Eu4 ideal army composition

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Eu4 ideal army composition. Army Composition: Regularly review and adjust your army composition, incorporating advanced units as they become available. Advancing Exploration and Colonization. Explore the Atlantic: Send explorers to chart the Atlantic Ocean, looking for new lands and sea routes, particularly towards the West African coast.

I'm just trying to find the most ideal composition of units her army stack, in order to maximize siege speed and battles. What would the ideal stack look...

16/4/20. If I'm not mistaken, the optimal army composition consists of your combat width full of artillery, 40% of the width of cavalry and then 60% multiplied by 1.5 the width of infantry. So basically, if your combat width is 20, you should have 20 artillery, 8 cavalry and 18 infantry. 6:4 cav/artillery for Polish horde.If the supply limit is less than the ideal army composition, split up your armies and just recombine them when you are going to engage another army, or an army is about to engage you. You don't want to take a lot of attrition. ... ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio.An Army Fit for an Emperor - The Emperor's army consisted of thousands of terracotta soldiers. Read more about the Emperor's army. Advertisement On­ the front lines of the terracot...324K subscribers in the eu4 community. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by…Hills and woodlands are only -1 but these modifiers effect both combat phases so best to avoid. Crossings/Landings - Same as the terrain really. Straits and naval landings give -2, and rivers -1. In the case of multiple attacks from different directions, the worst modifier is used for the whole attacking force.Ideal army composition and unit types in eu4 - Sheet 1. If you find yourself to be a horde you may want to ignore all this and... View more. Course. educativo (análisis) …Active-Cow-8259. • 1 yr. ago. 1.35 doesnt really Change Combat as far as I know. If you dont know much about composition Here is the most important stuff. You should allways try to fill the combat with (cw) in the front row (infrantry + cavalery). The backrow is only used by the artillery, so artillery allways adds extra damage, however ...

Battles in EU4 aren't actually battles. They're an abstraction of the various interactions two armies within the same province will engage in as they bump into and chase each other around until one army is crushed completely or flees the province. That's also why the variance is so large in results.the starting horde cavalry has unrivaled pips, and before tech 5 there is not supply for more then a few units per province, but quantity > quality after that, and infantry is just 1/3 upkeep, translating to 3x bigger army for the same buckA 5% discipline advantage turns a loss by 5% into a win by 5% and a 10% discilpine advantage in the same battle goes from 5% loss to 13% winning. The impact of modifiers really drives home what you also mentioned about the tedious micromanagement for army composition when tech changes.Ideal army composition in 2023? ... Some franchises and games of note: Stellaris, Europa Universalis, Imperator: Rome, Crusader Kings, Hearts of Iron, Victoria and Cities: Skylines. Members Online. Mockup Political Map of Anataloia from Tinto Talks #4Altogether you can get 30-40% army maintenance reduction with an optional 20% using war taxes, combined with -20% regiment costs (which also reduces maintenance multiplicatively) and -30-40% cavalry cost. With aristocratic, full cossack loyalty, Polish ideas, and the regiment reduction from quantity, you can get cavalry down to 10g each, the ...A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Members Online 1664 Ottomans: 100 Decadence, Crap ton of rebels, powerful allies, disloyal states.

The only factor in which specificity of country plays into ideal army composition is cavalry ratio. Vijayanagar is Indian tech group, which has a 50% "max" cavalry ratio, meaning if you have 6 infantry regiments in a stack, any more than 3 cavalry regiments in that same stack will earn you a penalty for being over the max optimal ratio.The help thread has a list of resources, including one on army composition based on tech level. Reply. JackNotOLantern. •. Levels 1-15: 4 cav and rest of combat width infantry. At Level 7 add 1-10 cannons for siege. Level 16+: add full combat width of cannons. You may do a siege stack 10/0/10 for fast sieges before Level 16.Army composition for every single country, with maybe like 3-5 exceptions, in the game is extremely simple: 1. Use your initial cav only till the first battle. Merge until you end up with 0. Never recruit more cavalry. 2. Always try to move with stacks of infantry equal to combat width. If combat width is 20, have a stack of 20 infantry.Jul 15, 2015 · Thanks for the replies everyone. Can't say I'm certain what composition I'm more comfortable with. I liked the 3/1/2 because of the aforementioned carpet sieging as well as the plentiful number of infantry compared to cavalry; I tend to be quite paranoid about running the risk of having too few infantry to support my cavalry after particularly heavy battles, and I also often like to construct ...

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WeaponFocusFace. •. Before you have 100% cav to inf ratio, use primarily infantry with 4 cav for flanking like every other nation. Even when you get to 75% ratio, it's not a good idea to put that much cav into your armies, because your infantry gets put in the center of any battle you fight and therefore dies first and dies more than cav.A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Members Online • akaioi . Army Composition in mid-late game Discussion I have been following this advice: "Infantry to combat width, a few extra ...R5: u/covya and I did some testing for a Custom Nations MP game and we found a way to full annex Ming with free cores on all of China. You start as a Shinto theocracy and get the " Open Public Elections " reform with Militarists in power. Combine that with the two national ideas shown and by taking the mandate you can full annex Ming.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. 2. KuntaStillSingle.

What would be the most efficient and powerful composition of inf/cav/art. Also how does artillery affect siege? ... Go to eu4 r/eu4 • by lescribanot90. Ideal Army Compositions? What would be the most efficient and powerful composition of inf/cav/art. Also how does artillery affect siege? I understand that having just 1 artillery unit gives a ...5. sacrich_cc. • 4 yr. ago. As everything with EU it’s pretty complicated, here’s a doc telling you the optimal comp for every tech. 3. BaronWalrus1. • 4 yr. ago. Build a combat width stack with 2 or 4 cavalry depending on your economy give it 3 artillery as well so you can barrage capital forts. The rest of your FL can be saved for ...Aristocratic, Aristocratic-Econ, Trading in Livestock/Iron, and no-Syncretic Tengri, will cut down the cost from 10/25/30 to 7.5/11.25/22.5, or 12.5% more cost on 0/1/1 vs 1/0/1. Even without Econ, the cost would only be 21% higher, while your damage increase and manpower saved will far outweights the 21% cost. Then there are your filthy banners.A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. ... +1 yearly army tradition, +10% morale and +5% discipline. HM to Wallachia with +5% discipline, +1 land leader shock, +20% manpower and +20% manpower recovery.324K subscribers in the eu4 community. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by…It's still basically free extra damage though, and with eu4's battle mechanics that damage advantage snowballs into a big battle advantage, so don't underestimate it either. Oh, and artillery gives half their defensive pips (rounded down!) to the frontline troop in front of it, that's a nice bonus too. ... r/eu4 • Ideal army composition in 2023?Skip to main content. Open menu Open navigation Go to Reddit Home. r/eu4 A chip A close button A chip A close buttonArumba teaches EU4 to Civilization player FilthyRobot (patch 1.18) Arumba's New Player Tutorial Series (patch 1.20) Arumba teaches EU4 to Monk004 (patch 1.28) Beginner's Guide to Coalitions 1, 2. General tip collection thread. How to revert to an older patch. Reman's War Academy Volume I - Army Composition and Basic Combat. AdministrationHorde army compositions. goodwill5000. Dec 9, 2020. Jump to latest Follow Reply. Hey, first time posting here in a while. I just started playing as Oirat and have formed Yuan and I'm on military tech ten.Roughly meaning you could see a horde army beat a western army 2-3 times its size. As western army as you can see has the same 3 pips on its cavalry and infantry at levels 5-8 and only half the army can be cavalry. In theory a 50/50 infantry/cavalry army would be the best choice. However it's much more expensive and not all that more effective.Europa Universalis IV. The Great Debate: Early-game army composition, and the significance of Artillery. Thread starter Synario; Start date Sep 29, 2013; Jump to latest Follow Reply ... I have heard varying reports on what an ideal army composition is (generally) in early game Europe. Some have the age-old school of thought that early-game ...

If you're at 63% Cavalry Combat Bonus that means that you're infantry has 20% Infantry Combat Bonus (Piechota Wybraniecka & Quality Ideas), what if I go half and half with a full combat width of Artillery. 63% Cavalry Combat Ability seems like it would chew through their flanks in no time. I use 8:8:8.

What army composition is best depends entirely on the situation. Lategame is characterized by very long exhausting battles. While in early game armies are out of morale very quick and retreat without many losses, in late game they may fight until the last man. And regiments deal damage based on their size.We would like to show you a description here but the site won't allow us.Combat width is the limiter here, and I believe the flanking bonus is worth it to have at least 4 horsemen (I run 6 in case one or two get wiped in a battle). The rest is infantry and artillery. 3. I know the the optimal army compositions for normal Western countries, but my question is should it be different for the Prussians? Would an army….Hills and woodlands are only -1 but these modifiers effect both combat phases so best to avoid. Crossings/Landings - Same as the terrain really. Straits and naval landings give -2, and rivers -1. In the case of multiple attacks from different directions, the worst modifier is used for the whole attacking force.There's an "ideal" army composition spreadsheet linked on the Imperial Council post on the front page, but its only goal is to be as strong in battle as possible. You'll want to also be cost-efficient and good at sieging at the same time, plus considering your country's strengths in combat ability, unit types, special regiments, terrain and ...A full back line of artillery save causalities and does loads of damage in the fire phase. yes, mid-late game a full back-row of cannons in the first fire phase makes a lot of differences. Besides cannons speed sieges. artillery is in back line so it will be a bonus. Cavalry and inf are in the front line only. azab infantry comes first, as many ...Remember that the "optimal composition" works on the assumption that money is not an issue. If you're at a point where you can't field an army 1.5 *CW of infantry and 1.0* CW of arty (which will be a significant portion of the game, especially if you're not blob crazy), the relative value of infantry and arty can change drastically.An army that has half the combat width as the front line. With 20 combat size I usually use 2 cavalry and 10 infantry(or just split army in 2 when its too large to wander around all in one because of attrition). When going into a big fight you just combine 2 half-armies into the battle if need to. That way you get a full sized army in the battle.

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Tech 7: add at least 1 cannon to the fighting stack, to get +1 at siege. You may additionally make 10/0/10 siege stack, not for fighting and just for fast siege of forts level 1-3, since they are the most common. 10 infantry may be replaced with 10-16 infantry mercenaries. Tech 16 (latest tech 22): delete cavalry and fill your army with combat ...A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Members Online 1664 Ottomans: 100 Decadence, Crap ton of rebels, powerful allies, disloyal states.I'd like some tips on how to compose my army in a proper way since sometimes, when fighting against other developed European powers, my armies are shattered although I have the right ideas, modifiers, etc.Part 3 of a 4 part series on basics of combat and combat related mechanics. In this part, we discuss ideal army composition and why use of cavalry should be ...Overall, mercs, supply limit and cannon factor a lot more into army composition and management than the inf/cav split. Don't cheap out on cav, especially early. Do cheap out on cannon, especially early. If you're super dominant and just want to siege a bunch (like russia) then you can go for more cheap infantry. Oh, one more thing. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Members Online 1664 Ottomans: 100 Decadence, Crap ton of rebels, powerful allies, disloyal states. It's very good and informative but I have one major problem with it (I'm sure I just don't get something and it's no problem with the spreadsheet). At mil tech 16 it says ideal army composition consist of 66 units (32/4/30). Say what? My best provinces can support 41 units at best (in my current Bohemia game for example) at this point of the game.323K subscribers in the eu4 community. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by… ….

Also depends on attrition and up to date fort level. I tend to stick enough cannons in a stack so that it can reach at least 4, 5 preferably, in a siege, as long as the supply limit allows me to put 2~4 more infantry than cannon plus 2~4 cavalries.From miltech 13-14 onwards however, you will want, at the very least, more cannons than your opponent. The (summed) +2 and +3 cannon fire damage modifiers are the big ones to watch out for here. Assuming you can afford it, having your front-line equal to your cannon line plus 50% (e.g. 14/4/12 or 12/6/12) is a good guideline to follow. As ...The simple answer is quality for navy + land military and offensive for pure land military but there's more to it than that. Offensive is better early game because of siege ability and force limit additions whereas quality is better mid to late game because discipline, combat ability and artillery become stronger.Ideal army composition for every tech Mil tech Combat width Infantry Cavalry Cannons Total Comments 0 15 17 4 0 21 For the reasoning behind this, see Zwirbaum's great unit guide. 2 20 22 4 0 26 Or this video by darkfireslide 5 22 24 4 0 28 If you find yourself to be a horde you may want to ignore all this and go full cavalry; I'm not sure if ...When playing Russia, I'm getting completely hamstrung economically by filling Artillery with "standard" army compositions to the point where I'm only able to fill roughly half of my force limit. I'm going Trade and Econ as my first and third ideas and focusing on developing my economy but am in the severe red anytime I have to reinforce a few ...You split the armies in half when they aren't fighting battles. Two stacks of 20/0/20 on adjacent provinces will usually not suffer attrition. Reply. C2troy4 • 1 yr. ago. This is exampling if the combat width was 40 then, right? 40 inf + 40 artillery split in to two 20/0/20 stacks, staying near eachother and combining for battles?So another option is to just have a stack of only banners and call it your elite army, drill them and rename them to something cool. Never use this army for sieges, only for important battles. Hordes pros and cons, what are their strengths and how utilise them: Hordes are good at two things which make them so good.If you're at 63% Cavalry Combat Bonus that means that you're infantry has 20% Infantry Combat Bonus (Piechota Wybraniecka & Quality Ideas), what if I go half and half with a full combat width of Artillery. 63% Cavalry Combat Ability seems like it would chew through their flanks in no time. I use 8:8:8.If I'm not mistaken, these templates include extra infantries in the half stacks to act as reserves, so you don't end up with an unbalanced ratio of infantry-cavalry and infantry/cavalry-artillery. R5: army composition guide. 349K subscribers in the eu4 community. A place to share content, ask questions and/or talk about the grand strategy game ... Eu4 ideal army composition, [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1], [text-1-1]