Eu4 ideal army composition.

Ottomans early game units are ridiculous. So yes this is another Ottoman rant but it's not 100% what you think. I'm well aware of the Ottoman nerfs incoming in the next patch but my issue is not the cores or the rate of expansion, but rather the quality of the Ottoman army is absurd. I mean historically they had a good army but it wasn't vastly ...

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Keyword Research: People who searched eu4 infantry combat ability also searchedFor information on the recruitment and maintenance of armies see army. For land combat mechanics see land warfare. This article discusses the three types of land units [1] - infantry, cavalry and artillery - that make up an army, and their different models throughout the eras of the game. Land units are the main resource utilised in land ...Maybe. It depend. 5. Kalaskaka1. • 1 yr. ago. Inf has flanking range 1, cav has 2. Flanking range is how much to the side of the enemy they can stand and still engage in battle. So in theory you want: Infantry: number equal to enemy stack + 1 on each flank. Cavalry: 1 on each flank, furthest out, ie 2.Europa Universalis IV. The Great Debate: Early-game army composition, and the significance of Artillery. Thread starter Synario; Start date Sep 29, 2013; Jump to latest Follow Reply ... I have heard varying reports on what an ideal army composition is (generally) in early game Europe. Some have the age-old school of thought that early-game ...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.

Western non-hordes start with a limit of 50%, so if you have as many cavalry as infantry in an army you're scraping the limit. Infantry tends to take more damage than cavalry though, so having a bit more infantry than necessary is good. Hordes start with a 75% limit, so going half infantry half cavalry is a good middle ground that leaves you ...A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Members Online Am I the only one annoyed by the fact that level 2 and 3 advisors could cost …

You get a unique Cossack Republic government type called "Sich Rada" which prioritizes cavalry. You basically start the game with +40% cavalry combat ability and you can stack even more in fairly short order. Here are some sources of cavalry combat ability: +20% Sich Rada government reform. +20% Cossacks estate.1. Basic Templates. 20 width infantry template. Later on you should upgrade this one to 40 width (14infantry + 4 art) 10 width anti-tank template. You should have this template behind the frontline. This is a monster when comes to destroying tanks. 40 width better anti-tank template. Military Police Template.

Yeah, but you use a bunch of loopholes, pretty much landing squarely in the "lo nope, that's not supposed to happen." Long story short, you start as Crimea, conquer west until you eat most of Poland's land and can keep Lithuania under control, then conquer a bunch of land in the HRE until you can culture shift to german and form Westphalia, this changes you to a monarchy without reforming your ...Go to eu4 r/eu4 • by ... so I assume the problem must be with my army composition. I know that the utility of cavalry is limited for most nations so my usual army composition is mostly infantry until about the 1600s, with never more than 4 cavalry, and usually 1 artillery for sieges. After the 1600s I'll increase the amount of artillery, but ...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.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.

Optimal cavalry is theoretically 2/4/6 depending on cavalry flanking range, but you're generally better off to cut them once full combat width fights start becoming a regular thing. Artillery is mostly a siege thing before tech 16. Don't get more than you need for that goal. 2. Nabelnoob.

But the eu4 province Lorraine is not in the Elsass-Lothringen you are thinking about. If you take ww1 borders (which is what's mostly seen as "ideal Germany" around here, Lorraine is not in it. If you take HRE borders, a good part of Belgium and Franche-comte is a part too.

320K subscribers in the eu4 community. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by…Go to eu4 r/eu4 • by bbaron20. Ideal army comp? I am a newer player, playing as Castile, and forming Spain. I find myself in wars with France and other Europeans and im getting clapped despite numerical superiority. My current comp is infantry to 4 less than the line limit plus 4 cavalry in the early game. ... Army composition guide. ReplyI'm at mil tech 11, combat width 27 and was wondering what the ideal composition was? I read that ideally you want artillery to fill your combat width, and then at least the same amount of infantry (probably a bit more) to make sure your artillery isn't exposed and left to die on the front line.So I am playing as Prussia and I was wondering if anyone had any suggestions on army composition to win more battles (currently running 5 armies of 5 infantry 1 cavalry and 2 cannons and then one main siege force that is 11 3 and 7) I am inclined to add more infantry to the mix due to my infantry combat ability from prussian traditions and quality ideas.Quick and dirty army composition: I/C/A = width/4/width (incl which unit type to pick) Tip. TLDR: for the easiest good template: use infantry and cannons equal to your combat width, and add 4 horses. Before tech 16, pick inf and cav with the best offensive shock pips, and arty doesn't matter. After tech 16, pick inf with the best defensive fire ...Ideal army composition (for the same countries :P): CW-4 in infantry | 4 Cavalry | 4-6 Artillery (only 6 if you are shitting gold) Now we are entering the lategame. By this time you should have finished sorting out your trade and dominated your node and gotten some others to flow in there (by colonization or conquest), and have the money for a ...

687 upvotes 57. 112 upvotes 9. 257 upvotes 36. 3.1K upvotes 125. 1.5K upvotes 103. 523 upvotes 32. 343K subscribers in the eu4 community. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by….Robot armies could soon account for up to one third of all vehicles currently in service. Learn about robot armies and robot army development. Advertisement "The Terminator" showed...the starting horde cavalry has unrivaled pips, and before tech 5 there is not supply for more then a few units per province, but quantity > quality after that, and infantry is just 1/3 upkeep, translating to 3x bigger army for the same buckScale back your ambitions. Cut the army down to half your force limit, and absolutely no mercs. Sell or scuttle your heavy ships, galleys, and transports. Sack all the advisors, or perhaps keep level one guys. Use monarch points (three types!) to prevent rebel uprisings, because combat costs ducats.Concrete is thinner, stronger and more durable than mortar; whereas mortar is used as a bonding agent between building materials, concrete is used for structural projects, such as ...The "Ideal" army composistion late game is enough cannons to fill the back row, so whatever your combat width is. Then 6 or 4 calvary units for flanking attacks, then just infantry afterwards. For a 30 stack, I normally will run 16-4-10. Reply.Go to eu4 r/eu4 • by bbaron20. Ideal army comp? I am a newer player, playing as Castile, and forming Spain. I find myself in wars with France and other Europeans and im getting clapped despite numerical superiority. My current comp is infantry to 4 less than the line limit plus 4 cavalry in the early game. ... Army composition guide. Reply

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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. Make sure to fight on flat ground. Lacking arty was more impactful than fighting on rough terrain though. It really is that important to have arty. Anyone saying that you should run 100% CAV is implying that your frontline should consist only of CAV, backline still requires arty. Little_Elia. Europa Universalis IV. Best Naval Composition? Vampiresoap. Sep 2, 2020. Jump to latest Follow Reply. I’ve just been using Galleys that fill up to the combat width. …A place to share content, ask questions and/or talk about Paradox Interactive games and of the company proper. Some franchises and games of note: Stellaris, Europa Universalis, Imperator: Rome, Crusader Kings, Hearts of Iron, Victoria and Cities: Skylines.Ttttttitle edit: *ideal. Same as western. Full combat width of arty with full combat width of junk in front, plus extra to avoid casualties creating flanking...and a couple cavalry to do flanking of your own if they're not at full CW. Ideal army composition for every tech Mil tech Combat width Infantry Cavalry Cannons Total Comments 0 15 17 4 0 21 For the reasoning behind this, see Zwirbaum's great unit guide. 2 20 22 4 0 26 Or this video by darkfireslide 5 22 24 4 0 28 If you find yourself to be a horde you may want to ignore all this and go full cavalry; I'm not sure if ...

Hey, i hope all of you guys are doing alright! I have been thinking that if there was a tool for eu4 where you can select your country and military tech level and it pops up the approximate ideal army composition, that would be great. I'm sorry if there is already a tool like this but sometimes i lose very easy battles or just barely able to ...

Quick and dirty army composition: I/C/A = width/4/width (incl which unit type to pick) Tip. TLDR: for the easiest good template: use infantry and cannons equal to your combat width, and add 4 horses. Before tech 16, pick inf and cav with the best offensive shock pips, and arty doesn't matter. After tech 16, pick inf with the best defensive fire ...

Optimal damage-maximizing composition is based on the Combat Width (CW) value. The ideal scenario is having the full CW value worth of artillery (back row) and the CW value worth of infantry, minus X number of cav regiments. X is the (flanking range of cavalry)*2, one set of full flanking range cav on each flank.Frontline: inf + 4 cav up to combat width If you have good cav, add more. If you are broke, put inf instead of cav. Backline: Before tech 16: 10 artillery, if you can't afford it, put at least 1 After tech 16: full backrow of arty up to combat width. Ex: if combat width is 40, Then put 36 inf, 4 cav, 40 artillery.Cavalry is not useless 😂. I've found that the best army comp for Europeans is a 2:1 ratio infantry to cavalry. As Sweden you should probably have armies of about 15, with 10 infantry and 5 cavalry. Once artillery is introduced, you should aim for a 2:1:1 ratio, so armies of 20 with 10 inf 5 cav and 5 art. It will also be prudent to replace ...I tend to use a 10:4 ratio and then add more canons as time progresses, but since poland have good ideas i could see myself reach up to 8:4. 1. Share. Lopeyface. • 9 yr. ago. Your army comp should be pretty standard. I assume you'll Westernize at admin tech 10. CW of infantry, 2 cavalry, CW-2 artillery. I'm actually playing a Poland game ...It contains the optimal army composition per tech level and the best units to use per tech group and tech level. Please note that the use of cavalry, especially in the late game is debated in the community and greatly depends on your combat ability modifiers. Some nations like Poland can make Cav viable even in the late game.A 5% discipline advantage turns a loss by 5% into a win by 5% and a 10% discilpine advantage in the same battle goes from 5% loss to 13% winning. The impact of modifiers really drives home what you also mentioned about the tedious micromanagement for army composition when tech changes.Anyways, enjoy! I made a spreadsheet that calculates the ideal army composition during certain tech levels in EU4. I based this on my own experience, reddit threads about army composition, and threads on other EU4 forums. Link to the spreadsheet. The link is view only but feel free to make a copy under "File" in the top left corner and test it ...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: ... r/eu4. r/eu4. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by ...Ideal army composition for every tech Mil tech Combat width Infantry Cavalry Cannons Total Comments 0 15 17 4 0 21 For the reasoning behind this, see Zwirbaum's great unit guide. 2 20 22 4 0 26 Or this video by darkfireslide 5 22 24 4 0 28 If you find yourself to be a horde you may want to ignore all this and go full cavalry; I'm not sure if ...Sort by: Gilad1. •. Build more cavalry. There really isn't an ideal composition for eu4 armies. It's to have enough infantry so that Calvary doesn't get the not enough support malus and enough infantry and Calvary that artillery will not be on the front line. Ideal army composition is enough artillery for combat width post tech 15ish and ...

There is no such thing as best army comp, you just need to understand what unit does what and adjust accordingly. If you put cav into your stack it will increase the chance of getting a stackwipe but cost a lot of money, if you put cannons into your stack you will siege faster but your stack will become bigger and suffer more attrition and cost more money, balance them out according to you ...Banners are a lot weaker than they used to be but they are still worth getting. As for army comp as many cav as you can afford. This should be more if you are still a horde and have good cav cost reduction. Mid to late game add a full backline of cannons. First of all, thank u.323K subscribers in the eu4 community. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by…You'll get a million answers to this.. but a general rule of thumb for a good enough (yes, there will always be some exceptions) army composition is to just look at your current combat width shown in the military tab, and do that amount of infantry. That's it No, you don't really need troops to "reinforce". No, you don't need cav, especially not at tech 7.Instagram:https://instagram. 2007 dodge caliber fuel pump relay locationbmv williamsportburst fade mexicanhabegger's amish market scottsville 325K subscribers in the eu4 community. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by… how much do gold rush stars get paidlowes free shipping code 2023 Im currently playing as Germany and I just want to know what a good army composition would be. Its late game if anyone has a good composition that pairs well with Prussian ideas please share. ... The basic idea is infantry + cavalry goes in front, and artillery goes in the back. The fundamental rule is have a lot of cannons at the back, but ...16/4/20. If I'm not mistaken, the optimal army composition consists of your combat width full of artillery, 40% of the width of cavalry and then 60% multiplied by 1.5 the width of infantry. So basically, if your combat width is 20, you should have 20 artillery, 8 cavalry and 18 infantry. 6:4 cav/artillery for Polish horde. downingtown craigslist For all these functions, CQ plays a very small role, but army size plays a large one. Even in wartime, armies perform functions other than fighting. Carpet sieges care almost solely about army size. Fort sieges make demands on army size and NCQ. Controlling enemy movement is a combination of all three characteristics.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.