eu4 extended timeline army composition

Anyways the technology group they are in is Muslim (though it should be Ottoman since they are kind of like the predecessors of the Ottomans). You'll want an entire combat width worth of artillery as soon as you can afford it. Even in the fire phase lvl 32 cannons deal only 36% more damage than infantry. If you've got more men in a battle than they do, offensive pips are more beneficial. You must log in or register to reply here. Even as western nation you can easily use twice the amount of cav than in the sheet if you have the money for it. (well unless you can stackwipe an army), offensive and defensive pips tend to have more of an effect whether you're outnumbering your enemy or not. The defensive boost is half the cannon's pips, rounding downdown, so no benefit before tech 13. Depending on tech level cav can still deal more than twice the amount of damage than an inf regiment depending on the amount of shock pips you get from leader and ideas. The problem at later techs is that artillery adds to the damage dealt during the fire phase (which comes first), and cavalry isn't any better than infantry when it comes to taking damage.

And, you're able to use your forcelimit completely by building an extra half. Unfortunately, a lot of people seem to leave out this important detail when giving army composition advice. I'm playing Extended Timeline, using 50.000-men stacks, on the 2010s.

By using our Services or clicking I agree, you agree to our use of cookies. At tech 22 and above, cavalry starts to get worse and worse. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. And you have a much better chance of catching enemy armies if you're moving two armies in parallel.

16/4/12 is wrong. © Valve Corporation. As for the attrition limit, that's simple. Anyways the technology group they are in is Muslim (though it should be Ottoman since they are kind of like the predecessors of the Ottomans). Español - Latinoamérica (Spanish - Latin America), http://steamcommunity.com/sharedfiles/filedetails/?id=306882044. If the Width is 27 it means you need something like 20/8/26. I'm playing Extended Timeline, using 50.000-men stacks, on the 2010s. E.g. Some examples of what should be different in your actual army composition: Early on, you should have a single artillery regiment in your armies. So i suppose you should be close to 20% infantry 80% cav, but it depend also if your countries give some special bonus. This is the perfect army composition when you want to win a battle and are not constrained by force limit, money, manpower, attrition and other stuff that you might want to do with the army (sieging).So while the spreadsheet is not wrong, it is impractical for regular gameplay and shouldn't be used to set up your armies, only as a guideline. JavaScript is disabled. Even at lvl 16 a cannon is only as good as half an infantry.

If you stack morale then you want the unit type with the most morale. I'm playing with the Extended Timeline mod as the Seljuks. Morale is preferable to any other statistic, but offensive and defensive pips tend to have more of an effect whether you're outnumbering your enemy or not. All rights reserved. It maybe is a cheap army composition, but far from the IDEAL composition.

You should start increasing your artillery numbers though, in preparation for tech 22 where artillery makes a huge jump in power.

The base width is 15, the up to 25 from tech gets added to this. One of the things people often leave out is that it’s useful to make armies that are all dividable.

Incrementally add them in; don't wait until military tech 16. in an ideal composition with unlimited money - yes, because having even a little bit more dmg is better than having none. If you deal more damage or not when outnumbering depends on flanking ability alone because it does reduce the amount of units that are idle. Tech 17 and 23 are the strongest for cav in the game. Cannons are only useful pre tech 13 if you have serious manpower issues (and have already purchased all your mercs). By early 1500 the Combat Width is already 27+. Each province can recruit one regiment at a time, though multiple regiments can be queued up in a single province.

It maybe is a cheap army composition, but far from the IDEAL composition.

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