An army will become exiled under the following circumstances: It will stop being exiled when it either: If an army is in combat when it gets exiled, the battle will end only if all of its enemies are no longer hostile. Press question mark to learn the rest of the keyboard shortcuts. Hence, start phasing out cavalry between tech 16 to 22. In this. It increases attrition (hurting the enemy's manpower), and makes the provinces less valuable to the attacker while they're occupying them. This value scales linearly with the army maintenance slider. If my combat width is 30, does that mean there is room for 30k soldiers on the first row? Complete OVERHAUL of EU4 COMBAT is coming Zlewikk TV 106K subscribers Join Subscribe 2K 39K views 5 months ago 1.34 dev diaries videos playlist - https://www.youtube.com/playlist?list.. Very simple mod that restores the combat width modifiers for terrain from older versions of eu4. Unlike most other game's tech trees, unlocking a Technology in EU4 is essentially "leveling up" your country. For countries with 100% cav potential would it still be better to stack cav front line with arty back or still better for the infantry fire? This page was last edited on 13 December 2022, at 07:38. It is also multiplied by discipline. I've been playing more EU4 lately, and have really hit a wall with the combat system. There are military technologies which increase the flanking range of units as the game progresses. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. For cheaper armies, it is absolutely possible to get by with only two units of cavalry in your entire army. Or an artillery barrage or a naval barrage is used (see below). -Mountains reduce combat width by 50%. Some important effects of these changes are: It's no longer critically important to have a full combat width of artillery in the battle on day 1. The die roll may result in an increase of the siege status, which improves the results of future siege stages. 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. The army can be detached at any time except in battle. Unit Composition is also tied to your Combat Width, which you can find in the military screen of your country's interface. While many players swear by the rule of having only two cavalry units per army once you have artillery unlocked, there are two stages where you might consider adding more. Questions, Paradox if you have 27 inf, 6 cav and 27 artillery (or just 33 inf and 27 artillery), you have 6k infantry in . It can be observed that units belonging to the combat leader (e.g. Certain nations and government types will have better cavalry to infantry ratios and will therefore be able to field more cavalry units effectively. You can increase this by unlocking Military Technology. 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. This action costs military power proportional to the native population, aggressiveness, and ferocity, and will permanently reduce the potential value of the province from the native assimilation bonus. Later technologies are limited to one cannon type. I use this number because the maximum base combat width is 40 so 2 armies can fill every spot except in plains/ farmlands. The result is used to determine the morale damage and casualties inflicted to the opponents each day in the three-day-phase. This is just a rule-of-thumb, however. Title says it all. This guide is great for battle stacks but a reinforcement stack doesnt need nearly as many cannons or even any. If you're attacking a large army that more than fills the combat width. It was last verified for, Please help with verifying or updating this table. Early game fire damage should not be underestimated, as theoretically fire damage could be equivalent to shock damage from military technology 7 onwards. Phases alternate between Fire and Shock, with the Fire phase happening first. It is completely and utterly ridiculous. Thanks to this guide I'm going to show you. At the beginning of each phase, each side rolls a die. 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. When a unit ahead of them dies the reserves move forward to replace them. enters a province that the army's country or one of their subjects control or own, This includes home provinces occupied by an enemy. When playing strategy games (especially one as detailed and in-depth as Europa Universalis 4) its a good idea to learn a few things rather than jumping into it and getting defeated in a few minutes. I can only assume it was a dirty hack to make artillery retreat instantly after the front line is killed rather than always sit in the frontline with full morale until it was killed. Is that for better stackwiping potential? If there is not enough infantry to fill the entire first row, the game will prioritize to: Deploy as much cavalry as possible to the sides of the first row. The base ratio is 50 percent, so an army with 22 units of infantry shouldn't have more than 11 units of cavalry. does width only apply to infantry as in i should put 38 regiments of infantry then put artillery in or should i keep my army size to 38 combined between the two. This order is based on the tag order (see Countries). 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). If you are too close to the limit, after the first casualty, some artillery will have to move upfront and start taking damage, so you better be a little over the limit. Deploy all cavalry in the first row that can be positioned to attack the enemy units in the first row. [3] When a province's loot bar is empty no more loot can be taken from that province. This is our Unit Composition Guide for EU4. New comments cannot be posted and votes cannot be cast. A unit that has its morale drop below 0.50 is flagged as disorganized, which is indicated by a small flame next to its morale bar on the map and interface. 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. A native army equal in size to the local native population (rounded to the nearest thousand) will spawn immediately and must be defeated in battle to clear out the native population. When an army is in a province to which it lost military access in any other way it will also be exiled. Armies that are ordered to move will stop suppressing rebels. When you get Tech 5 update your Military Template to the 24,4,0 template now that your Combat Width has increased. Save my name, email, and website in this browser for the next time I comment. This is lowered by the "Reduced morale damage taken by reserves" modifier (. General skills, military tech level, morale, terrain, number of troops, combat skills, troops compositions and pips. Contents 1 Country 2 Military 3 Economy 4 Trade 5 Relations Country Please help with verifying or updating this section. You don't need to attack with exactly your combat width every time, or precisely 6 more front line units than your enemy. Like 20/10/30. -Highlands, Hills, Jungle, and Marsh reduce combat width by 25%. As far as I can tell from experience and replays, for most western nations, having 4 cavalry seems to be optimal, as that provides maximum flanking bonus with minimum cost (cavalry be expensive, yo). This province can be very far away from where the battle took place. It's in the tech screen, down right (as a part of the military tech info box). 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). All crossing penalties are removed if the attacking leader has a higher maneuver rating than the defending leader. However I had a feeling that not all guides and videos gave the same information. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! Many of my provinces have a supply limit below 35, so I'll suffer attrition as I move around. Reserve troops take daily morale damage equal to 2% of the average max morale of enemy troops. 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. New comments cannot be posted and votes cannot be cast. If the Width is 27 it means you need something like 20/8/26. Unlike infantry or cavalry, artillery can fight from the back-row, attacking with 50% of their combat power. (The Sortie from siege button is shown on the siege screen.) The base combat width is 15. Thanks to the game's logic, the game will always fill your back row with artillery first. Artillery can attack in the front line or the backline. 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. This prevents it from being permanently stuck in a place it can't get out of, as well as preventing several exploits. 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. You should aim to have enough units to fill at least one row where possible, with any artillery being on top of this. The elimination of all natives in a province will prevent any future raids on the local colony or any passing armies. Sorry if this is a dumb question, but what does the professionalism hat on the far right symbolize? The 76 infantry army will have a frontline and a backline that does nothing while the balanced army can have everyone attack at once. Only infantry can assault. Fire Phase is first which represents ranged attacks such as longbow, artillery, muskets going first. Deploy all remaining cavalry in the second row, beginning from the edge and going inwards. New Movie News, Movie Trailers & upcoming Movie Reviews. Create your own. 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. For attackers that originate from multiple provinces, they will all receive the crossing penalty if any one of them would normally receive it alone. 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. I include them up through tech 26 in the templates mostly because I want to show the number of Cav that is useful if you do want to include them. This rule only applies to enemy-owned provinces, however - when besieging friendly provinces to retake them from the enemy, this rule is ignored. 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. The base flanking range is 1 for infantry, and 2 for cavalry and artillery. Yes. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? An exiled army can be identified by a black flag attached to its unit icon. When he's not working or gaming, he can usually be found baking, reading about pirates, or watching classic sitcoms. You can increase this by unlocking Military Technology. 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. Thus the defensive pips of the frontline regiments impact the kill casualty equation of two enemy regiments, while the offensive pips only affect a single regiment. 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. It still suffers attrition and its regiments can still move between armies, though regiments can't be mixed between exiled and non-exiled armies. For every 1 combat width, 1 additional regiment can be placed in the front and back rows, if sufficient troops are available. What I struggle with more is the grand strategy aspect of warfare. The amount of morale regained depends on the strength of the enemy army defeated relative to their own strength. With both perks on, the cost can be reduced down to 10 military power. When a regiment deals morale or kill casualties to a target that has less morale or regiment strength remaining, the excess morale or kill casualties are not distributed to other units. Ever worry about how many cannons you need, whether cavalry units are useful in the 1600s, or how much infantry is too much? What this comes down to is essentially flanking damage. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? Press question mark to learn the rest of the keyboard shortcuts. I go with 12-4-4 to start, with less artillery if I can't afford much. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. This destruction is known as a stackwipe. 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. At the end of each siege phase, a die (1 to 14) is rolled. 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. 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. However I had a feeling that not all guides and videos gave same., reading about pirates, or precisely 6 more front line units than your enemy hit wall... Equal to 2 % of the enemy units in the three-day-phase with 12-4-4 to start, with less artillery I... Playing more eu4 lately, and 2 for cavalry and artillery army is in a province which! 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