Save my name, email, and website in this browser for the next time I comment. What's the symbol of a ship with a X next to it? 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. General skills, military tech level, morale, terrain, number of troops, combat skills, troops compositions and pips. Nevermind i was wrong. 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. If the Width is 27 it means you need something like 20/8/26. You're probably not walking around with stacks this big or you'll be taking lots of attrition. Easy peasy. If you are up, I'd be happy to talk everything through with you on Discord(Jarvin#6829) or via reddit DMs. A battle will last until one side is routed or annihilated. When two hostile armies meet in a province a battle will commence. Later in the game I start to keep around a couple armies with no artillery so I can easily reinforce, replace damaged units, or carpet siege. Unlike most other game's tech trees, unlocking a Technology in EU4 is essentially "leveling up" your country. Below is a table with said military technology levels and how much they increase flanking range. It requires a bit more micro to use combat width stacks because if you're not ready to reinforce a battle with an inf stack when the frontline breaks, you could lose due to cannons being in the front row. [1] As military technology advances, a country's combat width increases, allowing them to use more soldiers effectively at once. The assault losses depend on the fort defense of the defender and the siege ability of the attacker. The attacker loses roughly 5 times as many troops as defender do and assaults on fully-manned forts are highly discouraged. 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. New comments cannot be posted and votes cannot be cast. 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. I see all these posts with people asking about the ideal army composition, and others reply saying you need the same number of infantry and artillary as your combat width (or some such), but how do I actually find out what my combat width is? Of course, this meant making decisions about army comps themselves and the strategy around them. Hence, try and avoid enemies if their front lines far exceed yours. 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. 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. An occupied province that does not have a fort in it but is next to a fort will automatically revert back to its owner's control after about a month. Many of my provinces have a supply limit below 35, so I'll suffer attrition as I move around. Your combat width determines the number of regiments that can engage at any given time. [3] When a province's loot bar is empty no more loot can be taken from that province. The army also moves slightly faster, and will recover morale at a normal rate during the retreat. An exiled army can be identified by a black flag attached to its unit icon. Sorry if this is a dumb question, but what does the professionalism hat on the far right symbolize? Administrative, Diplomatic, and Military Technologies can all reach a maximum level of 32, and it will take the entire game to get that far if you make it at all. We've got some pointers. Every round of combat, whether you are fighting, in the lines or just sitting on your ass, every unit takes morale damage. Consolidate regiments when they get weak. 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. Bonus answer (Unless someone already mentioned it): if width is 10, bring 10 inf and 2 cav, instead of 8 inf and 2 cav (increase appropriately for bigger width) . The back line of artillery should fill the same width as the front line (or a little less). Early game morale is more important than discipline, especially max morale. An ideal Army Composition is to have all infantry at the start of the game since cavalry costs a lot. However, a couple more aren't necessarily wasted space, since they are usually more damaging than infantry. The native population of a colony or uncolonized province can be eliminated using the attack natives military action. Tony / 2016-05-27. More posts from r/eu4 subscribers DominusDK It's year 12. A province will only begin to recover two years after the last successful looting, at a rate of 10% each month. A few tips. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Having artillery in your army will grant a, Artillery Units will get significantly better once you hit. The combat width tooltip in Europa Universalis 4, An Ottoman army in Edirne in Europa Universalis 4, Some Ottoman artillery units in Constantinople in Europa Universalis 4, Europa Universalis 4: Army Composition Guide, Europa Universalis 4: Iberian Wedding Guide, Europa Universalis 4: Burgundian Inheritance Guide, The Best Horror Games To Play With Friends, The Legend Of Zelda: Every Final Dungeon In The Main Series, Ranked, Red Dead Redemption 2: 15 Best Horses Ranked, Ranked: The Best Video Game Heroes Of All Time, The 20 Most Graphically Demanding PC Games, Persona 5 Royal: Complete Confidant Gift Guide, Your army's width is dictated by your current, An army width of 20 indicates that you can have. Of course, what you actually end up using for your army composition will depend on your nation, your ideas, and your personal preferences for each army. eu4 combat width chart - janser.do EU4 units pips comparison | NTPGamer For plains, the end-game combat width is 10, allowing a total of 20 regiments to engage in . When in combat your units are reinforced by the back row, so if your Combat Width is 16 and you have 20 thousand soldiers ready for battle 4 thousand will be in the back row. When he's not working or gaming, he can usually be found baking, reading about pirates, or watching classic sitcoms. Since sortie-ing troops fight together with friendly stacks if there are ones, this can be used to win a battle in which both sides are evenly matched. How does it work? 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 option to conduct an artillery barrage becomes available when a siege has at least one full artillery regiment per fort level. Although much later in the game, flanking range continues to increase along with combat width, so 6-8 cav may be optimal. 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 is because infantry suffers big losses when fighting, so you want "spares". For example: with all else being equal, if your general has 6 fire pips and your opponent's general has 3 fire pips, your side will inflict 15 base casualties to the enemy during the fire phase, whereas your opponent will inflict 0 base casualties to your side, All units present in a battle take base morale casualties equal to 1% of the average max morale of enemy troops per day on top of the calculated morale casualties. Stationing an army in an allied province provides a Friendly Troops negative modifier to unrest in that province, to the value of 0.25 per regiment, to a maximum of 5 at 20 regiments. This can result in a speedy conclusion of the siege at the cost of 5 military power, and usually costs lots of lives. Oh wow, that is such a nice simulator, thanks for sharing! When a unit ahead of them dies the reserves move forward to replace them. EU4 combat simulation must be one of the most complicated formula. Flanking range determines the horizontal range in which a unit may make a flanking attack. Thanks to this guide I'm going to show you. Rolling a natural breach is still possible and will affect the siege status but will not add another breach. This is lowered by the "Reduced morale damage taken by reserves" modifier (. Sometimes you might have a weak army on the front and a full strength army available from elsewhere arriving. In steppes this Malus is doubled. 38 infantry, 38 artillery. Progress in a siege will never decrease as long as attackers are continuously present; however, if all attackers leave the province, you will lose 1 siege status progress per day the province is unsieged. If you're attacking a large army that more than fills the combat width. 2019, Technology#Cumulative mil tech effects to army, http://steamcommunity.com/app/236850/discussions/0/864976115458051703/, https://eu4.paradoxwikis.com/index.php?title=Land_warfare&oldid=148554, Articles with potentially outdated sections, Articles with potentially outdated tables, Play A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Now I finally understand those guides, thanks! 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. Combat width determines how many units can actively participate in a battle at one time. Same as artillery barrage, but only available if the number of cannons on ships adjacent to the fort divided by 100 equals the fort level. Ideas and conditions that increase fire damage dealt: Ideas and conditions that increase shock damage dealt: Ideas and conditions that reduce fire damage taken: Ideas and conditions that reduce shock damage taken: In principle, units on the frontline retreat and are replaced by reserve units when they reach either 0 morale or 0 regiment strength. 67K views 1 year ago #eu4 #combat #guide Europa Universalis IV combat might seem like a black magic for someone that doesnt have much experience. Relative Power peaks at 17 and remains high until 22. Title says it all. Europa Universalis 4 Wiki Active Wikis AoW: Planetfall Cities: Skylines Crusader Kings 3 Empire of Sin Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3 The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! 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