Eu4 combat width of Technology
![40w for less casualties and deal more .](/img/300x450/1467116989930.webp)
Infantry+cavalry = combat width x 1.5 Artillery = combat width. Your infantry:cavalry ratio might vary by nation, but basically I use Cavalry = Mil Tech / 2. Such that at 16 tech I have 8 cavalry in an attack. And the rest infantry. The new reinforcement rules, change some support tactics, but I just break an army into 3 parts for manuevers to ...In EU4, there are four main factors that limit the player's military capabilities: force limit, combat width, manpower, and money. So, for example, if you decide to build 25 infantries instead of 10 cavalries, you may be paying the same amount of money, but you're costing yourself 2.5 times more of the other three resources.This wouldn't happen in EU4 because you'd lose next to no men marching to Moscow. ... When you reach combat width 40 your supply limits cap out at around 60 for what I'd consider "good" land (flatland). Yes you can get a …Combat width is supposed to help small amount of advanced troop fighting against large amount of inferiors. However, since currently extra brigades at front line do nothing but sit and watch, combat width is irrelevant. For example, the outcome of a 10-vs-30 battle is similar no matter combat width is 5, 10, 15, or 30.Any units over this cap will join the combat only once the initial units are depleted. This is extremely important. If you are engaging the enemy who has, say 30k troops, with a combat width of 24 (assuming you both have equal techs), then 6 of his battalions will initially remain essentially useless. This negates even large numeric advantages.Depends on the tech. Early inf is obviously better. Artillery gets better as the game goes on. It's a rather complex topic, since price, combat ability and most importantly mil techs (and therefore unit pips) interact and influence each other. Most important points: - Artillery ("A") costs 3x as much as infantry.Combat width rules make anything other than heavy ships trash in terms of battles. Aside from that galleys are slow. You can litterally beat 400 ships with 40 heavy ships EVEN if 80 of those 400 ships are heavies, simply because the other ships will get in the way and sink and that drops the morale of the 80 heavies.There are some great videos on YouTube about march comps. Army comp should be combat width-4 infantry, 4 cav, and however many cannons you want in the back row as long as it’s not more than width. For example, 30 combat width should have 26 inf, 4 cav, 30 art if you can afford it. Exceptions are if your country has modifiers that allow for ...Deer are a common sight in many yards and gardens, but they can cause significant damage to trees and shrubs. If you’re looking for ways to protect your plants from deer, choosing ...You can bring the reinforcements. The proper way to fight battles (and the best way to fight in MP) is to have some stacks of combat width of infantry and artillery and having infantry-only reinforcements. Let's say your combat width is 40, you need to have some amount strike-groups using the 40/0/40 composition and some amount of infantry-only ...So in CS, in the tech screen, you can see your combat width. Mine currently says 9. Does that include a base value, or not, or is there even still a base value? Before 1.12 I know it was base width of 15, plus whatever the tech screen said. Does that still apply, or is the 9 in my tech screen my total width?And there is no attacker/defender in EU4 combat system. All the modifiers work the same for both side simultaneously. Attacking/defending is just terms in the equation to show which side's modifiers are used in calculating. 2; 1; Reactions: Reply. Report. K. Kanno_FR Second Lieutenant. 70 Badges. Aug 18, 2013 136 61. Apr 30, 2015; Add bookmarkMil tech Combat width Infantry Cavalry Cannons Total Comments 0 15 17 4 0 21 For the reasoning behind this, see Zwirbaum's great unit guide. 2 20 22 4 0 26 Or this video by darkfireslide 5 22 24 4 0 28 If you find yourself to be a horde you may want to ignore all this and go full cavalry; I'm not sure if that's better or worse than these ...Want to open conversation on the changes to Ramparts in 1.34 and the removal of Terrain Combat width modifiers. Some of you may remember back before 1.19 Terrain would effect Combat Width in addition to its current effects, with -20% in Forests and Woods, -25% in Hills/Highlands, Jungle and Marsh, to -50% in Mountains.Anyways, enjoy! I made a spreadsheet that calculates the ideal army composition during certain tech levels in EU4. I based this on my own experience, reddit threads about army composition, and threads on other EU4 forums. Link to the spreadsheet. The link is view only but feel free to make a copy under "File" in the top left corner and test it ...First you must know your combat width, which is 15+tech bonus. 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. Later on (tech 12+) start replacing cavalry with infantry over time. You always want some cavalry at the flanks either way, but not as much as at first.The "Ideal" army composistion late game is enough cannons to fill the back row, so whatever your combat width is. Then 6 or 4 calvary units for flanking attacks, then just infantry afterwards. For a 30 stack, I normally will run 16-4-10. Reply.You'll need more artillery than just the combat width to last a long battle. If artillery runs out of morale it gets retreated. So in really big(MP) fights you might need to have even double combat width to replace retreated artillery. "- Backrow troops now take 40% of the regular morale damage." I don't think it will change much in SP. AI sucks.Usually you want half-armies. An army that has half the combat width as the front line. With 20 combat size I usually use 2 cavalry and 10 infantry(or just split army in 2 when its too large to wander around all in one because of attrition). When going into a big fight you just combine 2 half-armies into the battle if need to.Make a fleet consist of that width/3 + 2~3 number of heavy. 3. Go get some naval morale bonus, like advisor. You know, actually I think morale is most important in naval battle (provided that your composition is not hellish terrible and ship is up to date) Last edited by Tasty Bunny ; Sep 4, 2019 @ 2:13pm. #7.So 4 cav (2 on either flank) help you crush inferior enemy troups. But this only works as long as the enemy cant fill combat width. If he does, there is simply no space for your cav to flank from. Your cav then just becomes part of the line, doing the same your infantry does, maybe a bit better but a lot more costly.Nov 10, 2023 · Related: Europa Universalis IV: Leviathan is Now the Lowest Rated Product on Steam. In the early game, it’s all about maximizing your combat width. This means you should build your army to the combat width, with all infantry, minus two slots for cavalry.Start: 6-12/4/0 First cannons: 12/4/1 Tech 13: 12/4/6 Tech 16: 12/4/8 Tech 22: 16/4/12 Tech 25: 20/4/16. Armies of this composition will allow you to avoid attrition while not in battle. When in battle you'll want to reinforce one stack with another to fill your combat width.Nov 10, 2023 · Related: Europa Universalis IV: Leviathan is Now the Lowest Rated Product on Steam. In the early game, it’s all about maximizing your combat width. This means you should build your army to the combat width, with all infantry, minus two slots for cavalry.A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. ... that generally the most optimal way to group your troops is by having 1 combat stack that has a slightly higher than combat width of infantry and a backline of combat width of arty. (50-0-40s for example ...Europa Universalis IV. ... --Combat width and army composition. You want a front row of infantry + cavalry equal to your combat width. For most nations, a small number of cavalry (2 to 6, depending on combat width) is optimal. Your rear row should be exclusively artillery. At low tech, you don't need many, but by the time you reach military ...Go to eu4 r/eu4. r/eu4. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. ... [Mod] Combat Width Restored Title. Simply extract at Documents\Paradox Interactive\Europa Universalis IV and enable it at the launcher. For 1.19.1, not ironman compatible. Link ...1)Combat width kadar bölüğü birinci sıraya koyuyor. (Atlı ve piyade) 2)Topçuları ikinci sıraya koyuyor. 3)Eğer fazla atlı piyade varsa ikinci sırayı dolduruyor. 4)Eğer ikinci sırada dolarsa yedeğe alıyor. Fakat ekran görüntüsünde (İspanya'yım) gördüğünüz gibi 36 piyade 6 atlı 15 topçum var ve 40 combat width ve 32 ...The problem with EU4 is that its naval engagement width is set at a static 25. Although there are ways to up engagement width (+1 maneuver=+10% engagement width), they fall short of ever allowing the player to match this historic battle. ... The problem with much higher combat width is that you will be forced to spam big numbers of heavy ships ...The base combat width is 15. As military technology advances, a country's combat width increases, allowing them to use more soldiers effectively at once. All countries other than Native Americans start with tech level 2 or 3, so their starting combat width will be 20.Europa Universalis IV. Today there has been talking about some of the many updates coming in the next patch, 1.33. Some of the updates are focused on AI, while the rest are combat-based. ... An army of 2x combat width infantry is now superior to an army of 1x combat width infantry. Previously they were roughly equal.My understanding from what I remember is that your cavalry/infantry ratio effectively lets you have a certain number of cavalry attacking compared to your combat width, so if you have 12 combat width and 25% C:I ratio, you can have 4 cavalry dealing flanking damage. I'm just wondering if this general rule I have is incorrect/has changed.In EU4 they have shock and fire. In EU4 both attack and defense pips on units and fire and shock pips on generals matter in all battles regardless of defending or attacking. In V2, attack pips matter when attacking, defense on defending. In EU4, general bonus to rolls is difference between yours and enemy's pips.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.I really hate how battles only matter based on dice rolls. I know that terrain and general quality effect it but how the hell does it make sense to have a 15k beat a 20k who has 1 entire morale over them, when I have a better general, better combat ability as well just because I cant roll higher than a 2. Its super ♥♥♥♥♥♥♥ annoying.You should probably not have compact width stacks. I mean if course they are not bad, but not optimal either. Let see some cases: 1)You are a great power (ex: France) and you just unlocked cannons. Realistically, your force limit is around 70-100, you have 1k monthly manpower and your combat width is around 30, means you have at most 3 stacks.Aug 3, 2023 · 5. Discipline and Morale: Discipline and morale are crucial. Higher discipline leads to stronger troops, and maintaining high morale boosts combat effectiveness. Invest in ideas, advisors, and events that enhance these aspects. 6. Combat Width: The combat width determines how many units can fight at once in a battle.how long after spraying raid is it safe for babies. eu4 combat width chart. Post author By ; Post date used morgan buildings for sale; suriname red tail boa breeding on eu4 combat width chart on eu4 combat width chart5% discipline is basically +10% combat ability and 10% less damage received to all units. It's 5% more damage to all units and 5% more combat tactics (reduce damage taken) Since the OP already has 120%, the effect drops down to 4.2% each, or roughly 12.6% boost. The issue is, as combat progresses, infantry damage will go down.As an example consider a combat width of 20 and a battle between 20 and 40 infantry units. The 20 additional infantry regiments will be deployed in the back row and do nothing there. Therefore, the chance of winning this battle is exactly 50%. ... There's extremely little depth to EU4's combat and acquiring knowledge & understanding of it. The ...Artillery - X, where X is combat width. It was posted somewhere on the forums awhile ago, still works now. Although early game it can be tricky to make a proper army due to low combat width & low force limits & low supply limits, so then I just try to fill up the front and add as much artillery as I can in the back, but without perfectly ...Europa Universalis IV. ... --Combat width and army composition. You want a front row of infantry + cavalry equal to your combat width. For most nations, a small number of cavalry (2 to 6, depending on combat width) is optimal. Your rear row should be exclusively artillery. At low tech, you don't need many, but by the time you reach military ...There is a base combat width of 15. The numbers you get from tech are additional. Your combat width would be 27. I won't make armies with 1:1 front line troops to artillery. As soon as one of your infantry or cavalry units dies your cannons are vulnerable. I normally build armies of 20 with 10-2-8.eu4 combat width chartThere is a base combat width of 15. The numbers you get from tech are additional. Your combat width would be 27. I won't make armies with 1:1 front line troops to artillery. As soon as one of your infantry or cavalry units dies your cannons are vulnerable. I normally build armies of 20 with 10-2-8.Army size isnt as important as youd think. Size matters, but not to the degree some people think. Youre attacking the French Alps so youll be fighting in the mountains and what does that mean? -50% combat width!! Combat width is (15+tech)*modifiers so in mountains thats (15+tech)/2. Ill take a stab in the dark and guess this is between 15 and 17.Combat width - Europa Universalis 4 Wiki. Combat width. Redirect to: Land warfare#Combat width. Retrieved from " ". This page was last edited on 23 August 2013, at 15:24. Content is available under Attribution-ShareAlike 3.0 unless otherwise noted. About Europa Universalis 4 Wiki.Europa Universalis IV > General Discussions > Topic Details. Ringus. Feb 24, 2016 @ 12:23pm Best army late game ... Regardless of what tech group you have, in a battle you'll want as much artillery as combat width will allow, and enough cavalry and infantry to cover said artillery. In other words, for a 40-stack, you'll want 19-20 artillery ...Since the patch 1.16, combat width for naval warfare has been introduced, it has a base of 25, and can be modified by: Naval leader maneuver +10% per pip. 10% engagement width > 10% heavy ship combat ability because you not only get to slot in 10% more heavy ships in combat, but it also applies to galley in inland sea for Mediterranean dominance. Europa Universalis IV > General Discussions >This is guide for everything land warfare.Discord: If both participants fill the combat width