Click on the name of a command to visit its command page for more help and examples. I just want to know good general army ratios, and maybe others that you can use in specific situations. Be willing to bail out if need be. Cavalry costs 2.5 times as much as infantry. Early game cavalry is the shit. Reinforcements. I'm not an expert, but I'm quite proud of my army composition as it seems very effective even against superior numbers, at least in single player. The amount on cavalry varies with military tech - flanking bonus, I think. Horde armies for example should be 100% cav. For example, maintenance of a 10-regiment army in a country with a force limit of 5 will cost twice as much as maintenance of a 10-regiment army in a country with a force limit of 10 or greater. You just … The Europa … This command will add the specified amount of army tradition to a specified country tag. These ideas and other modifiers reduce the cost of recruiting and maintaining cavalry. Each province can recruit one regiment at a time, though multiple regiments can be queued up in a single province. I don't know about those combat widths n' shit but they look pretty convincing. 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. When it comes to mercenary use, only get infantry mercs. Eh, you never have a combat width of 10, the base is 15. First, you want to have a lot more infantry than cavalry unless you are a Horde or Polen. And, you're able to use your forcelimit completely by building an … Hence artillery are best used to provide supporting fire from the second line. All the while, the system retreats destroyed or low-morale units and deploys reinforcements and reserves as well. Notes: To avoid clutter several tech groups are represented with one groups' icon: The backbone of any army, the humble infantryman has marched since time immemorial. A2A~ In EU4, a powerful army depends on quantity and quality. Native American tech groups have no cavalry until military tech level 6 (historically, the horse was extinct in the Americas until its reintroduction by the Europeans). Unit pip values remain the same between the groups though names may differ. Cavalry is good for flanking once the main line has been filled, but are much more expensive than infantry. This ratio threshold is checked daily even during battles, and is based on the actual headcount of individual soldiers instead of regiments. This is a thread for discussing army composition and suggesting improvements. It only appears by enabling fantasy elements within Random New World (requires DLC), playing a custom nation with the nation designer (requires DLC) or by playing an exported game from Crusader Kings II with the "Sunset Invasion" DLC active. Recruiting regular forces requires an owned, unoccupied province to recruit in, and three resources: manpower, ducats, and time. Then reduce the amount of cav and add artillery, giving the 50/25/25 mix that OP is mentioning when you have the earliest crappy cannons. This page was last edited on 27 January 2021, at 16:32. The co… Currently I am almost all archers b/c low income, well i'm using 16/4/4 but it doesn't look great according to here so i think i'll switch to 16/4/8. This is further modified by the following: Artillery not only fight in battles like infantry and cavalry but also speed up sieges. When you get better cannons (culverin) increase cannons and decrease cavalry. All infantry have 1 pip in maneuver. All cavalry have 2 pips in maneuver. Question: Should your army be 100% cavalry as a horde nations? Depends on how much losses you assume to get. Since once the battle actually starts and you begin taking casualties, otherwise the artillery would be forced into the first row... How do you set it up this way? All infantry have 1 pip in maneuver. These ideas and other modifiers increase the damage dealt by infantry during combat. However, Artillery takes double damage when attacked (if it gets moved to front rank). Artillery also becomes incredibly powerful in the late game, while being weak early on. Then maybe some reserve infantry. … Each successful siege grants +2 army tradition, based on the fort's level versus the max fort level for the sieging army. It depends on your military technology level. Note: This unit group is also shared by the Andean technology group. Over time, the importance of ranged weapons increases and Calvary declines. The very theoretical optimal (western tech, no general, no modifiers) is 0.5 CW/0.5 CW/ 1 CW with the cavalry in the middle and the infantry flanking. I go with 40%/20%/40% after mil tech 15. 10/4/6 is what I use. New comments cannot be posted and votes cannot be cast. The core of any army, infantry are required in order to hold the main line. If I need to attack a bigger army I merge two armies since combat width is a max of 25 early game and a single army of 15 can be outflanked by a larger army… So early game: max amount of cav (49% for europeans). Up-to-date, detailed help for the Europa Universalis IV (EU4) command army_tradition. If you are a Horde or Poland, then as many cavalry as your infantry cavalry ratio allows. Cookies help us deliver our Services. Also depends on your tech groups. Reserve troops are better in a different stack then fed into combat as morale gets lower. When you get better cannons (culverin) increase cannons and decrease cavalry. Then you must fill that width with cavalry and infantry - early game use as much cavalry as you can as to not invoke a penalty. That is why my 12/4/10 is viable in my opinion, because I can supply my army with merc infantry if I lose some. They are more powerful than infantry, especially during the shock phase of combat. In 40 combat width you can only have 80 regiments that can fight at the same time, with that 40 are artillery in the back row. It has been requested a lot of times. EU4 Cheats is a searchable list of all EU4 Console Commands for the lastest version on Steam (PC and Mac). Press J to jump to the feed. This article has been verified for the current version (1.30) of the game. With these army sizes that lowers your 12 month loss from 27,000 men, to only 15,840. The penalty is proportional to the ratio over force limit. Here's a quick guide to playing Venice! 2 seconds ago . * Quality 1. (A - Artillery, B - Infantry, C- Cavalry). This includes the numbers and ratios. Thanks! Feel free to give constructive criticism or tips. Additionally, artillery regiments bestow half (rounded down) of their defensive Shock/Fire/Morale pips to the regiment in front of them. Especially if you combine with a high shock pip general. Select the army and click "s" to split it up into two parts, which you can then move around in serial formation to prevent attrition. Regiments start with 50% of maximum morale. Land units are the main resource utilised in land warfare. Part 1 of a 4 part series on basics of combat and combat related mechanics. Press question mark to learn the rest of the keyboard shortcuts. Thanks for the comments below! Now don't call me a noob. Later on (tech 12+) start replacing cavalry with infantry over time. It depends. I know mostly about how military works, but not the super knitty-gritty stuff. First you must know your combat width, which is 15+tech bonus. The bedrock of your army that sets the platform for your other arms to fight, and first in the breech when a fortress is stormed. In your case it's better to separate those spare 30 regiments … Add Comment. Depending on the current combat width, you should fill the first row with infantry, and cavalry on each side. The speed of the horse gives this soldier greater mobility on the battlefield, while only the most disciplined soldiers can stand in the face of the cavalry charge. This is more effective than simply stationing troops for a single area, but less effective (but usually still more efficient in manpower) across multiple areas. This page includes help on how to use the command, argument explanation and examples. That extra 30 frontline regiments is just at the battle, not fighting but taking morale damage. eu4 army composition. Infantry are the ones that die, and are the cheapest. All artillery have 2 pips in maneuver and costs three times as much as infantry. Army drilling and professionalism have shaken up army quality in EU4. The cavalry will then protect your infantry from flanking attacks. Move them together for a fight. These ideas and other modifiers increase the damage dealt by cavalry during combat. The arty can fire from the 2nd line, firing safely while the infantry soaks up the damage. Then reduce the amount of cav and add artillery, giving the 50/25/25 mix that OP is mentioning when you have the earliest crappy cannons. Hover over a cheat code to view detailed argument explanation. Until tech 7, when usefulness starts going down. Okay so normally, it might not be the best, but I set up my armies like this: 50% Infantry|25% Cavalry|25% Artillery. The base cost and time of a regiment depends on its type; this is then adjusted by any modifiers, in particular any buildings the province might have. 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. This page deals with the recruitment and maintenance of armies.For specific combat mechanics see land warfare.For different individual unit types see land units.land units. Type the name of a console command into the search box to instantly search 305 EU4 commands. Before that I go 50%/25%/25%. These ideas and other modifiers reduce the cost of recruiting and maintaining artillery. This is the primary source of army tradition for larger nations. If the max fort level is 4 and you siege down a level 2 fort, you will get 1 tradition. Wouldn't it be a good idea to add 30-50% of infantry and cavalry for reinforcements? for Poland. The core of any army, infantry are required in order to hold the main line. The base cavalry to infantry ratio is 50%. There is no best army comp. Depends on how much losses you assume to get. EDIT: Yeah I forgot the reserves/reinforcements. The evolution of the cannon will see it become a destructive weapon on the battlefield. Morale Morale [1] is an important factor in fighting battles. I have seen a lot of questions on combat and how it works. eu4 army composition 2019. These ideas and other modifiers reduce the cost of recruiting and maintaining infantry. Artillery is quite specifically gunpowder cannon, in its primitive form are at their most effective in a siege situation. Note: All native American technology groups (except the fantasy High American tech group) share the same cavalry units[2]. There are like 6-8 best compositions for every country depending on what your military tech is and what your force limit is and what you can afford. Armies exceeding their nation's ratio of cavalry to infantry receive the "insufficient support" penalty which applies a −25% military tactics to those armies until their ratio has been restored to normal. If I have cav bonuses (like Poland, or a reformed horde) I'll switch to 12/6/12 or 14/6/14. The optimal army formation in 40 CW is 28-12-40 or 32-8-40 depending on how much good your cavalry are. Your artillery should then be composed of 10 units, to fill the second row. Note: This is a fantasy technology group. In this video guide we will cover all 7 of the Military ideas in eu4, exploring the advantages and disadvantages of each group. Here on RadioRes you will find the BEST EU4 guides on all interwebs. It changes depending on your military tech / troop type. By using our Services or clicking I agree, you agree to our use of cookies. When regiments suffer casualties and their number falls below 1000, they will have to be reinforced. Culverin (functionally equivalent to the previous one); A shattered army will get an extra morale bonus once it stops retreating. Europa Universalis III was the first work of his that received a dedicated soundtrack release, if only as a bonus CD that came with the game's … For example, if you have a width of 10, then you should have 8 infantry units and 2 cavalry units. These ideas increase artillery fire modifier which is a pure multiplier that determines how much damage your troops ultimately deal during the fire phase of combat. This is my first time playing as Poland, I jst want to know the best army comp. This has the added bonus of being able to move around half-armies easily, for example to replace parts of a depleted army without stopping a siege or something. If we lower the artillery to just 10 though, it drops attrition to 3.3%. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Note: All technology groups share the same artillery units. by . https://eu4.paradoxwikis.com/index.php?title=Land_units&oldid=131562, Odoyev idea 5: Cities of the Upper Oka Valley, Dalmatian idea 5: Dalmatian Independent Army, Italian (cU) idea 2: The Tradition of the Legion, Brazilian idea 4: Halting Foreign Incursions, Chickasaw idea 2: Spartans of the Lower Mississippi, Deccani Sultanate idea 4: Purchase Habshis, Dithmarscher idea 1: Resistance to Feudalism, Interlacustrine idea 6: Unity of the Clans, Jaunpuri idea 7: Modernization of the Army, Teutonic idea 3: Adjust our Infantry Tactics, Innovative-Quality: Modern Firearm Techniques, Circassian idea 1: Horsemen of the Steppe, Couronian idea 7: Promote the Curonian Kings, Aristocratic-Economic: The Court of Wards and Liveries, Horde idea 2: Traditions of the Great Khan, Mongolian idea 1: Ghostly Horses of the Plain, Transoxianian idea 1: Mawarannahr, the land Beyond the River, Bharathi idea 1: Modernized War Elephant Tactics, Chernihiv idea 2: Field Cossack Regiments, Manchu idea 5: Link with the Mongol Dynasty, Maratha idea 1: Tradition of Military Service, Shirvani idea 3: Tribesmen of the Caucasus, Transylvanian idea 1: Unio Trium Nationum, Franconian idea 4: Free Imperial Knights of Franconia, Gujarati Princedom idea 1: Kathiawari Horses, Aristocratic-Espionage: Noble Loyalty Act, Transoxianian idea 4: Turkoman Cannoneers, Bharathi idea 7: Develop Rocket Technology, Portuguese idea 7: Royal Academy of Fortification, Artillery and Drawing. With the owning and maintaining of a horse being an expensive undertaking, the mounted warrior is the elite of any army. Unlike infantry or cavalry, artillery can fight from the back-row, attacking with 50% of their combat power. Therefore, in the beginning, warring is required to get maximum cash (25% war score) and war reparations (10% war score) from all your victims in order to offset your massive negative cash flows each month from maintaining a powerful army and fleet and probably from servicing huge loan interest. Not as specific as some people would like, but here you go.IMPORTANT: Cannons do damage from the front row, but also take double incoming damage. I've been using 14/4/12 (30 total) or 16/4/14 (34). For example, if the max fort level is 4 and you siege a level 4 fort, you will get 2 army tradition. Specifically Mongolia? Combat is not only determined by mere numbers such as modifiers and dice-rolls, but through a complex simulation in which units deployed into two rows of positions for each side, allowing units to fight the enemy units in front of them, the enemies at their flanks if possible (with high enough flanking range), and move between different positions if needed. Note: This unit group is shared by the Central African, East African and West African technology groups. (There are some posts on the forum explaining more in detail why that is superior). These ideas and other modifiers increase the damage dealt by artillery during combat. Before tech 10 or 12 4 cavalry and enough infantry to fill the front with them. In early game (Level 0 - Level 8) when supply limit averages 15-20, I use a 15 man (11/4/0) formation. So with 12 CW the battle would look like: Disclaimer, modifiers, generals and unit types can change what is optimal. This channel is aimed at new to mid level gamers, and I try to explain the game in … A good stack in my opinion is 12/4/10 or even 14/4/10. These are assuming I can support a large amount of artillery, my cheap stack is 16/6/8. This allows me to break siege detachment and still have enough infantry left to not incur the cavalry ratio penalty. A good stack in my opinion is 12/4/10 or even 14/4/10. Or does the game automatically perform this for you? Supply limit determines how big an army you can place in a province without taking attrition. This allows me to break siege detachment and still have enough infantry left to not incur the cavalry ratio penalty.