Eu4 ideal army composition.

Almost always I keep a 3-1-2 composition until mod-game, when I switch to a 5-2-3 composition, then in late-game to a 5-1-3 with bigger overall stacks. Originally posted by Psychotic Fury: Originally posted by ChaosTLW: Max is 90, actually, but eh.

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22. Cavalry. 4. At the start of the game in 1444, a standard European country will have a combat width of 20. Your initial army should consist of 22 infantry units and 4 cavalry units. This composition ensures that your front line remains full and deals maximum damage each tick. Related |.Cavalry heavy armies are just a nightmare to micromanage and one of the things I wish Paradox would recode: As a novice at EU4, I loved playing Poland. I would go 10/10, or 12/8 infantry/cavlary armies and I would get shredded because my infantry died and then I took a huge tactics penalty because I had too much cavalry to infantry ratio.This is guide for everything land warfare.Discord: https://discord.gg/kHQKyNgddHTimestamps:00:00 The basics01:29 Generals02:46 Wargoals03:13 How do battles w...Then mutiply the result by your current combat width. Create that many cavalry. Then take combat width and subtract the cavalry number for infantry. Then create artillery equal to combat width. The result is the ideal composition with a buffer. You can then reduce the army size by maintaining the ratio you just created.

But no matter the country, that composition of 16/4/5 is not optimal, you have far too many infantry and too little artillery. In a previous comment on this thread you say that you're in the late game. So the composition you would want is 20/0/20 or 22/0/20 ideally.

Europa Universalis IV. What ratio of infantry, cavalry and cannons should you have in the 1600's and 1700's? Thread starter Vapiritapiri; Start date Mar 31, 2022; ... simply use an army with the same amount of artillery and infantry, and adjust the total number of units to your need/supply limit constraints . Toggle signature.Horde idea, so you can hit 5 ducat cavalries, making your cavalries cheaper and hit harder than your infantries. Then only use cavalries at this point. This allows a much bigger skill cushion for the new horde players, as your armies hit harder causing more stack wipes and fewer casualties, and your economy can easily sustain your troops ...

After tech 16, the nearly-optimal army composition is ~30/0/24. Keep in mind this is a crude estimate, though it'll certainly blow away (pun intended) your enemies, for more information, refer to Reman's guide on army composition, it's highly detailed and will teach you to choose your own army composition, adapted to your campaign.Whatever your naval combat width is divided by three in heavies, with an additional heavy per admiral maneuver is the ideal naval stack. Heavies will win against galleys with the same combat width's worth due to the penalty to morale when losing ships, but it isn't cost-effective. Your entire combat width filled with galleys is the ideal galley ...4 cav per army, and as much infantry as the current combat width allows, halved. If combat width is 30, you want to have 4 cav and 11 inf per stack. 30/2=15. Once you unlock artillery (Tech 7), have 2 art per stack. Once you get to tech 16 artillery becomes the dominant damage dealer in combat, so you want half of the combat width to be artillery.Typically I just have one huge army that's 60 thousand strong that stack wipes so the composition I use isn't the best I imagine but it's . 5 heavy inftanty, 1 archer, 1 heavy calv, 1 and light calv are the ratio. 1. Burner_Vampyr. • 10 mo. ago.Army composition = (A = W) + 4C + (Ax2 or Ax3)I, where A (rtillery), W (idth of combat), C (avalry) and I (fantry). Basically I use double or triple my artillery in infantry. Using a "spare" army to follow your arty is smart, because it allows you to replenish your morale mid-fight, which is sweet.

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Overall, mercs, supply limit and cannon factor a lot more into army composition and management than the inf/cav split. Don't cheap out on cav, especially early. Do cheap out on cannon, especially early. If you're super dominant and just want to siege a bunch (like russia) then you can go for more cheap infantry. Oh, one more thing.

Hills and woodlands are only -1 but these modifiers effect both combat phases so best to avoid. Crossings/Landings - Same as the terrain really. Straits and naval landings give -2, and rivers -1. In the case of multiple attacks from different directions, the worst modifier is used for the whole attacking force.Right now the best Army composition for you would be something Like 27/0/1. 1 artillery allways gives you a siege Advantage of 1. Drilling can be usefull, but saving money with low maintainace is usually bether and you need the money, you sit on 10 corruption so I would Go for 100 % root out corruption slider.I'd describe my EU experience level the same way you do yours, so/but grain of salt: I find I'm not good enough to enjoy the endless 1.5 nations vs 3 nations wars that my playstyle apparently causes on very hard. It's the arbitrary difficulty opinion malus that seems to result in the ai focusing to lock me out diplomatically from expanding, as soon as it can.This basically means that you should have for instance stacks of 10/4/8 (inf/cav/art) The rule I stick with is 4 cav always. And then 50/50 infantry and artillery, with a bit more infantry for reinforcements. So a smaller stack would be 6/4/4. A bigger stack would be 16/4/12. 3.It's not bad at all, you get -10% from Manchu traditions and -20% from Cossack estate. Hordes reinforce for free, so they don't have to pay extra to keep their numbers up during wars.

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. In your sheet I can see in the army ideal composition number of infantry, cavalry and cannols by military level, and that's awesome. ... Europa Universalis, Imperator: Rome, Crusader Kings, Hearts of Iron, Victoria and Cities: Skylines. Members Online. Arumba explains why EU4 cavalry are bad and how to make them better youtube. upvotes ...There's an "ideal" army composition spreadsheet linked on the Imperial Council post on the front page, but its only goal is to be as strong in battle as possible. You'll want to also be cost-efficient and good at sieging at the same time, plus considering your country's strengths in combat ability, unit types, special regiments, terrain and ...We would like to show you a description here but the site won’t allow us.Europa Universalis IV > General Discussions > Topic Details. Dutchgamer1982. Sep 28, 2017 @ 1:12am ... Army composition should be specific to nation. ... cannons deploy in the backrow thus increasing the dmg and defense of your army. The ideal composition is always to have as many cannons as you can until the combat width is met. #4.

12 votes, 12 comments. 345K subscribers in the eu4 community. A place to share content, ask questions and/or talk about the grand strategy game…

Cavalry heavy armies are just a nightmare to micromanage and one of the things I wish Paradox would recode: As a novice at EU4, I loved playing Poland. I would go 10/10, or 12/8 infantry/cavlary armies and I would get shredded because my infantry died and then I took a huge tactics penalty because I had too much cavalry to infantry ratio.Hills and woodlands are only -1 but these modifiers effect both combat phases so best to avoid. Crossings/Landings - Same as the terrain really. Straits and naval landings give -2, and rivers -1. In the case of multiple attacks from different directions, the worst modifier is used for the whole attacking force.Your army composition can't be the problem. 12/2/6 is good enough. What army composition is best depends entirely on the situation. ... Ideal army composition and unit types in eu4. This can be easily found by going to The /r/eu4 Imperial Council - Weekly help Thread. ReplyThe most interesting about this game was the immensely powerful AI. There are many complaints that the late game becomes stale when you're literally stronger than every one else. This is less apparent when you stay small on purpose. Playing World Police by subsidizing or intervening is satisfying.Lately i've been using an army composition of 3-1-2 at the start of a war, but during a war i can't keep track of my armies and just recruit random…But after 1.33 the composition doesn't seem to work as good as before. I barely win any fights and in most of my fights it seems like I'm starting with half the morale of my enemy. ... Is there an ideal army compostition that works in most cases? as portugal, for the "main fights" pre-cannon i go max infantry + 4 cav, because 4 cav is what you ...There's more or less no reason to not just use all 1:1 cav/cannon armies unless the 100% ratio thing changes for some reason. The reason is money. Hordes are poor. As much cavalry as possible. Merc infantry to siege/fill out the ranks a bit. No costs for reinforcement means merc infantry is more worthwhile, unfortunately merc cavalry is still ...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…

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Army composition meta/recommendations Meta Just finding out (the hard way) about how important army comp is. ... In general it seems like you have the right idea with the comp you are going for. At the start of the game armies will rely more on cav (around 4) because you may not be able to field a full combat width army and in this case ...

Your army is therefore significantly better than the enemy army, which is why you win so handily.) You said that 90% of the casualties are caused by artillery, which means that if two otherwise-identical armies meet then 90% of the damage is inflicted by the artillery in each army. This is substantially different to the artillery vs no ...3. Sort by: cousin_pat115. • 1 yr. ago. Combat width at tech 26 is 40, so you would need 40 units in the front row (infanty, cavalry) and preferably 40 units in the back row (artillery.) If your supply limit in a certain province isn't high enough to support an 80 stack, just split them into 2 40 stacks until you have to siege a fort/fight ...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 view 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. Hey y'all, so I'm ampere per new to EU4, only have about a hundred hours, and the thing that confuses me the highest is army composition. Method many info do I...Quantity is greatly overshadowed compared to quality when it comes to navies. In naval battles, quality is more decisive than for land. A properly specced naval power can defeat 100s of excess heavies. Recruit the best admiral you can (so bank as much navy tradition as possible). Grab every naval modifier.What should my army comp late game for bharat be . Usually I'd have full combat width of artillery and a little more infantry but does the 5% bonus matter enough to where I should have cavalry ... r/eu4 • Quick and dirty army composition: I/C/A = width/4/width (incl which unit type to pick)Go to eu4 r/eu4 • by R1ZZO_ Army composition . What is a good army composition for the longest time I've been doing 16/4/10 is this a good ratio if not please enlighten me This thread is archived New comments cannot be posted and votes cannot be cast comments sorted by ...Go to eu4 r/eu4 • by noobuser838. Army compositions . In general, what is the best army composition to deal the most cassualties? This thread is archived New comments cannot be posted and votes cannot be cast comments sorted by ... 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. 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.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 ...

Hey everyone! I'm by no means good at this game and I don't really understand combat, so I've been mostly using an army comp that I read online some time ago, which consisted of 8 infantry, 2 cavalry, 10 artillery, and then later when supply limit allowed it I kept the ratio and increased it (so 16/4/20 or 32/8/40 in late game).However, if you want to optimize for combat strength, optimal army composition is always, i.e. from the start of the game, a full back row of artillery, as much cavalry as your ratio can afford and the rest infantry, obviously modified to account for any casualties. Before tech 13/16, however, such a composition is grossly cost-ineffective.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 ...the army composition depends on your tech level. early on you should go for ~60-70% inf + rest cavalry, as soon as you get cannons add ONE or TWO to the stack. start going towards your compositon after MIL 13 or so. (slowly, no need to reach that army composition before MIL 16 at least)Instagram:https://instagram. rupp arena seating chart view Honestly unless you're a horde, your army won't be super different in composition from a standard army even with the cav bonuses. For a normal army you should have 4 cav in a full fighting stack. for Poland it should be more, so from 6 to 10. Don't go to the cav/inf ratio, because infantry dies more and you will have the tactics penalty.With the battle system that eu4 uses there are two rows, and the army will automatically fill the front one with infantry and cavalry and the second with artillery, from where they can attack (inf and cav can't attack from the second row, only artillery can). I hope that answers your question :) Reply. true. did shorty gorham retire The question is, which should be the first 2 Military Ideas that Austria chooses? I ended an Austria game with Quantity (first), Defensive (second), Aristocratic (third), and Quality (fourth). I had absolutely amazing generals with the -1% army tradition decay from Aristocratic idea, the +2% army tradition from Defensive and Quality, and the ...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. katie bates net worth 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 ...Level 2 you want 1, level 4 2 and for level 8 you preferable want 4. But 3+ should work. 1: 40 infantry 40 arty. 2 : 40 canon for siege with 40k infantry in a province close as soon as you want to barage or an army appeoach, put your infantry with your cannon. 3: breach : pretty often in late game when you have too much milpoint. massaki hibachi and sushi bar menu I've always wondered which composition of my army would be optimal. Most of the time I used 2:1:1 or 3:1:2, but have never been really certain if this was optimal. You surely know the wiki-charts showing how unit-pips increase for each tech-group and that there are several steps shifting the effectiveness of units from infantry to cavalry and back. palmerton car show Your army performs best when you reach the combat width, so an ideal army is one where the infantry and artillery both reach the combat width However, reinforcements waiting to be deployed take penalties to morale whilst the front line fights so don't overstack armies: instead, have support armies of infantry nearby a main combat army to ... rowan ward jeopardy name change 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… dan bongino surgery 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.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 are certain technology milestones that will affect your army composition in an ideal world. Having artillery in your army will grant a bonus to … pinwheel hair style With the new icon of st.michael and the cossack special units, polish cavalry can get very massive very quickly. Cavalry combat ability on the Polish can reach 93% normally, and add 5% with a random event every now and then. Polish discipline, ontop of that, can get up to 135% with Orthodox and 100 absolutism, which further increases your ... kjs rock hill Since EU3 I've always been bad at figuring out exactly what sort of army compositions I should use. I started visiting this forum after I got EU4 and I've seen several helpful posts and discussions on this sub-reddit explaining optimal army composition and formations. If I've understood the mechanics correctly, the ideal is:If memory serves right, in 1650 your combat width should be around 32. So a good army composition might be 32 front row infantry + 8 spare units = 40 infantry and 21 artillery to get the maximum siege bonus on a star fort capital (level 6 + 1). You can go all the way up to 32 artillery, if you can afford that. market maker salary Mar 15, 2014 · At 40 combat width, undisputed optimal army composition is 32-8-40. This is making some assumptions about having a reinforcement stack nearby if you happen to engage an equal size stack. Less than 40 combat width, which means lower miltech and therefore lower supply limits is more disputed. class 4a football rankings 2023 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 ...Qing army composition (non horde) I can't seem to find any good info on what army composition to use for a non horde qing. I formed it from Korea so I only have 50% cavalry to infantry ratio and I've never played an eastern nation with cab bonuses before so I'd like any advice. Assuming you took qing ideas it should be whatever cav you ...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.