Eu4 ideal army composition.

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.

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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.I think the generally accepted simple composition is: Infantry - 2 less than combat width. Cavalry - 2. Artillery - combat width. In early game artillery is weak so you just need 1 or 2 with each army for sieges, in mid to late game start increasing artillery to full combat width.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.Not as a horde with 100% cav ratio. Full front line of banner cav with a full line of cannons in the back will stackwipe almost anything or atleast deal tremendous damage to the enemy. Manpower is no problem for banner units so just make sure to get a decent economy. No. Cav remain better than inf throughout the game.

As a Tengri Horde, you want to stick with no-Syncretic Tengri for 100% Cavalry ratio and dirt cheap 5 ducat cavalry after stacking it with loyal/influential Tribes estate, Horde idea, and Oirat NI/Trading in Livestock.A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Members Online • Pagan_faust . Army composition as horde Advice Wanted Hey! So I was playing as the Golden Horde 1520 going for the achievement that you get by forming the mongol empire before absolutism but I ...

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.

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.Go to eu4 r/eu4 • by ... Army composition is extremely important. If you have too many cannons and not enough infantry, your cannons will be slaughtered. On the other hand, if you don't have enough cannons, your enemy will outgun you. ... Ideal (late game) will be combat width number of infantry and cannons, and 4 cavalry.Another Ming Guide 1.31. Tip. I am writing this guide to offer advanced tips on MING for EU4 ver 1.31 Ironman Normal Difficulty. This requires DLC but I can't say exactly which; I have all of them except Leviathan. This guide is micro-management intensive; lots of pausing on key dates. You do not <i>have</i> to be so exact but this write-up ...The optimal army for every combat is the same width as the enemy army + 2 cavallry and if after military tech 16 you also want the same width of artillery. yes for optimal play. You need to redo your army for every encounter.

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Army composition for every single country, with maybe like 3-5 exceptions, in the game is extremely simple: 1. Use your initial cav only till the first battle. Merge until you end up with 0. Never recruit more cavalry. 2. Always try to move with stacks of infantry equal to combat width. If combat width is 20, have a stack of 20 infantry.Army composition? I have been playing for a little while now but recently i did a cusco run and got my balls twisted by the rebels and im wondering if it’s because of my army template? I usually have 10/5/0 in the beginning of runs until i unlock artillary and i switch to 15/5/10 and the first idea tree i go for is usually offensive.Ideal Army Composition. 123456798. Jul 18, 2018. Jump to latest Follow Reply. Im currently playing as Russia and Im wondering how I should organize my massive military. I know of the spreadsheet except it recommends over 60 regiments...Pre mil tech 16 infantry with 4 cavalry per stack. At and after mil tech 16 start adding cannons as your economy can support it. You always want to make sure you have full combat width of infantry so your cannons don't get sent to the front row.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:

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)Does army composition affect its movement speed? Artillery should slow down its movement, especially in difficult terrain. This was in fact one reason why more artillery was not used in reality. According to von Clausewitz, 10% artillery was optimal, at more it reduced the movement speed too much.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. Aug 26, 2014 · 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. My brother and I made a piano arrangement of the main theme. It struck us both that after several years since release, there had never been made any transcription of the fantastic opening theme, The voyage. So we decided to make one ourselves, for piano, as this is the instrument we both play. This has been a long project (as arranging an ...Combat width is the limiter here, and I believe the flanking bonus is worth it to have at least 4 horsemen (I run 6 in case one or two get wiped in a battle). The rest is infantry and artillery. 3. I know the the optimal army compositions for normal Western countries, but my question is should it be different for the Prussians? Would an army….As the game progresses cavalry become more and more obsolete with western factions, hence about 4-6 cavalry and no more is ideal regardless of combat width. Supply limit determines how big an army you can place in a province without taking attrition. In early game (Level 0 - Level 8) when supply limit averages 15-20, I use a 15 man (11/4/0 ...

Early game (around tech 7 when you get artillery): 10-5-5. Mid game: 10-4-6. Late game: 10-2-10 (or my personal preference with a stack of 22: 12-2-10) So if you were able to afford having two armies of these ratios or have an one army that was doubled it would look like the following.... Early game.It is definitely worth it. Indeed, it's recommendable to have cavalry be 40% or less of your army, to reduce the chance of losing the bonus. Also, do not forget that cavalry doesn't participate in assaults in sieges and gets an additional -2 penalty in mountains and -1 for forests, marshes, hills and river crossings.

After my recent multi-army stack wipe from the Ottomans even with French support I am concerned I might not be building my armies properly. Currently I just did 15 infantry/5 Cavalry/5 Artillery. Is there a better composition? I'm currently increasing my army size to 30 a stack. Thanks for any help you can offer! ^_^4. Sweet-Molasses-3059. • 3 yr. ago. So by the time the bonuses kick in (ideas,traditions etc) you won't have 20 combat width. You want to start with 4 cav, then look at your flanking ability, this would be 25%,50% or 0% at the early stages of the game. You want to add 2 cav per 25% flanking ability and the rest infantry.A combat width's worth of artillery, and then the same of infantry with 4-6 cavalry for flanking as well. This is the ideal composition, but in many situations you won't be able to either field this many troops (due to the expensiveness of artillery and its relative weakness earlier in the game) or have a province with a high enough supply limit to park them.So what army composition people use? I'm still noob, but I tend to go 15 Infantry 7 Cav, and 8 Cannons.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.Use numbers like 24, when you split your army its 5-2-5 which is some nice small regiments. When a huge battle is going combining them would make 20-8-20 which most of the time would be accurate as combat width.

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Part 3 of a 4 part series on basics of combat and combat related mechanics. In this part, we discuss ideal army composition and why use of cavalry should be ...

Ideal template is always Inf/Cav to fill your front line and have Art on your back row. In early game Art doesn't do too much damage from back row but mid-late game it just decimates enemy armies. But if you can't fill your front row with inf or cav, art eill be on front row and they take extra damage on front row.Less short answer: To optimize your army composition get as many infantry and cavalry to fill your front line first, around 4 cav is fine, this number increases with greater flanking range. Get lots of cannons starting from tech 16, at the very least 1/3 of your army, closer to 1/2 your army.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. …Now this is a world war folks. R5: Not only is there a grand scale to the combatants, but there is truly something up for grabs in this war, the Russian Throne. Togethe the Delhi Sultan and the Russian Tsar have conquered the East while the Holy Roman Imperators of the West consolidated the Imperial Lands and now the fate of the world is in ...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 ...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 ...The polish ideas of winged hussars give a whopping 33% combat bonus with cavalry which makes them much better, while swedish and prussian ideas boost infantry by 20% which eveyone seems to be the opinion that that it makes cavalry quickly bad (perhaps two per army or so). #2. Fedaykin Jan 2, 2017 @ 9:36am. Originally posted by Findus:A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio.

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 ...Ignoring very special edge cases (like nations with massive Cav modifiers) the best army composition is combat width Infantry (for front row) + combat width Cannons …Show your economy tab. Also it's normal to lose money when you gave full army maintenance. On gold mines check out autonomy and tolerance. You can get much more gold of you get it right. Reply. Yourlifefuckingsucks • 3 mo. ago. thanks. Reply.Instagram:https://instagram. m3rl080abw Feel free to send us your Webtoon Wallpaper we will select the best ones and publish them on this page. 1920x1080 Download Dice Manga Webtoon Wallpaper.Part 3 of a 4 part series on basics of combat and combat related mechanics. In this part, we discuss ideal army composition and why use of cavalry should be ... bfdia 5b full game Army composition will change as technology changes, as combat width will be increased (base is 25) and unit strength will get shifted. Cavalry is the best at game start, but will lose its power/price ratio around mid game, so people use as many as their economy and tech group can afford (100% for nomad, 80% muslim, 60% eastern, and 50% rests) at the start, but only use 2~4 later for the extra ...Ideal Army Composition. 123456798. Jul 18, 2018. Jump to latest Follow Reply. Im currently playing as Russia and Im wondering how I should organize my massive military. I know of the spreadsheet except it recommends over 60 regiments... flight 174 air india Go to eu4 r/eu4 • by ... The caveat to army composition is the supply limits of the provinces you're going to be operating in. I think taking attrition unnecessarily is silly, so going under your combat width to get a sane army that fits into your supply limits is fine. ... This is the ideal in the perfect situation, but the problem is that ...The rest of the hordes are quite evenly matched so just play whatever you like. These are my and the EU4 community’s top 3 hordes - Oirat, Jianzhou and Kazan. If this post gets a hundred upvotes I will edit it with a bonus bonus section revealing what I believe to be the best idea group choices for hordes. (Doing it for fun idk). us97 road conditions Army composition will change as technology changes, as combat width will be increased (base is 25) and unit strength will get shifted. Cavalry is the best at game start, but will lose its power/price ratio around mid game, so people use as many as their economy and tech group can afford (100% for nomad, 80% muslim, 60% eastern, and 50% rests) at the start, but only use 2~4 later for the extra ...It's almost as simple as Vic 2's if you're not a Horde or someone with a lot of cavalry bonuses. Here's the deal: Early game as soon as you can afford it, your army should be two Cavalry and enough Infantry to fill the Combat Width (it goes up as Tech goes up and you can find it on the Military tab) or, failing that, just bigger than the guy you are fighting. huntington bank c d rates 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 ... hotel hell episode 1 Best army comp: When infantry is stronger than cavalry, 100% infantry with back row filled with cannons. ... which ignores how composition of an army would change over the course of a battle or series of battles. If you are trying to run a 50/50 infantry/cavalry mix on a full combat width, optimising your casualties over the duration of the ... 100% cavalry, only engage on flat terrain. I'm not a Tengri horde. Have around 65% cavalry if 75% is your limit, because if you lose some infantry in battle and therefore get over 75% cav ratio you'll get a malus on them. As said only fight on flat terrain like grassland, steppes, dessert etc for the shock bonus. low taper on the sides 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… 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 … g herbo baby mother ig There is no 'ideal' composition. There are good ones. Start with a general, always make sure you have a general. Make your army big. Bigger armies are less likely to be engaged and less likely to lose. Start with infantry. Up to full combat width or force limit, whichever comes first. When cannons come along get at least 5, 6 is better and 10 ... jma wireless dome best seats for concert If your army composition doesn't have heavy ships and cogs, you're doing it wrong. Archived post. New comments cannot be posted and votes cannot be cast. the plot thickens. That explain the strength of French armies...those cannons on the Carracks man! Galleys4lyfe.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 ... busted longview tx The "ideal" army composition would be something along the lines of 10 infantry/ 6 cavalry / 16 artillery. Anything that goes beyond that is pretty much wasted, but a few extra units in case of losses (or to detach sieges) are okay. Again, any units more rarely ever come to play. Even if there's a huge battle going on it'll rarely ever last long ...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... globe crossword puzzle clue Ideal template is always Inf/Cav to fill your front line and have Art on your back row. In early game Art doesn't do too much damage from back row but mid-late game it just decimates enemy armies. But if you can't fill your front row with inf or cav, art eill be on front row and they take extra damage on front row.Jun 26, 2020 · 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.