An exiled army can be identified by a black flag attached to its unit icon. Type the name of a console command into the search box to instantly search 305 EU4 commands. Once an army's overall morale value has been reduced to zero the army will attempt to retreat. The main exception to this rule is that the army can always move to a hostile fort. For most nations, a small number of cavalry (2 to 6, depending on combat width) is optimal. 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. More posts from r/eu4 subscribers DominusDK It's year 12. From tech 16 artillery starts becoming the most valuable unit in the game when artillery fire jumps by a full +1. there are different compositions depending on your playstyle and the enemy you are fighting, for example, if i am playing tunis in singleplayer and am fighting a large central/west african nation (eg songhai) that is way behind on tech, i will spit my army into stacks of 10 inf and 5 art for three reasons, supply limit, i dont want 40k armies on provinces with supply limit of 15-20, to have a front line in the war so they and their allies cannot run around my lands with 5k stacks, if they engage one of my armies, the tech difference and army quality will win me thos battles and if it gets close, just reinforce with another 15k stack, wars for conquest require you to focus on sieging their forts and capital, winning battles doesnt help very much, if i am fighting a large nation with a strong army, i will have combat width infantry and artillery, and then an extra 4-6k cav, the reasoning behind this is that if i have JUST combat width inf and cav and a full backrow of artillery, i run the risk of one of my frontline regimants breaking which would lead to an artillery regiment kn the front row, which can be very costly, so say for example combat width is 27: you have an army of 27 inf and 27 artillery and they engage an enemy in battle, as soon as one of your infantry regiments breaks, your artillery will start taking losses and will also do less damage, if you have 27 inf, 6 cav and 27 artillery (or just 33 inf and 27 artillery), you have 6k infantry in reserve and they will reinforce the front row, meaning you can sustain more losses before the enemy can break through to your artillery, this also gives you more time to reinforce that army with another purely infantry army without running the risk of your artillery being forced into the front row, also, if your force limit is for example 135, you want just one artillery stack of 27 in your engagement army and the rest should be purely infantry armies for reinforcing your engagement stack (so there is no need to have multiple armies with combat width artillery; unless you are a large empire expanding on multiple front at the same time, in which case you would have multiple engagement stack with artillery and also some reinforcement stacks of purely inf), long story short: combat width infantry + some extra regiments (either inf or cav) to have a small buffer and combat width artillery is ideal, also, if you are still asking yourself cav or no cav it depends on what nation you are playing, muslim nations or nations with improved cav combat/flanking ability, cav is a good idea, but mid-late game many players have such a strong power base that the small difference cav would make just doesnt seem worth it because it would just be extra micro management that they dont need because they can field armies 10x the size of their ai enemies. Forced march is available at administrative technology 15. The garrison can be ordered to make a sortie to fight the hostile army, at the cost of 10 military power. Combat Width for Terrain. The base cavalry to infantry ratio is 50%. The army then reduces unrest in all of those provinces via the "Friendly Troops" modifier, as though they were stationed in each individual province. Please help with verifying or updating older sections of this article.At least some were last verified for version 1.24. Army composition is important in EU4. I try to find a balance tho between more armies and more artillery per army. A breach occurs if: When a war ends, any army still in territory it doesn't have peacetime access to is exiled. Relative Power peaks at 17 and remains high until 22. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. This can result in a speedy conclusion of the siege at the cost of 5 military power, and usually costs lots of lives. If the garrison army, which consists only of infantry, loses the fight, the province and fort will become occupied. Easy peasy. 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. (12/13/14/15 for fort building level 1/2/3/4). Note that garrison will refuse to make a sortie if the besieging army is strong enough to stack-wipe the garrison. Don't fight with severely depleted units unless you have to. Europa Universalis 4 Wiki Active Wikis AoW: Planetfall Cities: Skylines Crusader Kings 3 Empire of Sin Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3 They will prioritize to retreat to a province with high development, a fort, and no adjacent enemies. It will not attack rebel armies it thinks it cannot beat. Sometimes you might have a weak army on the front and a full strength army available from elsewhere arriving. 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. Top priority is to be given to morale defensive pips, because morale pips affect both fire and shock phases. -Highlands, Hills, Jungle, and Marsh reduce combat width by 25%. A fort building in a capital province can be mothballed as normal, but the free fort will remain. The art of land warfare is therefore of significant importance, and its complexities are discussed here as fully as possible. If a breach occurs, ignore all results on the table below except for "Surrender". For attackers that originate from multiple provinces, they will all receive the crossing penalty if any one of them would normally receive it alone. You may wish to have a dedicated siege army for busting down forts in the early stages of the game, or you may favor horses for the entirety thanks to certain bonuses to their combat ability, for example. 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. If they are in between 50 and 75% of their strength, they will fight at 75% flanking range. Subscribe to downloadCombat Width for Terrain. This value scales linearly with the army maintenance slider. Low strength regiments can be sent back to a nearby core province to reinforce. Combat width determines how many units can actively participate in a battle at one time. An attached army cannot board transports. Notable examples include, Since artillery takes double damage in the front row, make sure that. Like you recommend a 10 unit half stack for a combat width of 15. 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. Nevermind i was wrong. During Age of Revolutions it is possible to enable Improved Force March ability, which reduces military power cost to 0 (requires Mandate of Heaven). 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. The player can take this into account when building forts, as well as when choosing which provinces to siege and which besieged provinces to prioritize sending their troops to. Protestant church aspect Saints Accept Prayers: Tengri with either Shia, Nahuatl or Sikh as syncretic faiths: Merchant Republic with "Aristocrats" Faction in power: When commanded by a leader with the Inspirational Leader. 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 don't need to attack with exactly your combat width every time, or precisely 6 more front line units than your enemy. Title says it all. Yes. A crossing penalty that reduces all dice rolls is applied to the attacker under the following circumstances: The presence of a river in between a province and its neighbors is indicated in the province window, through a small river icon. We've got some pointers. To be noted that the success rate shown on the screen only reflects the probability of getting the modified die roll 20, and when the garrison is very low the modified die roll 5-19 might immediately end siege due to loss of garrison. I was using a spreadsheet but I wanted something easier to read while alt tabbing to build a template :). What's the symbol of a ship with a X next to it? The following modifiers contribute to the maximum morale of a nation's army: Every month, a regiment recovers 15% of its maximum morale. You really only need it for sieging, it's impact in battles is minimal. Your units deploy more optimally if they arrive on the same day. One of those will be your combat width (the picture is 2 crossed sabres with arrows pointing either way underneath it if I remember correctly). An army that has its morale reduced to 0 and is outnumbered 2:1 before that point will be destroyed. Heavy ships occupy 3 combat width, while galleys, transports and light ships each occupy 1 combat width. Looting is the main cause of devastation, which greatly reduces the owner's production income and manpower, as well as decreasing movement speed, supply limits and institution spread. After a battle is fought, an army must spend some time without fighting for its morale to recover. Due to the above battlefield width numbers, divisions widths of 10, 20, and 40 tend to be common. Combat width is 40 which means, 80 men can fight the battle at once. 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. Several ideas give increased cavalry flanking range: Morale is an important factor in fighting battles. For example, if an army is fighting rebels in enemy territory when peace is signed, they will continue fighting despite being exiled. the country who arrived first, or to whom other nations have attached regiments) will have priority in placement, with allied regiments only added the edge of the lines of battle if combat width is left over. Deploy all remaining cavalry in the second row, beginning from the edge and going inwards. When he's not working or gaming, he can usually be found baking, reading about pirates, or watching classic sitcoms. Forced march makes an army move 50% faster, but costs 2 military power[5] for each province the army marches through. In EU4, there are four main factors that limit the player's military capabilities: force limit, combat width, manpower, and money. I'm new at this, and so far have just made stacks of 50/50 infantry and cavalry at the front line and left stacks of pure infantry behind to carpet siege. 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. The devastation itself has the following effects (scaled to these figures at 100 devastation), decaying as devastation decays as usual: Scorching the earth can be useful when the player's army is too weak to fend off attackers and their provinces are likely to be occupied. So have one fight for a while, then send the next one in, fight for a while, then send the next one in. At the end of each siege phase, a die (1 to 14) is rolled. 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. Ideally, your front line is filled with cav at the ends and a back row maxxed out with cannons. When a unit ahead of them dies the reserves move forward to replace them. EU4 combat simulation must be one of the most complicated formula. Front and a full strength army available from elsewhere arriving it & # x27 ; s year 12 place... Gaming, he can usually be found baking, reading about pirates, or precisely more! Strength army available from elsewhere arriving to share content, ask questions and/or talk the! The above battlefield width numbers, divisions widths of 10, 20, and usually lots... To build a template: ) he 's not working or gaming, he can usually be found,! 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