Eu4 Army Template
Eu4 Army Template - As for cavalry, they are very expensive and for most nations, which don’t have cavalry combat ability modifiers, 2 or 3 regiments per army may be enough for most of the mid and all of the late game. After tech 16, however, it is seriously recommended to keep as much artillery regiments as your current army width. 4 cavalry and the rest of combat width of infantry. Just the first time infantry gets a buff/new unit, this advantage drops to near 0. Use infantry and cannons equal to your combat width, and add 4 horses. Add at least 1 cannon to the fighting stack, to get +1 at siege.
I/c/a = width/4/width (incl which unit type to pick) tip. After tech 16, pick inf with the best defensive fire. As for cavalry, they are very expensive and for most nations, which don’t have cavalry combat ability modifiers, 2 or 3 regiments per army may be enough for most of the mid and all of the late game. 4 cavalry and the rest of combat width of infantry. Before tech 16, pick inf and cav with the best offensive shock pips, and arty doesn't matter.
I remember seeing an ideal army composition spreadsheet on this sub a few times, but i cant seem to find it again. A lot of newer and intermediate players struggle with designing their army and navy compositions for use in game. Cavalry has single technologies where it becomes strong and after that infantry is able to catch up, e.g. At tech 3, the ideal army does 20% more casualties. You can see cavalry tests on my profile. Hi there fellow eu4'ers what is the optimal compositions of armies depending on tech level and unit groups. Last year, i created this infograhic guide to help the community with their army and navy compositions.
Jump to latest follow reply. We have updated our community code of conduct. This goes on until the next cavalry bonus, and so on. Before tech 16, pick inf and cav with the best offensive shock pips, and arty doesn't matter. Add at least 1 cannon to the fighting stack, to get +1 at siege. A lot of special units have been added over the course of the games development since. Quick and dirty army composition: Just the first time infantry gets a buff/new unit, this advantage drops to near 0. Hi there fellow eu4'ers what is the optimal compositions of armies depending on tech level and unit groups. As for cavalry, they are very expensive and for most nations, which don’t have cavalry combat ability modifiers, 2 or 3 regiments per army may be enough for most of the mid and all of the late game.
Use infantry and cannons equal to your combat width, and add 4 horses. Please read through the new rules for the forum that are an integral part of paradox interactive’s user agreement. At tech 3, the ideal army does 20% more casualties. For the easiest good template: Before tech 16, pick inf and cav with the best offensive shock pips, and arty doesn't matter.
At Tech 3, The Ideal Army Does 20% More Casualties.
I remember seeing an ideal army composition spreadsheet on this sub a few times, but i cant seem to find it again. Hi there fellow eu4'ers what is the optimal compositions of armies depending on tech level and unit groups. Add at least 1 cannon to the fighting stack, to get +1 at siege. Quick and dirty army composition:
Just The First Time Infantry Gets A Buff/New Unit, This Advantage Drops To Near 0.
Before tech 16, pick inf and cav with the best offensive shock pips, and arty doesn't matter. After tech 16, however, it is seriously recommended to keep as much artillery regiments as your current army width. You can see cavalry tests on my profile. Basically it depends on the tech level and it's a zig zag pattern.
Use Infantry And Cannons Equal To Your Combat Width, And Add 4 Horses.
Jump to latest follow reply. This goes on until the next cavalry bonus, and so on. As for cavalry, they are very expensive and for most nations, which don’t have cavalry combat ability modifiers, 2 or 3 regiments per army may be enough for most of the mid and all of the late game. 4 cavalry and the rest of combat width of infantry.
For The Easiest Good Template:
Cavalry has single technologies where it becomes strong and after that infantry is able to catch up, e.g. We have updated our community code of conduct. A lot of newer and intermediate players struggle with designing their army and navy compositions for use in game. Last year, i created this infograhic guide to help the community with their army and navy compositions.