The amount of loot taken depends on the number and type of troops in the province. Fire damage becomes the undisputed main source of damage once players reach military technology 13. We may occasionally ban specific topics that have flooded the subreddit. With both perks on, the cost can be reduced down to 10 military power. This province can be very far away from where the battle took place. In EUIV most combat is land-based and, while the naval aspect of war holds importance, losing the land war is usually the main cause of defeat. Units on the backline take full morale casualties, thus frontline units deployed on the backline are essentially neutralised. This prevents troops from being placed outside their country's territory in preparation for war. Ideas and conditions that increase fire damage dealt: Ideas and conditions that increase shock damage dealt: Ideas and conditions that reduce fire damage taken: Ideas and conditions that reduce shock damage taken: In principle, units on the frontline retreat and are replaced by reserve units when they reach either 0 morale or 0 regiment strength. As you can see there is two lines available for deployment for each army the white squares represents the available space for deployment that's left, as you may or may not know not every one of your troops are deployed in a battle if they exceed your Combat Width . - Ottomans Campaign [EU4] An In-Depth Analysis of Drilling and Professionalism. The option to conduct an artillery barrage becomes available when a siege has at least one full artillery regiment per fort level. This allows the player to control the destination of the shattered retreat. Imagine you are standing in a long line of people marching toward a battle. The player will lose income in the meantime, but if they were going to lose control of them anyway it could be a good idea to make them less valuable for the enemy. If you're attacking a large army that more than fills the combat width. 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. If there is not enough infantry to fill the entire first row, the game will prioritize to: Deploy as much cavalry as possible to the sides of the first row. The attacker loses roughly 5 times as many troops as defender do and assaults on fully-manned forts are highly discouraged. A battle will last until one side is routed or annihilated. This action attaches the player's army to a friendly army, causing their army to travel and fight alongside the friendly unit without further input from the player. When two hostile armies meet in a province a battle will commence. A unit that has its morale drop below 0.50 is flagged as disorganized, which is indicated by a small flame next to its morale bar on the map and interface. See full list on eu4. This action costs military power proportional to the native population, aggressiveness, and ferocity, and will permanently reduce the potential value of the province from the native assimilation bonus. If you look at the combat screen, you see that there are two lines. Phases alternate between Fire and Shock, with the Fire phase happening first. In EU4, there is no player involvement inside combat, but the interface no… 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. This can be devastating as an offensive tactic, but may also affect the player as well. Once an army's overall morale value has been reduced to zero the army will attempt to retreat. Each 1000 artillery soldiers count as 1 artillery. This is further modified by the following: Forts are used to protect a nation from invading armies. Top priority is to be given to morale defensive pips, because morale pips affect both fire and shock phases. 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. All the while, the system retreats destroyed or low-m… Each military unit has offensive and defensive stats in three categories: fire, shock, and morale. When between 25 and 50% strength they will fight at 50% of their flanking range. Artillery are the only units that can attack from the back row, but they will only deal 50% damage from that position. The base cost is 50 military power which can be further modified by Portuguese naval doctrine and flagship modification. Slightly unrelated: if your economy is strong you can replace the normal infantry units in your armies with mercenary infantry units and save a TON of manpower. If a tactic gets countered, all … I create 60 stack armies (37/3/20) which when merged into a 120 stack has a (72/6/40) as 40 is the max combat width and I have more than 150% infantry to ensure that my artillery is safe and never pushed forward. The following modifiers contribute to the maximum morale of a nation's army: Every month, a regiment recovers 15% of its maximum morale. For example, if an army is fighting rebels in enemy territory when peace is signed, they will continue fighting despite being exiled. Early game fire damage should not be underestimated, as theoretically fire damage could be equivalent to shock damage from military technology 7 onwards. Attacker penalties from terrain are applied to the siege army, while attacker penalties from river/strait crossings are nullified regardless of any leaders' Maneuver pips. having 10 regiments with 100 artillery each is the same as 1 regiment with 1000. General discussion of piracy or leaked content is allowed. This is a sub-reddit for Europa Universalis IV. boards a transport ship that moves into a sea zone or is currently in one. 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 ratio threshold is checked daily even during battles, and is based on the actual headcount of individual soldiers instead of regiments. Some terrain imposes a movement speed penalty to armies traveling in the province in addition to a negative rough terrain modifier to the attacking army, with different types of terrain having different modifiers. To avoid spoiling the game for others, please adhere to the following guidelines: If you put "[spoilers]" before the thread title, you are free to discuss spoilers in the comments; In threads not marked by [spoilers], please use the following formatting to hide spoilers in your comments: Or if you want to specify the scope of the spoiler: and join one of thousands of communities. Thus a regiment that has 0.01 morale left after a phase will absorb an entire other day of kill & morale casualties. It still suffers attrition and its regiments can still move between armies, though regiments can't be mixed between exiled and non-exiled armies. But the cap of unrest reduction through rebel suppression still stays 5. You're probably not walking around with stacks this big or you'll be taking lots of attrition. To maximize the effectiveness of an army, a proper mixture of troops is important. [â]dyldopolis 1 point2 points3 points 4 years ago (1 child), [â]AnachronisticYak 0 points1 point2 points 4 years ago (0 children). In total, these add +3 permanent siege status. 3 Late Medieval Military +0.50 Morale of armies; 1440 By the end of the middle ages the land armies had become … An attached army cannot board transports. Stacking your armies let's your enemy do bonus damage for free. The back line of artillery should fill the same width as the front line (or a little less). Land warfare is the deployment and maneuvering of military assets against an enemy, in most cases this results in combat between opposing armies. next question if i have three armies of around 38 and am about to attack another army should i combine the army into an army of like 120 or move those three armies in seperately at the same time to attack, [â][deleted] 9 points10 points11 points 4 years ago (0 children). Every province has a loot bar. If there is still space remaining in the second row, deploy all remaining cavalry onto the second row, beginning from the edge of the first row then inwards. Use of this site constitutes acceptance of our User Agreement and Privacy Policy. Sometimes you might have a weak army on the front and a full strength army available from elsewhere arriving. They differ in that the casualties in the morale casualties equation are calculated with the morale pips of the respective units & without the fire/shock damage dealt & fire/shock damage received modifiers. Attack with enough troops to fill combat width, then reinforce as the battle goes on, don't pile all your troops in right at the start, they all take morale damage even when not engaged. A full strength infantry/cavalry/artillery regiment loots 0.1/0.3/0.05 ducats per months. Terrain for each province is shown in both the terrain and simple terrain mapmodes. [3] When a province's loot bar is empty no more loot can be taken from that province. 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. 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. 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. Deploy X units of cavalry on each side of the first row. e.g. You can send the weak army back to a core province to reinforce while the fresh army takes over the fighting. If there are more units in the second row than the first, then it will redeploy artillery to the first row until both rows are even. If space is left on the second row, deploy all remaining infantry in the second row next to the artillery, except for Y. The mentioned "casualties" are not to be confused with the kill casualties. 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. 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. You really only need it for sieging, it's impact in battles is minimal. Military tactics reduces the amount of damage a country's troops take in combat. Unless you're a horde then it's CAV CAV CAV BABY, or a Muslim or eastern tech they can go up to 8 or 6 Cav respectively if you got the money. 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. For every 1 combat width, 1 additional regiment can be placed in the front and back rows, if sufficient troops are available. to:Recruit & Deploy: Then click “Edit” on the desired division Here is a list of the types of terrain and the modifiers which they grant. 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. 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. Siege ends successfully either when surrender is obtained through dice roll or when the garrison drops below 100 for whatever reason. It is a general subreddit for the Grand Strategy Game from Paradox Interactive: Europa Universalis 4. Deploy all artillery in the second row. All giveaways, surveys, and petitions must be approved by the moderators first. EU4 Cheats is a searchable list of all EU4 Console Commands for the lastest version on Steam (PC and Mac).. While retreating, it cannot be engaged in combat or controlled until it reaches the safer province (or in extreme circumstances if it recovers to 100% morale before reaching the destination). Tactics get re-selected every 12 hours from a weighted list of all available tactics. 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." 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. Adhere to the Reddit content policy and the reddiquette. Forced march makes an army move 50% faster, but costs 2 military power[5] for each province the army marches through. Flanking range determines the horizontal range in which a unit may make a flanking attack. Defending unit defense pips: The corresponding defense pips for the defending unit. If they are in between 50 and 75% of their strength, they will fight at 75% flanking range. These are probably split into … The army will return to its previous position after the rebels are dispatched. Winning a battle gives the winning armies 50% of their maximum morale and retreating from a battle will reduce the other allied armies' morale relative to the portion of troops leaving the engagement). However, it can traverse any territory (other than wasteland) without needing military access. Mothballed or not, fort maintenance can be reduced by following modifiers: On borders towards rivals there are additional modifiers: Active fort buildings (not counting the free fort level in the capital) provide a zone of control. Retrieved from "https://eu4.paradoxwikis.com/index.php?title=Combat_width&oldid=5855" No links to pirated materials, pirated game mods, or key resellers. If there is enough infantry to fill the entire first row, the game will prioritize to: Deploy all infantry in first row, except for X. The base combat width is 15. Yeah, a diseased one preferably to help you break sieges. If a sieging army wins a battle on a province where they're sieging, an immediate bonus siege tick is triggered. The strangest thing I've seen in Eu4 - Spanish-Muslim Independent Cuba in 1559. Your units deploy more optimally if they arrive on the same day. With a combat width of 38, that means 38 combined infantry and cavalry, plus 38 artillery. The garrison will recover at a normal rate after mothballing is cancelled. Combat width determines how many units can actively participate in a battle at one time. Normally, the "attacker" is defined as whichever side moves into a given province last, while the "defender" is whichever one was already occupying the area. [â]digger_dooCommandant 2 points3 points4 points 4 years ago* (0 children). Great Qing idea 7: The Ten Great Campaigns, Kiwi idea 6: Rejecting the Australia Constitution, Lotharingian idea 2: Glory of Charlemagne, Vermont idea 1: Home of the American Revolution, Veronese idea 4: Civil Blood and Civil Hands, Aragonese idea 7: Protect the Little Folk, Ayyubid idea 3: Righteousness of the Faith, Carib idea 3: Resistance towards the Pailanti'po, Chachapoyan idea 1: Warriors of the Clouds, Great Yuan idea 2: A Savage Kingdom Holy and Enchanted, Herzegovinian idea 3: Stjepan's Rebellion, Imerina idea 2: The Twelve Sampys of Imerina, Luban idea 4: Encourage the Kasala Tradition, Medri Bahri idea 5: Independent Traditions, Neapolitan idea 4: Crush the Power of the Barons, Perugian idea 6: The War of the Eight Saints, Timurid idea 2: The Mantle of the Great Khan, Trebizondian idea 5: The Lessons of the Fourth Crusade, Religious-Quantity: Field priests and Soldier's prayer books. The amount of morale regained depends on the strength of the enemy army defeated relative to their own strength. However, this mechanic does not function when regiment strength reaches 0 before morale reaches 0 during the first 12 days of a battle. Armies that win battles will gain a significant boost to morale, to prevent situations where an army is stack wiped due to winning a narrowly fought battle and then immediately being attacked. The army then reduces unrest in all of those provinces via the "Friendly Troops" modifier, as though they were stationed in each individual province. Ilkhanid idea 7: Recruit Turkoman Gunners, Smolenskian idea 2: The Armories of Smolensk, Utsunomiya idea 2: Legacy of Nasu no Yoichi, Australian idea 6: Integration of the Bushrangers, Nagpuri idea 5: Light Cavalry Shock Tactics, for following or inviting a scholar from the, Andalusian idea 1: Stand Against the Reconquista, Leinster idea 4: He Who Is Not Strong Must Be Cunning, Russian idea 7: Broaden the curriculum of the Cadet Corps, Kanem Bornuan idea 5: Fixed Military Camps, Lur idea 1: Kingdom in the Zagros Mountains. All crossing penalties are removed if the attacking leader has a higher maneuver rating than the defending leader. 1) Game version - Observe that the graphic shows game version 1.5.4 and checksum 1503. (12/13/14/15 for fort building level 1/2/3/4). I disinherited my 3/0/2 heir and got this event. Contrary to popular belief, reducing the enemy army to 0 morale before they can retreat is not sufficient to stackwipe. Get an ad-free experience with special benefits, and directly support Reddit. Newly trained regiments at low land unit maintenance will often fall below this threshold. This is lowered by the reserves_organisation modifier, such as 50% from having 80 professionalism. The worst possible starting bonus is −11, for a level 8 fort in a capital (−9) with no blockade (−2). If all infantry units of the attacker are killed before the defenders are defeated, the remaining cavalry and artillery will continue the siege normally. They will come into the battle fresh and not take pointless damage to their morale. 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. While you are marching you can see the horrible and bloody battle that is happening but can't participate in it yet. Every round of combat, whether you are fighting, in the lines or just sitting on your ass, every unit takes morale damage. [â]AnachronisticYak 0 points1 point2 points 4 years ago (2 children). All units present in a battle, including reserve troops, take 0.03 base morale casualties per day on top of the calculated morale casualties. Forced march is available at administrative technology 15. For information on topics that are temporarily banned, please view our rules page. Please see the main article for full details as there are a number of exceptions and the behaviour is not intuitive. Full strength regiments fight much more effectively than half strength. Through observation and controlled experiments, the community has suggested a theory that the game seems to follow, dependent on the rough size and composition of each army. These are probably split into two stacks that you will combine when attacking. The normal morale recovery on the 1st of every month cannot occur while in combat. Consolidate regiments when they get weak. Let's take a look on a real battle. Note that garrison will refuse to make a sortie if the besieging army is much stronger than the garrison. Post those in /r/ParadoxExtra. Artillery can attack in the front line or the backline. It is also multiplied by discipline. When this occurs, the 0-strength regiment stays on the frontline until the first 12 days pass. Various ideas increase looting speed; this bonus increases the amount of ducats looted each month by the stated amount (and thus decreases the time taken to fully loot a province). Units in the front row can attack any enemy unit within their horizontal flanking range. This is an example of a wider tendency to place the first units present in the battle at the front and center, with reinforcements placed to the fringes. Art of EU4 War - Stacks and Army Composition [EU4] Managing Stacks and Reinforcements correctly? If the morale of an army is less than 0.50 the player can not control the destination. The attacker needs at least a net +6 bonus to have a chance of ending the siege. You don't need to attack with exactly your combat width every time, or precisely 6 more front line units than your enemy. A province will only begin to recover two years after the last successful looting, at a rate of 10% each month. Re… Rendered by PID 21345 on r2-app-0d6fa4feb21c1ca03 at 2021-02-21 10:01:45.429815+00:00 running a57cb06 country code: US. The following contributes to a nation's morale recovery speed. This does not reset the ticking down for the next siege tick. Same as artillery barrage, but only available if the number of cannons on ships adjacent to the fort divided by 100 equals the fort level. Cavalry and infantry can only attack in the frontline. The following modifiers affect fort level: Each fort level increases the garrison of the province by 1000 and gives a −1 modifier to siege rolls. This remains true even when the 0 strength regiment reaches 0 morale during the first 12 days. When an army enters a zone of control from a province not affected by a hostile zone of control the province it entered from is set as the 'return province'. The base flanking range is 1 for infantry, and 2 for cavalry and artillery. Game-trade threads are not allowed. Paradox Forums Livestreams Teamspeak Discord. 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. BANNED TOPICS: Content that breaks the spirit of these rules may be removed at moderator discretion. Explanations should be posted as a reddit comment - referencing the title is not enough. After a battle is fought, an army must spend some time without fighting for its morale to recover. You're probably not walking around with stacks this big or you'll be taking lots of attrition. 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.Hover over a cheat code to view detailed argument explanation. Like land warfare, naval combat occurs when opposing fleets confront each other in the same sea province. [EU4] Complete Guide on EU4 Combat \u0026 Reinforcements [EU4] War Academy I: Army Composition \u0026 Basic Combat. Saved games are set to the game version and checksum that are currently playing. Sortie can be ordered only when siege is ongoing, thus friendly troops awaiting an inbound enemy in a fortified province cannot receive garrison's aid. Anyone want the lottery numbers? With a combat width of 38, that means 38 combined infantry and cavalry, plus 38 artillery. 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. If it is taking casualties from an enemy, additional morale damage will be inflicted. Army besieging a fort always count as the attacker if a battle takes place and will receive the attacker penalty. 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). 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. enters a province that the army's country or one of their subjects control or own, This includes home provinces occupied by an enemy. It may be a good idea to become familiar with the information displayed, the various button and tab names, and the functions of those buttons and tabs before clicking the game Play button. Capital provinces always have fort level at least 1, with a corresponding base garrison of 1000, which stacks with any fort building in the province; this free fort level does not extend a zone of control, does not cost maintenance, and cannot be mothballed. A breach occurs if: When a war ends, any army still in territory it doesn't have peacetime access to is exiled. 38 infantry, 38 artillery. Attaching units to an AI army will change its behavior, making it bolder and more willing to actively engage enemies. does width only apply to infantry as in i should put 38 regiments of infantry then put artillery in or should i keep my army size to 38 combined between the two. The check on leader maneuver rating is performed daily, so a high maneuver leader can still swing the tide of battle even if he joins an engagement late. Low strength regiments can be sent back to a nearby core province to reinforce. It can't fight, siege provinces or explore, and it won't lift fog of war even in the province it's in. For attackers that originate from multiple provinces, they will all receive the crossing penalty if any one of them would normally receive it alone. At the end of each siege phase, a die (1 to 14) is rolled. Have your two stacks arrive in the same day. If an army loses a battle while having low enough morale to be disorganized, they will be forced to retreat to a controlled province (owned, allied in war, or occupied by player or allies). Cas confirmés, mortalité, guérisons, toutes les statistiques. The side having Initiative gets an increased chance to counter their enemy's tactic. Hey guys, hope you enjoy this combat guide that will hopefully introduce you to the basics of combat in EU4! Since sortie-ing troops fight together with friendly stacks if there are ones this can be used to win a battle in which both sides are evenly matched. Deploy all remaining cavalry in the second row, beginning from the edge and going inwards. Sheet1 Ideal army composition for every tech Mil tech,Combat width,Infantry,Cavalry,Cannons,Total,Comments 0,15,17,4,0,21 You can … http://www.discord.gg/ParadoxMP. Sometimes you can just let them reinforce slowly, sometimes you need your already weakened army to fight again immediately. It is also the stepping stone to more advanced strategies. 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. The player can loot provinces they occupy or those which they are besieging, but troops must be present to do so. To progress, the attacker requires a minimum of 3000 men per 1000 garrison. I'm playing as spain and have spent a lot of time ensuring the quality of my land forces in EUIV, they're all up to date in my game, I have quality generals, and my numbers are always superior, but for some reason I keep on losing. The art of land warfare is therefore of significant importance, and its complexities are discussed here as fully as possible. The game uses an undocumented algorithm to automatically deploy land units on the battlefield for each side of the battle. Note that the leader skill bracket cannot be negative. Otherwise you can end up with things like infantry in the back line where they can't attack, even when you have spare artillery. This includes games and expansions. Any unit types can be used for sieging, but for sieging a fortified province, only infantry will be used in an assault, and artillery speeds the siege up. Posts must be related to Europa Universalis.