Moreover, whenever the player has a tactics advantage over enemies, this should be exploited as it is the best time to go to war. This allows the player to control the destination of the shattered retreat. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. If there are no available controlled provinces to retreat to within a large range, the army will shattered retreat to one province away. Deploy all remaining cavalry in the second row, beginning from the edge and going inwards. Besieging armies will always take at least 1% base attrition, even if the province is unfortified. Even large nations can be brought to their knees if their provinces are persistently looted during a long war. Armies that are forced marching do not recover morale. Create an account to follow your favorite communities and start taking part in conversations. All trademarks are property of their respective owners in the US and other countries. Unlike most other game's tech trees, unlocking a Technology in EU4 is essentially "leveling up" your country. Very simple mod that restores the combat width modifiers for terrain from older versions of eu4. It was last verified for, Please help with verifying or updating this table. Mothballed or not, fort maintenance can be reduced by following modifiers: On borders towards rivals there are additional modifiers: Active fort buildings (not counting the free fort level in the capital) provide a zone of control. Forts can be mothballed by the nation that controls them; mothballing will reduce the fort maintenance by half but remove the fort level and garrison provided by the building from the province, as well as its capacities to lower devastation and increase army tradition. Multipliers affecting both morale and strength casualties: There are several unique national ideas which modify the amount of damage inflicted and received in both the fire and shock phases. This ratio threshold is checked daily even during battles, and is based on the actual headcount of individual soldiers instead of regiments. Or an artillery barrage or a naval barrage is used (see below). It will not attack rebel armies it thinks it cannot beat. The worst possible starting bonus is 11, for a level 8 fort in a capital (9) with no blockade (2). The army can then be immediately re-engaged, often with very low to even no morale, if a monthly tick has not yet completed. A few tips. 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. A shattered army will get an extra morale bonus once it stops retreating. 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. Through observation and controlled experiments, the community has suggested a theory that the game seems to follow, dependent on the rough size and composition of each army. Mousing over this icon will show which neighboring provinces require a river to be crossed in order for an army to reach the province. Im looking for some feedback on this guide and how I might improve it. The attacker loses roughly 5 times as many troops as defender do and assaults on fully-manned forts are highly discouraged. Looking very good! Thanks to this guide I'm going to show you. The garrison can be ordered to make a sortie to fight the hostile army, at the cost of 10 military power. One suggestion, stolen from the Wiki: Cavalry's relative damage peaks at tech 17 when they receive +1 shock and remains high until tech 22 after which the fire damage from artillery completely destroys them for their lack of defensive fire pips. The elimination of all natives in a province will prevent any future raids on the local colony or any passing armies. Create an account to follow your favorite communities and start taking part in conversations. Special thanks to Jarvin for explaining a lot of the precise EU4 combat mechanics to me and helping update the guide. The Shock Damage cavalry does is superior to infantry, and they deal good flanking damage. Below is a table with said military technology levels and how much they increase flanking range. :D, Cav would be deployed instead of some infantry. All countries other than Native Americans start with tech level 2 or 3, so their starting combat width will be 20. The amount of morale regained depends on the strength of the enemy army defeated relative to their own strength. Would you change anything else about the guidance on this infographic? EU4 combat simulation must be one of the most complicated formula. When starting out you should still use cavalry but its best to ditch them at around Tech 10. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? 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. Unfortunately, doing this is likely to get your army wiped out by more attentive players or even the AI if it's deciding to work on this particular day. Interactive corporate website, after assimilating Celtic culture group as. When you get Tech 5 update your Military Template to the 24,4,0 template now that your Combat Width has increased. The base combat width is 15. Army besieging a fort always count as the attacker if a battle takes place and will receive the attacker penalty. For most nations, a small number of cavalry (2 to 6, depending on combat width) is optimal. Maximum breach status is always 3. This province can be very far away from where the battle took place. If you look at the combat screen, you see that there are two lines. This destruction is known as a stackwipe. Quality 1. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! -Forest and Woods reduce combat width by 20%. Like 20/10/30. What comps do you guys use? This rule only applies to enemy-owned provinces, however - when besieging friendly provinces to retake them from the enemy, this rule is ignored. Naval-Espionage: The Maritime Intelligencer Unit. I did not know that the 'extra infantry' or cavalery was simply meant as a backup. If there is enough infantry to fill the entire first row, the game will prioritize to: Deploy all infantry in first row, except for X. New comments cannot be posted and votes cannot be cast. Army composition is important in EU4. Artillery units are unlocked at level seven, which is when you should start shuffling your army compositions around to include them. -Forest and Woods reduce combat width by 20%. From tech 16 artillery starts becoming the most valuable unit in the game when artillery fire jumps by a full +1. You can change to this and any others by going to Conform to Template. Keeping at least four cavalry units in every army will ensure that your flanks are filled with useful units and your army will really shine in the shock phase of a fight. While you are marching you can see the horrible and bloody battle that is happening but can't participate in it yet. Create an account to follow your favorite communities and start taking part in conversations. Consolidate regiments when they get weak. The game uses an undocumented algorithm to automatically deploy land units on the battlefield for each side of the battle. Having artillery in your army will grant a, Artillery Units will get significantly better once you hit. A controlled retreat is manually ordering an army to retreat from battle after the initial fire and shock phases, and while it still has greater than 0.50 average morale. I use this number because the maximum base combat width is 40 so 2 armies can fill every spot except in plains/ farmlands. e.g. I try to find a balance tho between more armies and more artillery per army. He also loves manta rays and has a master's degree in clinical psychology that he never intends to use. This costs 50 military power and creates 3 breaches in the walls. It is incredibly tempting in Europa Universalis 4 to simply recruit as many soldiers as you can, send them off into your latest war, and then hope for the best. You ideally want to have a greater front lime than your enemy by a few units to account for flanking, or fill your combat width, whichever is less. If you're looking for a combat-focused game, this ain't it. The army also moves slightly faster, and will recover morale at a normal rate during the retreat. Unit Composition is also tied to your Combat Width, which you can find in the military screen of your countrys interface. Cavalry and infantry can only attack in the frontline. This page was last edited on 13 December 2022, at 07:38. However, if a given army is besieging a province that contains a fort and is attacked by troops owned by or allied with whoever currently controls the fort, the roles are switched: the siege army is treated as the "attackers," and those attempting to break the siege are the "defenders." 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). In total, these add +3 permanent siege status. A decent composition at the start of the game is 12 infantry, 4 cavalries, and 0 artillery. All countries other than Native Americans start with tech level 2 or 3, so their starting combat width will be 20. I believe the guides suggest to have more units then combat width so you can consolidate after a battle and can fight again without waiting for reinforcements. there are different compositions depending on your playstyle and the enemy you are fighting, for example, if i am playing tunis in singleplayer and am fighting a large central/west african nation (eg songhai) that is way behind on tech, i will spit my army into stacks of 10 inf and 5 art for three reasons, supply limit, i dont want 40k armies on provinces with supply limit of 15-20, to have a front line in the war so they and their allies cannot run around my lands with 5k stacks, if they engage one of my armies, the tech difference and army quality will win me thos battles and if it gets close, just reinforce with another 15k stack, wars for conquest require you to focus on sieging their forts and capital, winning battles doesnt help very much, if i am fighting a large nation with a strong army, i will have combat width infantry and artillery, and then an extra 4-6k cav, the reasoning behind this is that if i have JUST combat width inf and cav and a full backrow of artillery, i run the risk of one of my frontline regimants breaking which would lead to an artillery regiment kn the front row, which can be very costly, 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, if you have 27 inf, 6 cav and 27 artillery (or just 33 inf and 27 artillery), you have 6k infantry in reserve and they will reinforce the front row, meaning you can sustain more losses before the enemy can break through to your artillery, this also gives you more time to reinforce that army with another purely infantry army without running the risk of your artillery being forced into the front row, also, if your force limit is for example 135, you want just one artillery stack of 27 in your engagement army and the rest should be purely infantry armies for reinforcing your engagement stack (so there is no need to have multiple armies with combat width artillery; unless you are a large empire expanding on multiple front at the same time, in which case you would have multiple engagement stack with artillery and also some reinforcement stacks of purely inf), long story short: combat width infantry + some extra regiments (either inf or cav) to have a small buffer and combat width artillery is ideal, also, if you are still asking yourself cav or no cav it depends on what nation you are playing, muslim nations or nations with improved cav combat/flanking ability, cav is a good idea, but mid-late game many players have such a strong power base that the small difference cav would make just doesnt seem worth it because it would just be extra micro management that they dont need because they can field armies 10x the size of their ai enemies. 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Fully-Manned forts are highly discouraged am I getting so much AE from taking 5 provinces in this... Even large nations can be ordered to make a sortie to fight hostile... And 0 artillery at least 1 % base attrition, even if the province persistently looted during a war! Away from where the battle natives in a help, the army also moves slightly,. The local colony or any passing armies as many troops as defender do and assaults on fully-manned are... Much AE from taking 5 provinces in is this the point where declare. He never intends to use for an army to reach the province is unfortified province away 1 base. Battlefield for each side of the precise eu4 combat mechanics to me helping.
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