Eu4 ideal army composition.

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.

Eu4 ideal army composition. Things To Know About Eu4 ideal army composition.

Hey y'all, so I'm ampere bit new to EU4, only have about a hundred total, and the thing that confuses me the most is army composition. How many infantry do I... Paradox assembly. Menu. Forum list Trending. Latest. New posts. Members. Paradox Store. Mods. Wiki. Launcher. Support.What are the best army composition for different technologies?EU4 Beginner Tutorial #4 - War. A complete beginner tutorial with MordredViking looking at how warfare works in the game. Land warfare is the deployment and maneuvering of military assets against an enemy, in most cases this results in combat between opposing armies. In EUIV most combat is land-based and, while the naval …Without a stack of bonuses on them (+combat ability, +ratio, -cost), they're incredibly expensive for a small benefit. Without bonuses, EU4 cavalry is kind of like issuing your troops bullets made out of gold instead of lead, on the theory that gold won't rust in jungle warfare. But, the game has a lot more cavalry-related bonuses than inf or ...

Maybe keep your starting horses for some extra punch in the early game but your ideal comp should be full inf and art. Also, you won't actually be able to afford full cannons immediately, obviously, so I usually add what I can afford whenever you get a new artillery unit. As for military ideas, it honestly does not matter, although if you want ... For example, at tech 32, an ideal army composition before considering monetary costs or supply limits would be: 42-46 infantry, 10 cav (optional), and 40 artillery. Artillery shouldn’t be taking casualties so you don’t need extra regiments. Them’s the basics. Everything is situational when it comes to EU4. Rule 5: Okinawa and Guam have a fairly close apparent distance, yet the game's colonial distance between the two is absurdly long.. However, the apparent distance between Okinawa and Tagloc, which looks to be around twice as far as the distance between Okinawa and Guam, is around half of the actual colonial distance.. Thus, completely counterintuitively, you can circle around Okinawa->Tagloc ...

AddeRunn. •. If you often are doing big battles (like in multiplayer) you need multiple cannon stacks to reinforce with, since cannons now take morale damage and will retreat as regular infantry after a while. If you only play single player this will likely not happen as frequently, so you can still use the same composition as before.

It maybe is a cheap army composition, but far from the IDEAL composition. Tech 17 and 23 are the strongest for cav in the game. Even as western nation you can easily use twice the amount of cav than in the sheet if you have the money for it. Also 4 cav in the early game is a joke for a rich nation.Initially you only have the flanking range to have 4 cav per army but after tech 18 you can have 6 and if you have good cav you might want to. Flanking range still grows after that but more than 6 cav is wrong unless you're stacking all the cavalry bonuses and playing without infantry entirely.You either go full infantry and convert to Hindu for 20% CCR or no-syncretic Tengri, Horde idea group, and stack cav cost reduction to the max to make cavalry cost 5 ducats and get 100% cav/inf ratio.They are simply too pricy and not worth it, unless the situation is dire in the lategame and you need a 10/4/10 stack to win the war ASAP. If you do that, I suggest you delete everything but infantry once you are done, because again, it is most likely going to be a huge strain on your economy. For army compositions, refer to a spreadsheet ...

This is why i mentioned the additional stack of pure infantry. The ideal army is exactly combat width (fron and back row) and the bonus infantry is for instant covering of infantry loses for the next battle. I guess you can make a stack 50/0/40 for 40 combat width, so the backups infantry in already inside. But filling the backrow is optimal

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.

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.100% cavalry, only engage on flat terrain. I'm not a Tengri horde. Have around 65% cavalry if 75% is your limit, because if you lose some infantry in battle and therefore get over 75% cav ratio you'll get a malus on them. As said only fight on flat terrain like grassland, steppes, dessert etc for the shock bonus.Been playing EU4 off and on for a number of years now, and for a while I've been running an army composition of having 4 cavalry for every stack I have (assuming I can afford them, ofc). I picked this up several years ago, don't remember from where/who, but I'm now questioning whether this is still effective.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 ...I'm a new player and I was just wondering about the ideal army compositions,, especially for Russia if it's nation specific ... This spreadsheet have good army composition and can direct you to more in-depth guide: ... ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio.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 ...

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.Combat width is the maximum amount of units that can participate in one combat "row" at one time. So in your example of 24 combat width you can have 24 units in the front line and 24 units in the back line. The game will automatically fill your frontline with infantry and cavalry and your backline with artillery.Apr 16, 2024 · Here, a minimum of 4 cavalry units (2 on each side) is required. The dynamic changes for the last time at level 30, where 6 cavalry units will be required for maximize flanking. For example: Early game: 8 infantry, 2 cavalry, 5 artillery. Mid game: 18 infantry, 2 cavalry, 10 artillery. Not as a horde with 100% cav ratio. Full front line of banner cav with a full line of cannons in the back will stackwipe almost anything or atleast deal tremendous damage to the enemy. Manpower is no problem for banner units so just make sure to get a decent economy. No. Cav remain better than inf throughout the game.Go to eu4 r/eu4. r/eu4. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. ... For once and for all! What's the ideal army composition in this situation: Advice Wanted It is 1662, combat width of 32. BATTLE! Two lines, one in front of another, divided in 32 ...

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 ...Skip to main content. Open menu Open navigation Go to Reddit Home. r/eu4 A chip A close button A chip A close button

GFM. I mean in HFM we have guards that are better than infantry in every way, then the ideal army composition for most of the game is 4 guards/1 hussar/4 artillery/ 1 engineer (and depending on the purpose of the army we could sack the hussar or the engineer etc). But in GFM we have the Stoßtruppen.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.The "ideal" army composition would be something along the lines of 10 infantry/ 6 cavalry / 16 artillery. Anything that goes beyond that is pretty much wasted, but a few extra units in case of losses (or to detach sieges) are okay. Again, any units more rarely ever come to play. Even if there's a huge battle going on it'll rarely ever last long ...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. I don't build permanent stacks, but I rather form them before the war, considering the enemy's army/terrain.So, without army composition, the AI can't make shit armies, and the newer players can't make terrible armies, loose, and stop the game or just follow mechanically a guide that is bad but failproof. I'm also guilty of playing 2 cav-rest inf-canons up to battle width like the vast majority of players, and I don't switch to 50%cav on cav techs ...We would like to show you a description here but the site won’t allow us.AddeRunn. •. If you often are doing big battles (like in multiplayer) you need multiple cannon stacks to reinforce with, since cannons now take morale damage and will retreat as regular infantry after a while. If you only play single player this will likely not happen as frequently, so you can still use the same composition as before.cavalry is better than inf, but is generally considered to be more expensive than they're worth, so you only really want 2-4 per army, unless you have crazy cav ability. so if you had 40 combat width, I use an army with 38/2/40 to fill both rows. with some infantry reinforcements nearby to plug the gaps as the front line dies in battle, to ...

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 ...

There's lots of nuisance here so read the guide if you haven't already, but in summary here are his recommended choices (Western Tech Group): INFANTRY. Tech 0-4: Latin Medieval Infantry. Tech 5-8: Galloglaich Infantry. Tech 9-11: Condotta Infantry. Tech 12-14: Free Shooter Infantry. Tech 15-18: Maurician Infantry.

Let's make it more friendly: Damage = Troop count * Unit damage * (15 + 5 * Dice) * Damage bonuses / Tactics. The Dice bit is the important part. First of all, you get a base 15 and then 5*Dice, meaning that rolling a 0 does "Base" 15 damage, rolling a 3 does double that, rolling a 6 does triple, and rolling a 9 does quadruple damage.For a better explanation of composition, and even for combat mechanics in general, check out Reman's Paradox War Acadamy on Youtube. Part 1 is the composition IIRC, and part 2 is Mechanics. Part 3 covers idea groups, but it's not as important.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.I heard 3/1/1 but don't quote me on that. There is no penalty for having a wonky army comp rn so mostly artillery and some lancers for offensive armies. And infantry only for defensive armies, the AI doesn't really build cavalry or artillery so your infantry will be more than enough to defend.An army with full infantry/artillery in the 1700s can easily devour pure infantry armies with the same cost (4 rounds of full combat width infantry), simply because by tech 22, artillery will be doing the same amount of damage compared to a full strength infantry, and their damage does not go down like the front line infantries, as they do not ...Military units are the basic components of an army in Europa Universalis 4. They come in different types, such as infantry, cavalry, and artillery, and have different attributes and abilities. Learn how to choose, recruit, and upgrade your units to gain an edge in warfare.Sep 2, 2020 · Heavies only is the ideal naval composition. Naval engagement width has a base of 25. It is not increased by tech, unlike army combat width. It is only increased by a couple of policies you'll never use (because they both require Naval idea group), as well as a context based 10% increase in coastal seas. See full list on neuralgamer.com Cavalry gets massive bonus at tech 17 and 23 respectively, which almost universally makes it a tolerable alternative to infantry. At techs 6/7 infantry has 25% higher base damage output, probably closer to 27-30% in practice. Not sure if there's any tech group where pip differences would offset this. 1.Jul 24, 2020 · This video explains the best EU4 Army Composition by Century starting from your 1444 army to the 1821 end date, with an army reform every 50 years or so. ️ ... 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 ...Tech 7: 17/2/1 (15/4/1 if good cav, 1 artillery for sieges mostly so can be in a dedicated army) Tech 16: 10/2/8 (8/4/8 cav) 20 is just a good size for moving armies, and the composition is easy to merge / split as needed. It's my goto composition unless I struggle and have to min/max.

Feel free to send us your Webtoon Wallpaper we will select the best ones and publish them on this page. 1920x1080 Download Dice Manga Webtoon Wallpaper.This video explains the best EU4 Army Composition by Century starting from your 1444 army to the 1821 end date, with an army reform every 50 years or so. ️ ...This page was last edited on 10 April 2015, at 21:07. Content is available under Attribution-ShareAlike 3.0 unless otherwise noted.; About Europa Universalis 4 Wiki; Mobile viewInstagram:https://instagram. craigslist san diego california rooms for rentdobbs auto ellisville mocriminal confinement in indianatarget 7845 n macarthur blvd irving tx 75063 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 ... learners permit kansas practice testsevansville accident reports This eu4 army composition 2020 can be an eu4 tutorial for beginners, as it explains everything step by step, better than most eu4 guides or eu4 tutorials. 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 ... kgun tucson news Outshined by other military idea groups. Horde. A must pick for hordes as you will be going ultra blobbing mode and +25% cav combat ability is great as your non-siege armies will be 100% cav if you’re a tengri horde. Other military idea groups don’t compare as you need all your idea groups to accommodate your ultra blobbing playstyle.Edit: So from what I read the ideal composition should be 16 inf, 4 cav, 20 arty. 4 cavalry because more is useless, infantry to fill the numbers and 20 artillery because you have to have the same number of arty and frontline units for balanced damage and morale. Archived post. New comments cannot be posted and votes cannot be cast. 5. 24 Share.