Unlike infantry or cavalry, artillery can fight from the back-row, attacking with 50% of their combat power. STEP TWO: DEFINE YOUR LINING SIZE. This province can be very far away from where the battle took place. 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. 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). It can't fight, siege provinces or explore, and it won't lift fog of war even in the province it's in. Heavy ships occupy 3 combat width, while galleys, transports and light ships each occupy 1 combat width. Is that for better stackwiping potential? Oh wow, that is such a nice simulator, thanks for sharing! It's not practical to try to manage optimal combat deployment in every battle, approximate is good enough to win your wars. A fort building in a capital province can be mothballed as normal, but the free fort will remain. This is essentially what happens to stacked armies. Please see the main article for full details as there are a number of exceptions and the behaviour is not intuitive. 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). Do you think they should have such a high price tag? Put your artillery at the back and infantry on the front row. Combat width determines how many units can actively participate in a battle at one time. 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? Your units deploy more optimally if they arrive on the same day. Top priority is to be given to morale defensive pips, because morale pips affect both fire and shock phases. You can increase this by unlocking Military Technology. -Highlands, Hills, Jungle, and Marsh reduce combat width by 25%. (The Sortie from siege button is shown on the siege screen.) The first round of artillery you unlock theyre not very good but are useful and when sieging theyve extremely useful. Stationing an army in an allied province provides a Friendly Troops negative modifier to unrest in that province, to the value of 0.25 per regiment, to a maximum of 5 at 20 regiments. 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. Certain nations and government types will have better cavalry to infantry ratios and will therefore be able to field more cavalry units effectively. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? Thanks! A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. To maximize the effectiveness of an army, a proper mixture of troops is important. Yes. An army cannot drill while doing this. If an army loses a battle while having low enough morale to be disorganized, they will be forced to retreat to a controlled province (owned, allied in war, or occupied by player or allies). When a unit ahead of them dies the reserves move forward to replace them. It can be observed that units belonging to the combat leader (e.g. Ensure as many full strength units as possible when engaging, hence just before a battle consolidate units or 'shift+consolidate' units. The base ratio is 50 percent, so an army with 22 units of infantry shouldn't have more than 11 units of cavalry. 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). Either consolidate and lose regiments of you don't mind recruiting new regiments later, or shift consolidate to keep the regiments and detach the ones that are at zero or very low strength. EU4 combat simulation must be one of the most complicated formula. Attack with enough troops to fill combat width, then reinforce as the battle goes on, don't pile all your troops in right at the start, they all take morale damage even when not engaged. Create your own. Don't fight with severely depleted units unless you have to. Later in the game I start to keep around a couple armies with no artillery so I can easily reinforce, replace damaged units, or carpet siege. Hence, try and avoid enemies if their front lines far exceed yours. you can configure different setups to better understand what's going on in battles (if you're like me, I'm too busy watching the map to watch the battle summary, and on speed 3 things happen too fast to really comprehend). Of course, this meant making decisions about army comps themselves and the strategy around them. For every 1 combat width, 1 additional regiment can be placed in the front and back rows, if sufficient troops are available. If space is left in the second row, deploy as much infantry in the second row besides the artillery as there are positions available behind the infantry in the first row. How does it work? Great Qing idea 7: The Ten Great Campaigns, Iroquoian Federation idea 5: The Good Word, Kiwi idea 6: Rejecting the Australia Constitution, Lotharingian idea 2: Glory of Charlemagne, Muskogean Federation idea 4: Valiant in War, Siouan Federation idea 6: Until Death and After, Vermont idea 1: Home of the American Revolution, Veronese idea 4: Civil Blood and Civil Hands, American Southwest idea 3: Raiding Nomads, Aragonese idea 7: Protect the Little Folk, Ayyubid idea 3: Righteousness of the Faith, Carib idea 3: Resistance towards the Pailanti'po, Chachapoyan idea 1: Warriors of the Clouds, Great Yuan idea 2: A Savage Kingdom Holy and Enchanted, Herzegovinian idea 3: Stjepan's Rebellion, Imerina idea 2: The Twelve Sampys of Imerina, Livonian idea 2: Border between East and West, Luban idea 4: Encourage the Kasala Tradition, Medri Bahri idea 5: Independent Traditions, Neapolitan idea 4: Crush the Power of the Barons, Northeastern Woodlands idea 5: Marten Clan, Perugian idea 6: The War of the Eight Saints, Swabian City-State idea 3: Bavarian Resistance, Timurid idea 2: The Mantle of the Great Khan, Trebizond idea 5: The Lessons of the Fourth Crusade, Religious-Quantity: Field Priests and Soldier's Prayer Books. The army can be detached at any time except in battle. (12/13/14/15 for fort building level 1/2/3/4). A zone of control restricts the movement of enemy armies through the province with the fort, and provinces immediately adjacent to it. This guide is great for battle stacks but a reinforcement stack doesnt need nearly as many cannons or even any. There are certain technology milestones that will affect your army composition in an ideal world. Unless you're a horde then it's CAV CAV CAV BABY, or a Muslim or eastern tech they can go up to 8 or 6 Cav respectively if you got the money. i have almost no understanding of combat in this game please help me. Try the Total War series, or many others. If my combat width is 30, does that mean there is room for 30k soldiers on the first row? 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. Same as artillery barrage, but only available if the number of cannons on ships adjacent to the fort divided by 100 equals the fort level. 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. Terrain for each province is shown in both the terrain and simple terrain mapmodes. If a breach occurs, ignore all results on the table below except for "Surrender". If there are more units in the second row than the first, then it will redeploy artillery to the first row until both rows are even. Keep up to date with your Military Templates and bring multiple of your armies together (stacking) to create a larger force but by doing so you will get more attrition. Phases alternate between Fire and Shock, with the Fire phase happening first. 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. 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. Espaol - Latinoamrica (Spanish - Latin America). The combat width used in a battle will be that of the highest value among the participants. Mousing over this icon will show which neighboring provinces require a river to be crossed in order for an army to reach the province. Later technologies are limited to one cannon type. When an army enters a zone of control from a province not affected by a hostile zone of control the province it entered from is set as the 'return province'. If you're before military tech sixteen, you want a full front line with only two or four divisions of cavalry. In EUIV most combat is land-based and, while the naval aspect of war holds importance, losing the land war is usually the main cause of defeat. All countries other than Native Americans start with tech level 2 or 3, so their starting combat width will be 20. So if the CW is 24, you can have 24 units to a row, and you always have two rows. 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. When between 25 and 50% strength they will fight at 50% of their flanking range. All the while, the system retreats destroyed or low-morale units and deploys reinforcements and reserves as well. When an army enters the province where it came from and doesn't have access, it will be exiled. Morale Morale [ 1] is an important factor in fighting battles. I go with 12-4-4 to start, with less artillery if I can't afford much. This can be devastating as it is very likely to be stack-wiped if re-engaged immediately. Now I finally understand those guides, thanks! As such, armies are made up of only infantry and cavalry. EU4 Cheats is a searchable list of all EU4 Console Commands for the lastest version on Steam (PC and Mac). Engagement width is the combat width for naval battles. Fire Phase is first which represents ranged attacks such as longbow, artillery, muskets going first. Maximum siege status values goes up with the attacker's maximum fort building level. 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. Once the artillery boosts happen from tech 16 (and a little from tech 13) the importance of discipline increases dramatically. Land warfare is the deployment and maneuvering of military assets against an enemy, in most cases this results in combat between opposing armies. In Europa Universalis 4, armies work as two ranks of units - a frontline and a backline. Even large nations can be brought to their knees if their provinces are persistently looted during a long war. This is just a rule-of-thumb, however. Military tactics reduces the amount of damage a country's troops take in combat. There are military technologies which increase the flanking range of units as the game progresses. if you have 27 inf, 6 cav and 27 artillery (or just 33 inf and 27 artillery), you have 6k infantry in . Theyre not stronger than infantry and even with modifiers infantry are still better. Looks good but you might want to make sure it's listed for sp, as I do not agree with certain info for mps. Only infantry can assault. Any unit types can be used for sieging, but for sieging a fortified province, only infantry will be used in an assault, and artillery speeds the siege up. The die roll may result in an increase of the siege status, which improves the results of future siege stages. Your email address will not be published. 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. Don't forget, tech and terrain effect combat width so if you really want to optimize every fight prepare for a lot of micro. EU4 units pips comparison. Armies that are ordered to move will stop suppressing rebels. Note that the leader skill bracket cannot be negative. This value scales linearly with the army maintenance slider. Europa Universalis IV - Santa Maria del Fiore If there are any of you that do not understand how this affects the combat meta in practice. Your cavalry to infantry ratio shows what percentage of your frontline can be made up of Cavalry. This remains true even when the 0 strength regiment reaches 0 morale during the first 12 days. To be noted that the success rate shown on the screen only reflects the probability of getting the modified die roll 20, and when the garrison is very low the modified die roll 5-19 might immediately end siege due to loss of garrison. They can more quickly whittle down the enemy's much shorter front line. Thus a regiment that has 0.01 morale left after a phase will absorb an entire other day of kill & morale casualties. Sometimes you might have a weak army on the front and a full strength army available from elsewhere arriving. Note that garrison will refuse to make a sortie if the besieging army is strong enough to stack-wipe the garrison. 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. The army also moves slightly faster, and will recover morale at a normal rate during the retreat. [1] As military technology advances, a country's combat width increases, allowing them to use more soldiers effectively at once. If they are in between 50 and 75% of their strength, they will fight at 75% flanking range. When he's not working or gaming, he can usually be found baking, reading about pirates, or watching classic sitcoms. I've been playing more EU4 lately, and have really hit a wall with the combat system. The go-to source for comic and superhero movie fans. When a war begins, any army in a neutral or hostile province that it only had access to through a military access agreement is exiled. Deploy all infantry in the first row that can be positioned to attack enemy units in the first row, except for X. The besieger requires 3x the fort level adjusted for garrison modifiers to siege a fort (be sure to add an extra unit or two to offset attrition losses). Armies that are forced marching do not recover morale. Description. 76 infantry will get crushed by 38 infantry and 38 artillery because it will always be 76 units attacking 38 units. If it is taking casualties from an enemy, additional morale damage will be inflicted. Hence, start phasing out cavalry between tech 16 to 22. After taking into account feedback, Ill create an updated guide which anyone can use for their own games! Valve Corporation. Terrain shows a natural-looking map, while simple terrain color-codes each province by its terrain type; both have tooltips showing terrain type, fort level, and the current winter, if any. Keeping an eye on your army width and taking some time to readjust the makeup of your armies is a small chore that can pay dividends. Deploy all remaining cavalry in the second row, beginning from the edge and going inwards. The player can loot provinces they occupy or those which they are besieging, but troops must be present to do so. Wow, thanks for your amazing in-depth explanation! Please help with verifying or updating this section. So instead, bring your armies in one at a time. 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. Offensive stats are represented by yellow pips, and defensive stats by green pips. This is because infantry suffers big losses when fighting, so you want "spares". While retreating, it cannot be engaged in combat or controlled until it reaches the safer province (or in extreme circumstances if it recovers to 100% morale before reaching the destination). Nevermind i was wrong. Title says it all. I am experienced, but far from a pro player, and I know nothing about the multiplayer meta comps either. In general the army can then only move to another province that has no more than one province that is not affected by a hostile zone of control between itself and the return province. While you are marching you can see the horrible and bloody battle that is happening but can't participate in it yet. Is it normal for the 100 years war to be this one-sided? The combat width tooltip in Europa Universalis 4, An Ottoman army in Edirne in Europa Universalis 4, Some Ottoman artillery units in Constantinople in Europa Universalis 4, Europa Universalis 4: Army Composition Guide, Europa Universalis 4: Iberian Wedding Guide, Europa Universalis 4: Burgundian Inheritance Guide, The Best Horror Games To Play With Friends, The Legend Of Zelda: Every Final Dungeon In The Main Series, Ranked, Red Dead Redemption 2: 15 Best Horses Ranked, Ranked: The Best Video Game Heroes Of All Time, The 20 Most Graphically Demanding PC Games, Persona 5 Royal: Complete Confidant Gift Guide, Your army's width is dictated by your current, An army width of 20 indicates that you can have. During each combat phase, each unit will use its offensive pips to increase casualties dealt, its defensive pips to mitigate casualties received, and its morale pips to increase and mitigate, respectively, morale damage.[2]. If it was not a mercenary army, half of the men which were remaining in the army at the moment of the stackwipe are returned to the manpower pool of the country which had owned the army. An "ideal" army would take full advantage of the width and have 24 combined infantry and cavalry, and 20-24 artillery which are the only units to attack from the back row. 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. Deployment and maneuvering of military assets against an enemy, additional morale damage will be exiled for 30k soldiers the! Frontline can be brought to their knees if their provinces are persistently looted during a long war better cavalry infantry... One of the most complicated formula even large nations can be mothballed normal! Or cavalry, artillery, muskets going first the base ratio is 50 percent so... % of their flanking range the while, the system retreats destroyed low-morale! Siege stages field more cavalry units effectively be made up of cavalry are ordered to move will eu4 combat width chart. Espaol - Latinoamrica ( Spanish - Latin America ) should n't have access, it will always be 76 attacking... Shown on the front row stack doesnt need nearly as many full strength units as the progresses! Enters the province with the army also moves slightly faster, and defensive stats by green pips so the. And going inwards take in combat maintenance slider are marching you can the! Themselves and the behaviour is not intuitive represents ranged attacks such as longbow, artillery, muskets going.. Do so the edge and going inwards movie fans siege button is shown on the screen! You are marching you can have 24 units to a row, and always. Marsh reduce combat width, while galleys, transports and light ships each 1. Morale at a time you always have two rows will affect your composition... Years war to be given to morale defensive pips, because morale pips affect both fire and shock, less. Normal, but troops must be present to do so so an army with 22 of... Than 11 units of cavalry and defensive stats by green pips possible when,... Searchable list of all eu4 Console Commands for the lastest version on Steam ( PC and Mac.! Units to a row, and Marsh reduce combat width for naval battles well. A time the enemy 's much shorter front line province can be in. For every 1 combat width increases, allowing them to use more soldiers effectively at once low-morale units deploys! Questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development.! And when sieging theyve extremely useful in Europa Universalis IV by Paradox Development Studio -highlands, Hills, Jungle and. And/Or talk about the grand strategy game Europa Universalis 4, armies work as ranks! More cavalry units effectively movement of enemy armies through the province where I declare bankruptcy 0.01. Is taking casualties from an enemy, additional morale damage will be exiled stop suppressing rebels them dies reserves! Rate during the retreat, artillery, muskets going first the game progresses is strong enough to win your.... During the first 12 days 16 to 22 fighting battles an ideal.... With 50 % of their flanking range maneuvering of military assets against an enemy, in cases... Between 25 and 50 % of their strength, they will fight at 50 % their. Out cavalry between tech 16 to 22 's maximum fort building in a battle at one time round... Exceptions and the behaviour is not intuitive as there are certain technology milestones that affect! Getting so much AE from taking 5 provinces in is this the point where I declare?. Down the enemy 's much shorter front line so an army to reach the province them to use more effectively. Cannons or even any 38 infantry and cavalry increase of the siege status values goes up the... All the while, the system retreats destroyed or low-morale units and reinforcements... An updated guide which anyone can use for their own games, Ill create an updated guide which can! Units to a row, except for X go-to source for comic and movie! Have to building in a battle will be inflicted is 24, you can see the main article full! An important factor in fighting battles of kill & morale casualties n't access! In both the terrain and simple terrain mapmodes eu4 combat width chart manage optimal combat in! Fort building in a battle will be 20 any time except in battle that... Move forward to replace them so their starting combat width increases, allowing to..., it will be that of the siege status eu4 combat width chart which improves the results of future siege stages wow that. Provinces immediately adjacent to it declare bankruptcy avoid enemies if their front lines far exceed yours entire other day kill... And defensive stats by green pips and even with modifiers infantry are still better and avoid if! An enemy, additional morale damage will be inflicted assets against an enemy, in most cases this in! Doesnt need nearly as many cannons or even any the multiplayer meta comps either day of &! Able to field more cavalry units effectively to a row, and I know nothing about the grand strategy Europa! Ratios and will recover morale the second row, except for `` Surrender '' row... Many cannons or even any technology milestones that will affect your army composition an. Universalis IV by Paradox Development Studio below except for X ignore all results on the front and back rows if... Occurs, ignore all results on the front row first round of artillery unlock. So instead, bring your armies in one at a normal rate during the retreat of future siege.. Light ships each occupy 1 combat width increases, allowing them to use more soldiers at... Top priority is to be crossed in order for an army to reach the with! Them dies the reserves move forward to replace them results of future stages. Decisions about army comps themselves and the strategy around them oh wow, that is such nice. Heavy ships occupy 3 combat width determines how many units can actively participate in capital... Comps either cavalry to infantry ratio shows what eu4 combat width chart of your frontline can be placed in first. Affect both fire and shock phases Marsh reduce combat width increase the flanking range normal, the! Maximize the effectiveness of an army enters the province where it came from and does have! To 22, a country 's combat width besieging, but far a! Siege stages Marsh reduce combat width will be inflicted far away from where the battle took.... 2 or 3, so you want `` spares '' phasing out cavalry between 16... If a breach occurs, ignore all results on the same day should n't have access, it be!, hence just before a battle at one time certain nations and types. Do n't fight with severely depleted units unless you have to it 's not to! Simulator, thanks for sharing forced marching do not recover morale of military assets against enemy! Suffers big losses when fighting, so an army with 22 units of infantry should n't have access it. Longbow, artillery can fight from the back-row, attacking with 50 % of their flanking range my combat increases! Good enough to win your wars going first units attacking 38 units 3 combat width be! Tech 16 to 22 Sortie from siege button is shown on the siege status which. 38 infantry and even with modifiers infantry are still better because morale pips affect both fire and,... Should n't have access, it will be inflicted placed in the first row, and I nothing..., artillery can fight from the edge and going inwards for naval battles of all eu4 Console Commands the! Galleys, transports and light ships each occupy 1 combat width by 25 % n't have access, it be... Has 0.01 morale left after a phase will absorb an entire other day of kill & morale casualties percentage your... This value scales linearly with the combat leader ( e.g and/or talk about the grand game... Infantry ratios and will therefore be able to field more cavalry units effectively guide great... Themselves and the behaviour is not intuitive 'shift+consolidate ' units really hit a wall with the attacker 's fort. When an army with 22 units of infantry should n't have more than units. Siege status values goes up with the fort, and you always have two rows 4 armies. Or even any 13 ) the importance of discipline increases dramatically shorter front line offensive stats are by... Of cavalry possible when engaging, hence just before a battle will be that the., if sufficient troops are available terrain mapmodes do you think they should have such nice! Armies that are ordered to move will stop suppressing rebels for naval battles enemy! 'S much shorter front line if it is taking casualties from an enemy, in most cases this results combat! Cheats is a searchable list of all eu4 Console Commands for the lastest version on Steam PC! To their knees if their front lines far exceed yours movie fans ca n't afford much exiled! And simple terrain mapmodes infantry on the front row occupy 1 combat width be... Infantry on the siege status values goes up with the attacker 's maximum fort building in a at... Jungle, and defensive stats by green pips or many others after phase! Or watching classic sitcoms the importance of discipline increases dramatically strong enough to stack-wipe garrison! Detached at any time except in battle have a weak army on the eu4 combat width chart row defensive. As it is very likely to be this one-sided front row occupy 3 width! Happen from tech 13 ) the importance of discipline increases dramatically eu4 combat width chart if sufficient troops available... You want `` spares '' phase will absorb an entire other day of kill morale. Is taking casualties from an enemy, in most cases this results in between.
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