Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? Later technologies are limited to one cannon type. All the latest gaming news, game reviews and trailers. Brought up on mascot platformers and role-playing games from Japan, Ryan has been passionate about gaming for over two decades. Military tactics is increased by military technology. Don't forget, tech and terrain effect combat width so if you really want to optimize every fight prepare for a lot of micro. Once an army's overall morale value has been reduced to zero the army will attempt to retreat. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? -Mountains reduce combat width by 50%. (The Sortie from siege button is shown on the siege screen.) The assault losses depend on the fort defense of the defender and the siege ability of the attacker. 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. 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. Check out the r/askreddit subreddit! So my question is, where does the cavalry go? 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). Imagine you are standing in a long line of people marching toward a battle. Nations with cavalry bonuses, e.g. 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. The player can loot provinces they occupy or those which they are besieging, but troops must be present to do so. I've been playing more EU4 lately, and have really hit a wall with the combat system. If combat width is 10, does that mean I should ideally make stacks of 8 infantry and 2 cavalry? If you're attacking a large army that more than fills the combat width. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? When a unit ahead of them dies the reserves move forward to replace them. You really only need it for sieging, it's impact in battles is minimal. Below is a table with said military technology levels and how much they increase flanking range. The go-to source for comic and superhero movie fans. Relative Power peaks at 17 and remains high until 22. 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). This destruction is known as a stackwipe. The respective effect of pips depends on the shock and fire modifiers of military technology and ideas. For example, if your Ratio is 50%, but your Frontline is made up of 100% cavalry, these Units will receive a -25% Military Tactics Debuff, which is raised to -50% in steppes. Army besieging a fort always count as the attacker if a battle takes place and will receive the attacker penalty. Combat width determines how many units can actively participate in a battle at one time. You can increase this by unlocking Military Technology. Notable examples include, Since artillery takes double damage in the front row, make sure that. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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. Terrain can reduce it by up to 50% during battles. This increases devastation in the province by 10 and gives the province modifier Scorched Earth, lasting for 60 months with the following effects:[4]. A decent composition at the start of the game is 12 infantry, 4 cavalries, and 0 artillery. This while other guides said that you want to go full on artillery, and infantry and 2/4 cavalry combined to get full combat width. It was last verified for, Please help with verifying or updating this table. Hover over a cheat code to view detailed argument explanation. Wow, thanks for your amazing in-depth explanation! We've got some pointers. Since infantry tends to take more casualties than cavalry, it is advisable to take at least a bit more infantry than the ratio would suggest. But if too many artillery is reinforcing to the front row its best to try to retreat from battle. Although much later in the game, flanking range continues to increase along with combat width, so 6-8 cav may be optimal. 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. I have one question though: arent the stacks too big? However, a couple more aren't necessarily wasted space, since they are usually more damaging than infantry. Unit Composition is also tied to your Combat Width, which you can find in the military screen of your country's interface. While you are marching you can see the horrible and bloody battle that is happening but can't participate in it yet. Unit Composition is important in EU4, and this Europa Universalis Guide should help you get better at the game. The combat width used in a battle will be that of the highest value among the participants. The stupidity of 40k infantry having no combat advantage over 20k in a 20 combat width should absolutely be fixed. Generally, during the shock phase, cavalry is the most powerful and during the fire phase, infantry. Press question mark to learn the rest of the keyboard shortcuts. Military tactics reduces the amount of damage a country's troops take in combat. On a purely 'factual' level there are a lot of issues with your sheet. The following modifiers contribute to the maximum morale of a nation's army: Every month, a regiment recovers 15% of its maximum morale. on Paradox technology, Legal Reddit and its partners use cookies and similar technologies to provide you with a better experience. Type the name of a console command into the search box to instantly search 305 EU4 commands. The combat system, while not being entirely obvious or intuitive, can be seen through the combat interface which allows the player to see which regiment is fighting which, and which is moving where. You may wish to have a dedicated siege army for busting down forts in the early stages of the game, or you may favor horses for the entirety thanks to certain bonuses to their combat ability, for example. From tech 16 artillery starts becoming the most valuable unit in the game when artillery fire jumps by a full +1. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. If it is taking casualties from an enemy, additional morale damage will be inflicted. The base combat width is 15. 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. i have almost no understanding of combat in this game please help me. This is lowered by the "Reduced morale damage taken by reserves" modifier (. I try to find a balance tho between more armies and more artillery per army. 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. You see, cavalry flanking is also really quite crucial and so I went . A shattered army will get an extra morale bonus once it stops retreating. All rights reserved. if you have 27 inf, 6 cav and 27 artillery (or just 33 inf and 27 artillery), you have 6k infantry in . Enjoy! The combat width used in a battle will be that of the highest value among the participants. If you have a cavalry-focused nation, they have more bonuses for those units and the leaders Unit PIPs usually have higher maneuver. 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. Consolidate regiments when they get weak. 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. 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