The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. Another loaded question as it all varies on your circumstances, as having lots of manpower could offset your attrition losses but lets look at it from one final angle - the economics of war. | This video explains the best EU4 Army Composition by Century starting from your 1444 army to the 1821 end date, with an army. ck2 nomad army composition. Press question mark to learn the rest of the keyboard shortcuts. privacy policy. 5% of 60,000 men is 3,000 casualties every single month. He misses the times when games still came in boxes... We use cookies to enable you to log in and set your site preferences. Attrition - If the army size of all non-hostile armies is above the province Supply Limit at the beginning of the month, they will take attrition damage. The EU4 1.30 Emperor DLC adds a lot of flavor and new mechanics to the game, such as the new eu4 1.30 mercenary or eu4 1.30 mercenaries rework, eu4 1.30 catholic faith reword, eu4 1.30 hussite faith, eu4 1.30 estates mechanics, eu4 1.30 hungary trade node and eu4 1.30 valencia trade node, that split the genoa trade node in half. If we had split the stack as before it would be hitting 45 with artillery and taking pretty hefty attrition in a 30 supply province (pretty much the full 5%). Using the maths we talked about earlier (10/30=0.33)x27=9 we get the maximum attrition (5% or 4% with defensive ideas). Fire phase comes first and after military tech 13, artillery does damage.At tech 13 your combat width is 27 so you should ideally have 27 infantry+cav and 27 artillery.But even if you split that stack in two parts it will still eat attrition in some places and from experience having a bit more infantry is always better. They are the cheapest unit and you always need them. Every ducat a month you spend on a unit is one less you have to invest during peacetime. The optimal composition is talked about a lot and in many ways it is set in stone, and while we'll go over it and why it's so good, we'll also look at why it isn't always what you want. Even as western nation you can easily use twice the amount of cav than in the sheet if you have the money for it. March 19, 2020 10:32 How To Use The iPhone XS & XS Max Camera Tutorial – Tips & Settings Well yes, we can do that, but if you're splitting your stacks, you're also halving the artillery that can be deployed. Does this make it the ideal composition? You can slide the Army Maintenance way down to save a bundle when you don't need them, but you should always be drilling your forces to full, so you can't really cut maintenance if you want to maintain an optimal army. Then you must fill that width with cavalry and infantry - early game use as much cavalry as you can as to not invoke a penalty. As a result, nothing is ever as simple or one sided as it might appear, which is one reason the game has so much re-playability. EU4 - Top 4 DLCs for Beginners. If you do go this method, remember as well that though you may start out with enough reserves once the armies join together, over the course of a war you may find reinforcement can't keep up with your losses which means it pays to have extra infantry around anyway. Drilling has even better numbers but no milestones. March 19, 2020 4:21 Budget Travel Trailer Shopping Tips: LOOKING AT THE NEW 2020 AURORA 32BDS BUNKHOUSE TRAVEL TRAILER! You could further reduce this attrition by decreasing your infantry numbers below the combat width, but that becomes increasingly dangerous if that army is ever confronted alone where it will face flanking penalties. The EU4 1.30 Emperor DLC adds a lot of flavor and new mechanics to the game, such as the new eu4 1.30 mercenary or eu4 1.30 mercenaries rework, eu4 1.30 catholic faith reword, eu4 1.30 hussite faith, eu4 1.30 estates mechanics, eu4 1.30 hungary trade node and eu4 1.30 valencia trade node, that split the genoa trade node in half. Attrition damage is capped at 5% maximum, but scales depending on how much you are above the limit and what the limit is. They will fill spaces in the back but only after artillery and infantry have run out. But would you fight alone? Targeting - Normally units engage enemies directly in front of them but they can attack any unit within their flanking range if doing so will result in greater damage to the enemies combat ability. EU4 Army Composition Guide By Century I MILITARY SCHOOL I EU4 1.30 Guides I 2020 Rate this post This video explains the best EU4 Army Composition by Century starting from your 1444 army to the… 1 … About Us; Location; Wildlife on the St. Croix be a steppe horde and go FULL FUCKING CAVALRY MY DUDe. ... Continue browsing in r/eu4. With this you can get great value for money. EU4 Army Compositions - How does combat really work in Europa Universalis IV? Okay, so that's still a lot but it's a lot better than before, and all for dropping only 5 units. Looks like you're using new Reddit on an old browser. por ativado janeiro 23, 2021 janeiro 23, 2021 Deixe um comentário em ck2 nomad army composition. This is combined with any other modifiers (leader/terrain/unit pips) but cannot equal less than zero. Ducats are needed to finance everything from buildings to your military campaigns. Crossings/Landings - Same as the terrain really. With these army sizes that lowers your 12 month loss from 27,000 men, to only 15,840. Too bad it doesn't work for Extended Timeline. You're still looking at an army stack of around 45, while sacrificing artillery support if you fight alone. Either way, being on the back line means they won't take damage until they are forced to the front by loss of infantry. Split stacks I hear you say? Publicidade. It maybe is a cheap army composition, but far from the IDEAL composition. In our example that's 30. Morale pips should take top priority here as they are used in both combat phases. If you're facing smaller armies where you can make good use of flanking bonuses, offensive pips are useful here. Reserve troops are better in a different stack then fed into combat as morale gets lower. They become increasingly redundant as the game goes on but you can't really go wrong with a handful in each stack. As an example, an army leader with 2 pips in manoeuvre will increase this limit by 2 for their army. The sheet only uses arty from tech 16 onwards stating 'Only from this tech onwards will artillery deal more damage than infantry in fire fase.' Given a general with 3 manoeuvre pips, you're still 27 over the limit. For muslim nations and hordes in fact, cavalry should probably be most of your army if you can afford it. Quite expensive for what they are and only really useful if you have a greater combat width than your opponent or you're tackling armies that don't fill out their own front lines. Damage dealt is multiplied by your discipline, and damage taken can go up or down depending on the percentage. Ideal army composition and unit types in eu4. You can find out more in our Professionalism and Drilling - Both provide insane bonuses to your army strength at 100%. Kontrakty Nfz 2020.Eastwood 2020 Calendar,Eu4 Army Composition 2020.Ozora 2020 Hungary,George Foreman 2020,George Foreman 2020.Adac 2020 Nyárigumi Teszt,Hansi Hinterseer 2020 Kalender,Masopust Dubec 2020 - Millencolin Live 2020, Optic 2020 Review, Jogos Lançados 2020, Gessler W Częstochowie 2020. St Croix Rowing Club. The problem with this comes from many of the things we talked about earlier, firstly the damage suffered by infantry. The fun of EU4, like many Paradox Interactive games, comes from being able to explore and change history. Reinforcements - This is how fast you can pull men from your manpower pool and have them join your weakened armies. You always want some cavalry at the flanks either way, but not as much as at first. Artillery costs three times more than infantry to buy and maintain, so if you're struggling for money but have some spare force limit, padding your armies with infantry makes even more sense. You can counter this somewhat by adding more infantry to the composition, but this usually involves hitting supply issues. Pick what suits your playstyle but if you're looking for the perfect army, focus on the military ideas and don't forget to synergise with policies for some too big to believe bonuses. In the case of multiple attacks from different directions, the worst modifier is used for the whole attacking force. We know the optimal battle composition, but we've learnt that it fails in terms of war composition. Army Composition Guide for 1.5 ... in the game. - 1M Income Aragon Campaign. Ludi et Historia is a strategy and conquest style game YouTuber. Supply Limit All provinces have a supply limit based on the terrain, development, and various modifiers. 10 artillery is also the prime number for mid-game siege bonuses (although the bonus is based on per thousand men not the number of units, so any casualties that aren't reinforced will reduce your siege capability). Paradox Interactive Decides To Scare Us All... Paradox Interactive is sending out free games... League of Legends Patch 11.5 - Release Date, Bee... Valheim Death Penalty Guide - How XP and Stat Loss Works, Diablo 3 Season 23 Start Date - Here's When It Could Begin and End. EU4 1.30 Trade Guide 2020 I Trade Nodes and Steering Guide [EU4] How to use Trade Companies? Quantity is NOT a good idea, as you will just drown yourself. Probably yes, it happens... but isn't the point of splitting stacks to avoid attrition until you can begin a battle - when attrition is placed on hold - and pile them back into one? At later levels, there's no choice for artillery but what you're given, so pips don't matter much. After artillery becomes available, defensive pips become more valuable as they effect both lines. Attack and Defence - The defender almost always gets an advantage in battle, so luring the enemy to you, or tackling them while they are sieging your provinces (which counts as defence) is the best bet. With this mod, you can do so from the start of our era to a thousand years into the future. This ratio will give the army the single greatest opportunity to win an army of that size would get, everything being equal. EU4 1.30 Genoa Guide 2020 I Crushing Ottomans \u0026 Trade Empire [EU4] Going for 1MILLION Monthly Income - Aragon Campaign. Also be careful with your supply limit, going at war with a filled-up front and back row can drain your MP pretty hard until the lategame. There are also variations based on what stage of the game you're in, but for the majority of the game - and in the common vernacular - you're looking at a 10/2/12 ratio, scaling to your combat width and replacing excess cavalry with more infantry. All countries in EU4 are identified by a tag. This eu4 1.30 trade guide shows how to use EU4 1.30 trade nodes eu4 1.30 trade value eu4 1.30 trade eu4 1.30 merchants eu4 1.30 estates eu4 1.30 privileges eu4 1.30 monopolies Europa Universalis IV is a grand strategy games published by Paradox Interactive. It's more of a matter of feel at this point, but you want to be considerably below your max cavalry ratio, otherwise infantry deaths mid-battle will ruin your composition… Sure, in terms of pure damage to the enemy, a big army with full row will have optimized damage, however, you must also take morale damage into consideration, so that's why having a bit of reserved troops can help a lot in equal-strength fights. At this point, two more fire and shock phases are played out and if the retreating army has zero morale and is outnumbered 2:1 before those are completed it is destroyed in a stack wipe. Professionalism can net you 20% to siege ability and 10% to combat damage in both phases. First Video. Thank you. By using our Services or clicking I agree, you agree to our use of cookies. Unit Pips - When it comes to choosing which unit to field, pips matter. New comments cannot be posted and votes cannot be cast. Artillery - The big guns. Each day of a combat phase, the game calculates kills and morale loss. Sieging a province adds 1% attrition no matter what, which would increase our example to 2% - it all adds up. +0.5 Yearly legitimacy 2. −10% Unjustified demands 3. Unless the enemy is unable to fill the combat width (in which case, get cavalry) the strongest possible set up for you will be the same regardless of who you're against. Even so, we're now talking about having only 10 artillery included, the perfect sieging stack for mid-game or lower level forts later on, and reasonably sized to avoid the worst of attrition. Thank you, I almost had to ask for an ELI5. From this we can already see the magic ratio is broken. +5 Maximum absolutismThis government is permanently lost if the country is no longer muslim or if the government type is changed during the Revolution disaster or by revolutionary rebels enforcing their demands. Cookies help us deliver our Services. March 20, 2020 3:37 10 Tips for Shooting Portraits; March 20, 2020 3:59 GODOX V1 (Flashpoint Zoom Li-On X) Photo Shoot & First Impressions! Best bet is to ensure that your merged armies will have enough artillery to fill the back line and whatever number of splits you make are able to minimise their attrition while still being able to fight alone if they have to. Discipline - An often forgotten stat with only limited small modifiers it is nonetheless important. Heh. How to fix Mount and Blade 2 Bannerlord freezing, stuttering, lag or 100% CPU Usage. I usually create my armies with decreasing ratios of infantry:cavalry:artillery, but I've noticed that the AI uses a lot more artillery than I do, and that it often deals me a big blow right at the beginning of fighting. Over a 12 month campaign, that's 36,000 dead from attrition alone, in each army. If you're wanting to maintain a full front line or have infantry reserves for your merged army you'll probably end up with a full 30 infantry/cavalry and 15 artillery in each smaller stack. Any space left over in the second row will fill first with infantry then cavalry. Infantry - The grunts of any army composition, they deal the damage and take the hits, suffering the highest casualty rates. If we lower the artillery to just 10 though, it drops attrition to 3.3%. Artillery will be positioned in the back row unless they outnumber the infantry and cavalry, in which case they will even out the rows by adding some to the front. There is a massive monthly ducat cost to reinforcing armies so speed modifiers can save you a lot of money. Army Tradition - Grants morale and manpower bonuses but you'll often get hit with events and natural decay to counter it getting really big. As with supply, money is limited. This cost only applies if your army is below max strength, so when dealing with attrition, if you can send enough men to cover the losses there is no additional cost. Any excess units are added to the reserve. 26 June 2020 ... Infantry - The grunts of any army composition, they deal the damage and take the hits, suffering the highest casualty rates. EU4 wiki. eu4 extended timeline army composition. Matthew cut his teeth on Age of Empires and never looked back. This is the perfect explanation. Best Army Composition? As infantry also take the most damage in wars, you can use extras to artificially increase your manpower pool by consolidating them directly into wounded units rather than drawing from reinforcements. You usually want to max your front line, so whatever that number is make sure you have enough infantry and cavalry to fill it out. Artillery can fire from the back row but only do 50% of their potential damage from there. Terrain - Terrain penalties can be harsh on attacking forces, so where possible avoid mountains, hills, and woodlands if you really must engage. Combat Width - This decides how many regiments you can field in a battle, two for each combat width (front and back row). Europa Universalis IV is a game about numbers… lots of numbers and how they interact with lots of other numbers. Ideal can hold very different meanings for different countries. > eu4 extended timeline army composition. Your national ideas at game start suck, and your land is not rich enough to build good army composition. To wrap it up, we've seen there is a perfect composition and a best unit to pick from each type to give you the greatest chance of winning a battle, but in practice tying yourself to that will often cause more trouble than it's worth. Keep updated on the latest PC Gaming news by following GameWatcher on Twitter, checking out our videos on YouTube, or giving us a like on Facebook. Does this mean we now have too many infantry? The maintenance cost is nearly prohibitive of that unless you are kebab or something OP and if you are that OP you can crush armies with shear numbers advantage. I was wondering if there are any other ways to maximize army effectiveness, Someone created a spreadheet for that: Spreadsheet. Hills and woodlands are only -1 but these modifiers effect both combat phases so best to avoid. 2018-03-22: Updated for EU4 v1.25.0.0 (0fb2) Table Extension v2.15 Updated by Ikaruga 2018-04-19: Updated for EU4 … example: annex PAP NAP (naples will annex the papal state) example: army_professionalism 25 (sets your country army professionalism to 25) by xavier88cz » Sat Oct 12, 2019 9:11 pm, Post Why does he say that? We also use cookies to analyse site traffic, personalise content and Tag order []. May 7, 2020 #28 The ideal army composition is to exceed at least by 4 the enemy's front, have cavalry in your flanks, and later on as much artillery as you can afford. Deployment - In simple terms, the front row will fill with infantry with a small number of cavalry to the sides. With only a third of our combat width in artillery though, we'll want to be merging 3 armies for any battle, which is definitely doable, if a little awkward when dealing with enemy zones of control. All infantry have 1 pip in maneuver. This depends on how much you intend to use them solo, and remember, the larger the stack, the lower the chance of getting wiped. provide relevant advertising. Early Defensive ideas are recommended. If they participate in the combat but don't actually occupy a space in time they take morale damage but don't deal any. Tech 17 and 23 are the strongest for cav in the game. EU4 The Imperial Council - /r/eu4 Weekly General Help Thread: February 15 2021 February 15, 2021 EU4 The Imperial Council - /r/eu4 Weekly General Help Thread: February 15 2021 The Imperial Council - /r/eu4 … Right Tree (Mercenary Spam Overlord Tree) Mercenary Maintenance - 10% ... [author] Apr 9, 2020 @ 8:20pm the more money your chiefs have, the bigger armies they'll make. I usually create my armies with decreasing ratios of infantry:cavalry:artillery, but I've noticed that the AI uses a lot more artillery than I do, and that it often deals me a big blow right at the beginning of fighting. If the attacking leader has higher manoeuvre than the defender, this penalty is negated, so high manoeuvre pips are excellent for attacking armies. EU4 - Ideal Army Composition - Is Cavalry worth it? The Ottoman Government is a unique government type with fixed dynasty and the following benefits: 1. They are the cheapest unit and you always need them. Other Modifiers - There are too many modifiers to go into here, but stacking them up pretty much works the same regardless of your choices. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Even split stacks will often face issues with supply. A lot like Great Britain in EU4. At that point in the game you'll likely have military technology giving you a line width of 30 as well. During each combat phase offensive pips increase damage dealt, and defensive pips decrease damage taken. Use this tree if you want to dominate the seas, and suck terribly on land. At first only attach 1-3 artillery to your stacks to help with sieges, later game (18th century onwards) you should have as much artillery as your combat width to destroy enemy in the fire phase with the first salvo. It's also tied directly to a single army but having another 10% to damage dealt, and a staggering 25% reduction to damage received makes drilling a no-brainer whenever you have the option. If you lose 4 units from a 12 length line, 2 of the cannons move forward to even out the formation, exposing them to fire. Great if you can be bothered with it and the morale boost really helps winning those otherwise equal battles. They are the only unit that can fire from the back, although they do so with a 50% damage reduction. Yes, but you'll also be using smaller stacks to siege and chase down smaller forces, and sometimes they can get cornered. If you've been playing for a while you're likely to have stumbled onto your favourite builds and army compositions, but are they optimal?