have 27 inf, 6 cav and 27 artillery (or just 33 inf and 27 artillery), you have 6k infantry in reserve and they will reinforce the front row, meaning you can sustain more losses before the enemy can break through to your artillery, this also gives you more time to reinforce that army with another purely infantry army without running the risk of your artillery being forced into the front row, also, if your force limit is for example 135, you want just one artillery stack of 27 in your engagement army and the rest should be purely infantry armies for reinforcing your engagement stack (so there is no need to have multiple armies with combat width artillery; unless you are a large empire expanding on multiple front at the same time, in which case you would have multiple engagement stack with artillery and also some reinforcement stacks of purely inf), long story short: combat width infantry + some extra regiments (either inf or cav) to have a small buffer and combat width artillery is ideal, also, if you are still asking yourself cav or no cav it depends on what nation you are playing, muslim nations or nations with improved cav combat/flanking ability, cav is a good idea, but mid-late game many players have such a strong power base that the small difference cav would make just doesnt seem worth it because it would just be extra micro management that they dont need because they can field armies 10x the size of their ai enemies.
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