R5: I decided to make an infographic for people to use to help them set up their army templates in EU4. 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. A few tips. Espaol - Latinoamrica (Spanish - Latin America). 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. 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. An army in uncolonized land or the territory of a subject or ally won't be exiled, even if the ally isn't called into the war. To avoid attrition during peace times or transport I usually split them into 2 or 4 smaller stacks. The army can be detached at any time except in battle. 3 DraspV 1 yr. ago Looks good but you might want to make sure it's listed for sp, as I do not agree with certain info for mps 13 Espaol - Latinoamrica (Spanish - Latin America). I use this number because the maximum base combat width is 40 so 2 armies can fill every spot except in plains/ farmlands. Siege ends successfully either when surrender is obtained through dice roll or when the garrison drops below 100 for whatever reason. the country who arrived first, or to whom other nations have attached regiments) will have priority in placement, with allied regiments only added the edge of the lines of battle if combat width is left over. Phases alternate between Fire and Shock, with the Fire phase happening first. Each 1000 artillery soldiers count as 1 artillery. 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. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. 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. The first round of artillery you unlock theyre not very good but are useful and when sieging theyve extremely useful. 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. Consolidate regiments when they get weak. 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. Special thanks to Jarvin for explaining a lot of the precise EU4 combat mechanics to me and helping update the guide. 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. Unlike infantry or cavalry, artillery can fight from the back-row, attacking with 50% of their combat power. If they are in between 50 and 75% of their strength, they will fight at 75% flanking range. Or an artillery barrage or a naval barrage is used (see below). Try the Total War series, or many others. You can increase this by unlocking Military Technology. The elimination of all natives in a province will prevent any future raids on the local colony or any passing armies. But the cap of unrest reduction through rebel suppression still stays 5. An exiled army can be identified by a black flag attached to its unit icon. Note that garrison will refuse to make a sortie if the besieging army is strong enough to stack-wipe the garrison. Below is a table with said military technology levels and how much they increase flanking range. New Movie News, Movie Trailers & upcoming Movie Reviews. Attacker penalties from terrain are applied to the siege army, while attacker penalties from river/strait crossings are nullified regardless of any leaders' Maneuver pips. 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. Maximum garrison size is also increased by the following ideas and policies: Unless the province is besieged, the garrison recovers monthly at a base rate of 5% plus: The rate is also increased by the following national ideas and policies: Each building level of fort costs 1 ducat per month. The game uses an undocumented algorithm to automatically deploy land units on the battlefield for each side of the battle. From tech 16 artillery starts becoming the most valuable unit in the game when artillery fire jumps by a full +1. In the early years of EU4's timeline, there are no artillery units in the entire game. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? The main exception to this rule is that the army can always move to a hostile fort. Full strength regiments fight much more effectively than half strength. This can be used to see if the player's military can defeat the AI's military. Sortie can be ordered only when siege is ongoing, thus friendly troops awaiting an inbound enemy in a fortified province cannot receive garrison's aid. This costs 50 military power and creates 3 breaches in the walls. Pips prioritization for cannons differs in that offensive shock modifiers are marginal at best and defensive pips are only given effect by multiples of two. Deploy X units of cavalry on each side of the first row. Your units reinforce faster in your own territory. Combat width determines how many units can actively participate in a battle at one time. Units in the front row can attack any enemy unit within their horizontal flanking range. 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. Type the name of a console command into the search box to instantly search 305 EU4 commands. So I've seen multiple guides on optimal army compisitions for your current combat width. Slightly unrelated: if your economy is strong you can replace the normal infantry units in your armies with mercenary infantry units and save a TON of manpower. This can lead to a quick defeat once your front row starts to fall, and theyre brought forward. Thus a regiment that has 0.01 morale left after a phase will absorb an entire other day of kill & morale casualties. 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 a sieging army wins a battle on a province where they're sieging, an immediate bonus siege tick is triggered. A full Combat Width cavalry is useful for a short time during the early stages of the game but once the units on the flanks are defeated that cavalry will be left out and wont be used. Your Combat Width determines how many regiments can fight at once. A battle will last until one side is routed or annihilated. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. The Ledger can be used to size up a countries military, showing the exact number of infantry, cavalry, and artillery that the country has. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Maximum siege status values goes up with the attacker's maximum fort building level. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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). When an army is in a province to which it lost military access in any other way it will also be exiled. There are quite a few things to consider when forming an army. Capital provinces always have fort level at least 1, with a corresponding base garrison of 1000, which stacks with any fort building in the province; this free fort level does not extend a zone of control, does not cost maintenance, and cannot be mothballed. Naval-Espionage: The Maritime Intelligencer Unit. The assault is divided into 3-day phases, similar to land combat, only the dice results are not visible to the player. 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. 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. Is it normal for the 100 years war to be this one-sided? Enjoy! Thanks! Every round of combat, whether you are fighting, in the lines or just sitting on your ass, every unit takes morale damage. Contents 1 Country 2 Military 3 Economy 4 Trade 5 Relations Country Please help with verifying or updating this section. Sorry if this is a dumb question, but what does the professionalism hat on the far right symbolize? Would you change anything else about the guidance on this infographic? Subscribe. 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. If you pay attention to terrain, attrition, combat width, and generals and then mix in the right amount of artillery for your tech level (from none to a full rear row's worth), you will have mastered combat. The following modifiers contribute to the maximum morale of a nation's army: Every month, a regiment recovers 15% of its maximum morale. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? Nevertheless, it's very useful to know how the game's logic works and how battles are actually run, seeing as they happen so quickly during the game itself. I have one question though: arent the stacks too big? This order is based on the tag order (see Countries). And remember, if the fit isn't quite right, returns are easy for Nike Members. Don't forget, tech and terrain effect combat width so if you really want to optimize every fight prepare for a lot of micro. 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. Oh wow, that is such a nice simulator, thanks for sharing! Your email address will not be published. This can result in a speedy conclusion of the siege at the cost of 5 military power, and usually costs lots of lives. And that ladies and gentlemen is my EU4 Army Composition guide. All the latest gaming news, game reviews and trailers. Normally they will only engage enemies that are directly ahead of themselves, but they can sometimes execute flanking attack regardless if it will be more effective at reducing the enemy's combat ability. Once an army's overall morale value has been reduced to zero the army will attempt to retreat. At the end of each siege phase, a die (1 to 14) is rolled. EU4 combat simulation must be one of the most complicated formula. This is the amount of ducats available to be looted in the province and is determined by its development level: a province will gain 1 ducat for every increase of 1 development level. When this occurred, the 0-strength regiment stayed on the frontline until the first 12 days passed. When hostile troops enter a province and stop moving, a siege/occupation will begin. All trademarks are property of their respective owners in the US and other countries. Interactive corporate website, after assimilating Celtic culture group as. All trademarks are property of their respective owners in the US and other countries. With both perks on, the cost can be reduced down to 10 military power. 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