Eu4 Army Template

Eu4 Army Template - For the easiest good template: You can see cavalry tests on my profile. Before tech 16, pick inf and cav with the best offensive shock pips, and arty doesn't matter. Just the first time infantry gets a buff/new unit, this advantage drops to near 0. Last year, i created this infograhic guide to help the community with their army and navy compositions. A lot of special units have been added over the course of the games development since. Hi there fellow eu4'ers what is the optimal compositions of armies depending on tech level and unit groups.

I remember seeing an ideal army composition spreadsheet on this sub a few times, but i cant seem to find it again. For the easiest good template: We have updated our community code of conduct. 4 cavalry and the rest of combat width of infantry.

A lot of special units have been added over the course of the games development since. A lot of newer and intermediate players struggle with designing their army and navy compositions for use in game. For the easiest good template: Before tech 16, pick inf and cav with the best offensive shock pips, and arty doesn't matter. Use infantry and cannons equal to your combat width, and add 4 horses. Basically it depends on the tech level and it's a zig zag pattern.

For the easiest good template: After tech 16, however, it is seriously recommended to keep as much artillery regiments as your current army width. 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. Cavalry has single technologies where it becomes strong and after that infantry is able to catch up, e.g.

Add at least 1 cannon to the fighting stack, to get +1 at siege. A lot of newer and intermediate players struggle with designing their army and navy compositions for use in game. 4 cavalry and the rest of combat width of infantry. For the easiest good template:

Before Tech 16, Pick Inf And Cav With The Best Offensive Shock Pips, And Arty Doesn't Matter.

You can see cavalry tests on my profile. Cavalry has single technologies where it becomes strong and after that infantry is able to catch up, e.g. Last year, i created this infograhic guide to help the community with their army and navy compositions. Add at least 1 cannon to the fighting stack, to get +1 at siege.

Please Read Through The New Rules For The Forum That Are An Integral Part Of Paradox Interactive’s User Agreement.

I/c/a = width/4/width (incl which unit type to pick) tip. Quick and dirty army composition: Hi there fellow eu4'ers what is the optimal compositions of armies depending on tech level and unit groups. Jump to latest follow reply.

Use Infantry And Cannons Equal To Your Combat Width, And Add 4 Horses.

A lot of newer and intermediate players struggle with designing their army and navy compositions for use in game. This goes on until the next cavalry bonus, and so on. After tech 16, however, it is seriously recommended to keep as much artillery regiments as your current army width. Just the first time infantry gets a buff/new unit, this advantage drops to near 0.

I Remember Seeing An Ideal Army Composition Spreadsheet On This Sub A Few Times, But I Cant Seem To Find It Again.

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, pick inf with the best defensive fire. We have updated our community code of conduct. Basically it depends on the tech level and it's a zig zag pattern.

This goes on until the next cavalry bonus, and so on. After tech 16, pick inf with the best defensive fire. Use infantry and cannons equal to your combat width, and add 4 horses. Just the first time infantry gets a buff/new unit, this advantage drops to near 0. We have updated our community code of conduct.