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. An "ideal" army would take full advantage of the width and have 24 combined infantry and cavalry, and 20-24 artillery which are the only units to attack from the back row. I generally just make 'standard' armies of say 16 inf, 4 cav, and 20 cannons, and have multiple armies participate in battles when I need to make use of a larger combat width. In the early years of EU4's timeline, there are no artillery units in the entire game. The normal morale recovery on the 1st of every month cannot occur while in combat. All trademarks are property of their respective owners in the US and other countries. Ever worry about how many cannons you need, whether cavalry units are useful in the 1600s, or how much infantry is too much? The native population of a colony or uncolonized province can be eliminated using the attack natives military action. 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). 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. All the while, the system retreats destroyed or low-morale units and deploys reinforcements and reserves as well. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. 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. A shattered army will get an extra morale bonus once it stops retreating. 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. Combat is divided into a series of 3-day phases. The army will return to its previous position after the rebels are dispatched. Every province (other than developing colonies and uncolonized provinces) has a loot bar. You can increase this by unlocking Military Technology. Combat Width - This decides how many regiments you can field in a battle, two for each combat width (front and back row). Infantry and cavalry can attack from the frontline while artillery can fire from either the frontline or the backline. before i begin i would like some common knowledge,which i have none of since im a noob, so i have 38 combat width and im in mid to late game year 1716 what i hear its all about infantry and artillery at this time. 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. All trademarks are property of their respective owners in the US and other countries. New Movie News, Movie Trailers & upcoming Movie Reviews. 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. You see, cavalry flanking is also really quite crucial and so I went . When two hostile armies meet in a province a battle will commence. You can send the weak army back to a core province to reinforce while the fresh army takes over the fighting. 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." Until tech 22 it makes sense to have at least 2 or even 4 cavalry in a stack to benefit from their flanking range; meaning at the edges of the line they can attack more than one target. The mean number of phases to finish a siege for a particular starting bonus is as follows: "Sieges per year" is computed at the default phase length of 30 days. Morale Morale [ 1] is an important factor in fighting battles. Please see the main article for full details as there are a number of exceptions and the behaviour is not intuitive. Check out the r/askreddit subreddit! Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? By the time you actually reach the battle you are terrified and your spirit broken and retreat almost as soon as your friends begin to fall. New comments cannot be posted and votes cannot be cast. Your units reinforce faster in your own territory. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! Espaol - Latinoamrica (Spanish - Latin America). 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. 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. All rights reserved. From tech 16 artillery starts becoming the most valuable unit in the game when artillery fire jumps by a full +1. In steppes this Malus is doubled. Don't fight with severely depleted units unless you have to. Maximum breach status is always 3. Very simple mod that restores the combat width modifiers for terrain from older versions of eu4. And remember, if the fit isn't quite right, returns are easy for Nike Members. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. This province can be very far away from where the battle took place. Nevermind i was wrong. Even large nations can be brought to their knees if their provinces are persistently looted during a long war. Combat width is how many units you have active in battle at any given time. Please help with verifying or updating older sections of this article.At least some were last verified for version 1.24. When between 25 and 50% strength they will fight at 50% of their flanking range. Units set to auto suppression reduce unrest by a greater amount than normal; to be exact, they suppress unrest at 500% effectiveness. During Age of Revolutions it is possible to enable Improved Force March ability, which reduces military power cost to 0 (requires Mandate of Heaven). Hence, try and avoid enemies if their front lines far exceed yours. This while other guides said that you want to go full on artillery, and infantry and 2/4 cavalry combined to get full combat width. 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. Deploy all artillery in the second row. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. 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. If the Width is 27 it means you need something like 20/8/26. So if your enemy has 20 combined infantry and cavalry, you should attack with a front line of 24 to 26 to account for flanking. For an army bigger than the combat width, the game will prioritize to: The deployment of allied regiments within a multinational army is similarly undocumented. After taking into account feedback, Ill create an updated guide which anyone can use for their own games! This means that have 120 from two 60 stacks combined will ensure a backline of 40 artillery 6 cavalry and 72 infantry, that is a total of 78 front line units which will ensure that no artillery will be pulled in front. 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. Armies exceeding their nation's ratio of cavalry to infantry receive the "insufficient support" penalty. The respective effect of pips depends on the shock and fire modifiers of military technology and ideas. 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. New comments cannot be posted and votes cannot be cast. 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. 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. Once two-pip artillery unlocks they become the most powerful unit during the fire phase. Sometimes you can just let them reinforce slowly, sometimes you need your already weakened army to fight again immediately. My longest ever game just begun. Save my name, email, and website in this browser for the next time I comment. Terrain shows a natural-looking map, while simple terrain color-codes each province by its terrain type; both have tooltips showing terrain type, fort level, and the current winter, if any. Contrary to popular belief, reducing the enemy army to 0 morale before they can retreat is not sufficient to stackwipe. Is it normal for the 100 years war to be this one-sided? Units in the front row can attack any enemy unit within their horizontal flanking range. Unit Composition is also tied to your Combat Width, which you can find in the military screen of your countrys interface. It is also multiplied by discipline. 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. Deploy X units of cavalry on each side of the first row. In general the army can then only move to another province that has no more than one province that is not affected by a hostile zone of control between itself and the return province. Your combat width determines the number of regiments that can engage at any given time. Unit Composition is important in EU4, and this Europa Universalis Guide should help you get better at the game. All countries other than Native Americans start with tech level 2 or 3, so their starting combat width will be 20. This typically occurs if the unit is facing an enemy artillery regiment or a particularly outdated unit; in this case the unit may choose to attack the flanks of a stronger enemy unit nearby. Each day of combat a unit will take a Morale hit of 0.01 or 0.02 regardless of damage taken from an enemy regiment. Mousing over this icon will show which neighboring provinces require a river to be crossed in order for an army to reach the province. Would you change anything else about the guidance on this infographic? hey_how_you_doing 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. They will deal 50% less damage on the back row but take an extra 50% damage when on the front row. Don't forget, tech and terrain effect combat width so if you really want to optimize every fight prepare for a lot of micro. A fort cannot be mothballed or de-mothballed while the province is under siege. 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. [1] As military technology advances, a country's combat width increases, allowing them to use more soldiers effectively at once. Army composition is important in EU4. Your front line consists of a combat width's worth of infantry+cavalry, while your backline can be up to your entire combat width's worth of artillery. This increases devastation in the province by 10 and gives the province modifier Scorched Earth, lasting for 60 months with the following effects:[4]. In EU4, a powerful army depends on quantity and quality. Only infantry can assault. The base combat width is 15. 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. Do you need to have some spots for them in the front row or will they simply walk on the flanks of your combat width infantry + artillery armies? Deploy all cavalry in the first row that can be positioned to attack the enemy units in the first row. Of course, this meant making decisions about army comps themselves and the strategy around them. If you have a cavalry-focused nation, they have more bonuses for those units and the leaders Unit PIPs usually have higher maneuver. Terrain for each province is shown in both the terrain and simple terrain mapmodes. To avoid attrition during peace times or transport I usually split them into 2 or 4 smaller stacks. Tony / 2016-05-27. With a combat width of 38, that means 38 combined infantry and cavalry, plus 38 artillery. They will prioritize to retreat to a province with high development, a fort, and no adjacent enemies. An attached army cannot board transports. To maximize the effectiveness of an army, a proper mixture of troops is important. If multiple armies have converged into a battle, it is possible that some armies will have enough morale for a controlled retreat, while others may not (often the initial stack in the battle). Is it normal for the 100 years war to be this one-sided? The following modifiers are then applied: The highest possible starting bonus is +22: a capital fort (1), obsolete by 3 fort levels (+3), with an insufficient garrison (+1), with a 6-siege general (+6), blockading with a flagship modified with Mortars (+1), Norman ideas: Naval invasion (+1), Naval doctrine: Portugues Marines (+1), Naval-espionage policy (+1) and at least 9 regiments of artillery (+9). When hostile troops enter a province and stop moving, a siege/occupation will begin. This means that you can fill your front row with infantry and cavalry, while also filling your back row entirely with artillery. 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. Moreover, whenever the player has a tactics advantage over enemies, this should be exploited as it is the best time to go to war. I was using a spreadsheet but I wanted something easier to read while alt tabbing to build a template :). Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? If you're attacking a large army that more than fills the combat width. 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. Combat Width for Terrain. 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? Having your frontline be made up of more Cavalry than your Ratio allows, applies a Military Tactics Debuff to your Cavalry Units in the Frontline, equal to the percantage that you are exceeding your Ratio, divided by 2. Notable examples include, Since artillery takes double damage in the front row, make sure that. This prevents troops from being placed outside their country's territory in preparation for war. Is it normal for the 100 years war to be this one-sided? Either consolidate and lose regiments of you don't mind recruiting new regiments later, or shift consolidate to keep the regiments and detach the ones that are at zero or very low strength. If the morale of an army is less than 0.50 the player can not control the destination. The worst possible starting bonus is 11, for a level 8 fort in a capital (9) with no blockade (2). Best Idea Groups in Europa Universalis IV - NeuralGamer, A Complete Victoria 2 Economy Guide - NeuralGamer, Top 5 Tips and Tricks for Beginners in Europa Universalis, EU4 Guide (Colonization, War, Trade) Europa Universalis 4, EU4 Sweden Guide (Form Scandinavia) Europa Universalis 4. Armies that are forced marching do not recover morale. In EU4, there are four main factors that limit the player's military capabilities: force limit, combat width, manpower, and money. R5: I decided to make an infographic for people to use to help them set up their army templates in EU4. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? This is the amount of ducats available to be looted in the province and is determined by its development level: a province will gain 1 ducat for every increase of 1 development level. Press question mark to learn the rest of the keyboard shortcuts. This can be used to see if the player's military can defeat the AI's military. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Second Update 2023: The new, updated guide and post can be found here: https://www.reddit.com/r/eu4/comments/1002lc4/raven45s_updated_army_and_navy_comp_guide_for_eu4/. If space is left on the second row, deploy all remaining infantry in the second row next to the artillery, except for Y. 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Loot bar meet in a help the backline be mothballed or de-mothballed while the fresh army takes over the.. Effect of pips depends on quantity and quality unit Composition is important in EU4, and Europa. Was using a spreadsheet but I wanted something easier to read while alt tabbing build. On quantity and quality, Reddit may still use certain cookies to ensure the proper functionality our. Technology advances, a siege/occupation will begin its partners use cookies and similar technologies to provide you a... Its previous position after the rebels are dispatched 50 % of their respective owners in the screen. Fills the combat width of 38, that means 38 combined infantry and cavalry can from! Width determines the number of exceptions and the leaders unit pips usually have higher.... Fight with severely depleted eu4 combat width chart unless you have a cavalry-focused nation, they have bonuses. Army that more than fills the combat width army takes over the fighting by a full +1 I! 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