Eu4 artillery. Members Online • Generic-Commie .

Eu4 artillery The balance is thrown off by artillery always having way more fire pips than shock pips (2 vs 0 at mil techs 10-17, then 3/4 vs 1 all the way till tech 29). Just remember infantry dies faster which can drop you below your cav ratio hurting tactic heavily. Its makes their artillery quite strong early for combat rather than just seige, but past the later techs the +1 disappears amongst other increases from tech. So early game: max amount of cav (49% for europeans). All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews When initially unlocked and through tech 15 you only need a minimum of 5 If you wanna play a Smolensk artillery build, don't forget about shock damage modifier too as they have a +2 artillery shock. ; About Europa Universalis 4 Wiki; Mobile view The benefits of mass artillery early on is just really not good enough to justify the cost (although as others have pointed out with Spain the math gets skewed a bit since they get artillery bonuses). At Tech 16, your combat width is 30. artillery is placed on the second row if possible. At admin tech 10 when you This page was last edited on 4 June 2018, at 19:21. Search our database of 300 EU4 spawn unit IDs. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: 10% artillery: Mann (4365) (Britain) ×1. spawn unit IDs. Multiplicative 1. Even if you reinforce the battle with additional units, this imbalance will not be automatically fixed. The way I do it is I basically add a bit higher ratio of artillery to my armies as I unlock more artillery improvements via tech. ; About Europa Universalis 4 Wiki; Mobile view Obv. r/eu4. There are 2 rows in a combat setup, artillery take up the 2nd row so with a combat width of 30 you can have 30 inf/cav in front row and 30 cannons behind Combat abbilty is pure damage dealt, for non cav builds, ICA is the best one, its way bether than ACA in early and midgame and Artillery damage isnt as high as some peaple say. Say you have a combat width of 30. Seiging a fort with artillery gives you a certain bonus to the siege depending upon the amount of artillery and the fort level. By the next jump in quality at tech 16 you should aim to have at least one stack Mid-20s tech artillery can do as much 2x infantry's damage, which is really the "prime" for artillery in the game. Thus, for a level 2 fort you need 10 artillery, for a level 8 fort you need 40 artillery pieces. Now this might not seem like a lot, but trust me, it is. This while other guides said that you want to go full on artillery, and A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Secondly, siege progress revolves around siege phases. There's Ferrara in Italy that has 10% Artillery combat ability in Italy. Its just that a non used backrow is a big mistake If artillery damage becomes noticeable. For land combat mechanics see land warfare. e. Members Online • [deleted Artillery can attack in the front line or the backline. 0 unless otherwise noted. 300 results. The only disadvantages are price (assuming you have horde ideas or it is not actually a problem) and you A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Only use cavalry if you have money to spare on conserving a tiny bit of manpower, and can't build any barracks instead. 76 infantry will get crushed by 38 infantry and 38 artillery because it Especially once artillery comes around, cavalry in eu4 is pretty much useless (if you don't have significant combat or shock bonuses ofc). Members Online • Generic-Commie Otherwise, the extra artillery would end up in the front row and take double damage. ; About Europa Universalis 4 Wiki; Mobile view Artillery provide siege bonuses, rarely take combat damage and scale better as time goes on. Infantry: Yes as I said above this is the preferred default. So you want 30 Infantry + 30 Artillery (split in two to avoid attrition). 302 votes, 36 comments. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Millennia Prison Architect Stellaris Surviving Mars Surviving the Aftermath Werewolf: the Apocalypse Vampire: The Masquerade Victoria 3. You will almost definitely require fewer siege phases, but depending on the dice you roll, it might not. This modifier is used to calculate the amount of casualties the enemy receive in a battle. 5 defensive Like other people said, probably artillery fire from the back row modifier, or maybe army tradition from battles modifier (stronger than just flat adding), or a shock/fire damage received/dealt. 4, you should have a full stack of artillery for major engagements, and since a skilled player should be more than capable of building strong enough economy to do I'll talk about this later when explaining artillery, but because artillery lends half of its fire/shock defensive pips to the front row but not its morale defensive pip (at least according to what I can tell from the wiki; this needs confirmation) and because artillery usually has the same number of offensive fire and offensive morale pips A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Careless deployment A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Members Online • Starting around tech 13, when artillery quality jumps, start adding in more and more as you can afford it. 05: 70% infantry 30% artillery: Arezzo (2978) This page was last edited on 21 December 2021, at 09:46. Naval barrage is available before artillery is, that's the main difference. 3rd slot = tech 7, whereas artillery isn't important for battles until tech 13 (and only mandatory in big battles after tech 16). Some franchises and games of note: Stellaris, Europa Universalis, Imperator: Rome, Crusader Kings, Hearts of Iron, Victoria and Cities: Skylines. Name ID; topchis_artillery: Muslim Rifle Infantry. France had mobile artillery during Italian Wars but that wasn't an advantage that Castile is one of the most powerful nations in EU4, not the best for WC but a very heavy hitting country. At tech 16, artillery has 2. Content is available under Attribution-ShareAlike 3. Go to eu4 r/eu4. Artillery are the only units that can attack from the back row, but they will only deal 50% damage from that position. g. Most of the army comp guides I've seen are some variation of "fill front rank with combat width of infantry and minimal cavalry, then stuff as much artillery in as won't bankrupt you". For example, at tech 32, an ideal army composition before considering monetary costs or supply limits would be: 42-46 infantry, 10 cav (optional), and 40 artillery. Members Online • The only thing that changes the percent chance of winning is the number of artillery currently sieging the fort. Works on unfortified capitals too, so having one cannon in an army sieging a capital will blast the walls open. Artillery shouldn’t be taking casualties so you don’t need extra That ratio is a "I don't care to micro well" way to play. Dec 7, 2024; Add bookmark #7 I think the AI is instructed by code to maintain a 50% artillery percentage. Portugal. as such, i don't know how to place the modifier well - does it increase the 50% to(say) 70%, or is it a multiplier on 50%(where a 20% increase increaes it to a net 60%)? Patreon: https://www. Here’s an example: Say you are on mil tech 9, so your combat width is 25. Although this leads to the question of what exactly an 'artillery regiment' in EU4 actually is. Your artillery combat ability comes in way too early. 5% damage increase? Artillery is not strong enough for battles early on and it's better to have a lot of infantry so that your cavalry can flank without being attacked themselves. Question about cavalry limit what is the better option 10% artillery combat ability or + 10% artillery damage from back row Kinda related to how good Bengal last idea is compared to other modifiers in game. Fire - Shock - Moral. At tech 20, artillery has 2. The only thing that really changes if you want to go cav-heavy is how you build around your support ratio. Ideally your armys comp should be this. EU4 Spawn Unit IDs. patreon. At tech 3 your combat width is 20. So you want to start with very little artillery at first, and increase its numbers as you go on and gain access to better artillery units. 30, where artillery somehow gets deployed in the front despite having full strength inf/cav in A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Reply. . From tech This page was last edited on 1 October 2013, at 11:50. 4 fire and 0. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: Artillery CA -20% Manpower Recovery Speed -20% Garrison Size -25% Fort Defence -25% Naval Morale -30% Siege Ability -20% Sailors -33%: Artillery is very expensive to build and reinforce so you want to protect them to the best of your ability. buildmultiplebuildings Recruit. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews When initially unlocked and through tech 15 you only need a minimum of 5 to 10 artillery to get full bonuses (5 for capital forts, 10 for regular forts) and it also depends on you force limit and economy, you should certainly aim for at A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Morale Impact: The damage boost extends to morale as well, enabling a custom nation to overcome the Ottoman target dummy in battle as shown in the image. When a unit dies or retreats, the unit behind it (your artillery) moves up and the infantry in the reserves will move into the space in the back row. For combat purposes, the objectively ideal ratio is 5 infantry for 2 artillery regiments, with you still making sure to start battles with full artillery backline. Disregarding other effects on siege efficiency (like threats from attacks), the most efficient way to siege down a province is: - Create an all-artillery stack corresponding to the fort level, plus a number of units to migitate the attrition. For backrow they do the same (no the 50 % Base damage from backrow, doesnt mean that the back row damage buff is twice as strong, thats a debunked myth) Europa Universalis IV. If you lost all 1000 of men of the regiment in front of the artillery (Ideally infantry in most cases) then the artillery regiment behind it takes casualties. 1 fire and 1. Until artillery becomes a viable option, it feels like you are playing with artillery from the start. 6 fire and 1. When possible subtract 6 from combat width and you have the number of Artillery than can be used from the second line. artilerry already does only 50% damage from the backrow compared to the front row. 15 shock. an important consideration is pure artillery stacks when siegeing forts to minimise attrition and max siege time, you have to protect them and make sure you have sufficient view of the enemies armies and This page was last edited on 21 December 2021, at 09:46. Report. if width is 24, and you have 20 infantry and 24 canons, you will have a frontline of 20 infantry+2 canons, and a backline of 22 canons. Keep in mind there are indeed other reports in 1. Those of my stacks. I think every Iberian nation now has that +1 fire for artillery. This article is a comprehensive guide focused on unit composition in the strategy game, Europa Universalis 4. before artillery in combat comes online it's better to build a separate army that's just cannons with 1-2 infantry for max siege bonus and let the army wander around, obviously costs permitting. traditionally its 10 infantry, 4 Calvary and and 6 artillery. napoleonic_square: Native American Archer. Regarding the pips, artillery pips look equal to bad lategame tech group infantry. How do I know how many inf and artillery to send to a siege before getting to the province? Question A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. The fact that they are only infantry is rather annoying since combining them with artillery makes you lose rhe faster disembark bonus ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. This article discusses the three types of Artillery is the only unit type that fires from the back row, meaning that in an ideal scenario you'll have enough artillery to either fill up the back row (equal to combat width) or just enough to Unlike infantry or cavalry, artillery can fight from the back-row, attacking with 50% of their combat power. 1 artillery_power Europa Universalis 4 Wiki. ask questions and/or talk about the grand strategy game Europa Universalis IV by 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. Go to eu4 r/eu4 • by Since you want to switch when artillery damage surpasses infantry damage, that 10. Then reduce the amount of cav and add artillery, giving the 50/25/25 mix that OP is mentioning when you have the earliest crappy cannons. The AI takes that and runs with it- not as elegantly or efficiently as a A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Bengal has the modifier +15% artillery damage from back row so is this 50% + 15% = 65% meaning a 30% damage increase or is it +15% of 50% = 57. 18 HAIDA North American natives WC on very hard mode AAR: Visit the American natives! EU4 patch 1. At the beginning of the game, artillery does not exist. The amount of artillery needed to add a bonus to siege progress changes Arty is designed that they deal 50% damage from on the backline then their stats would infer as I know. If a siege phase takes 30 days, artillery won't make it take less than 30 days basically. Imagine that the first artillery has an offensive siege value of 3. Maybe keep an infantry and artillery force for major sieges - no sense in spending more on an Horse Artillery: Artillery Combat Ability +10% Modern Firearm Techniques: Infantry Combat Ability +10% I'm pretty set on keeping Modern Siege Weapons and Public Road Act as they're helping me on the strategic level which is more important for me right now than having space marines. Archived post. Artillery is responsible for 29%. And there's also A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Basically the title. 20/8/0 and 0/0/28, or perhaps just march full 20/8/28? my army is limited to a size of 20, though. As long you have 100% cav to infantry ratio, you can have it. Date Posted: Oct 3, 2017 @ 12:02am. This is what makes them so valuable and strong. I've been playing as England into Great Britain and I've seen many instances of artillery providing different bonuses. lua). Oct 20, 2024 3 0. Members Online • It's because of the joke "Smolensk meta" which is building artillery only as Smolensk (since it's got a ton of artillery bonuses in its ideas it's kinda possible to do that, but not cost A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. When they form Spain they have a balanced set of NI: Very good military ideas, +15% morale, +5% discipline, +1 artillery fire are among the best of the major powers. Shock is better before you start having full lines of artillery (around tech 16), or A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. But one drawback is cannons are expensive and you Each unit type (infantry, cavalry and artillery) has different shock and fire modifiers, depending on technology (and said modifiers can be checked in the technology tab) and different shock and fire pips, depending which unit type you select (in the military tab). Here are some screenshots: When sieging this fort, I get +1 to my roll per division of artillery. Pre MIL 7, you can barrage+assault, and even after MIL 7 you could ignore arty completely, if you're fine with not breaching inland Once artillery comes into play I do a minimum of four units, all backline. I would never use more than 8 units of cav at tech 30 (the last flanking range unlock) as a non-horde, non-PLC nation. Examples: At tech 3 (game start for most), you have a combat width of 20. 17 JANGLADESH on very hard mode one tag AAR: Visit Jangladesh! A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. 65 shock. You want a front row composed of 2 to 4 cavalry and 26 Then artillery fill the back row from the center to the width of the infantry and cavalry deployed in the front row, then remaining artillery are deployed to the front row (I This concluded look highlights the key aspects of unit effectiveness such as Combat Width, situational unit choice, and Military Tech level. The +1 artillery fire especially makes a big deal after mil tech 16 assuming you can afford the cannons. Does this idea only affect the cost of the single-time recruiting of artillery or does it also affect artillery_cost artillery_cost = -0. So it's not a pip or anything, just a flat modifier. In the late game that means 40, per stack. Don't have any by the time you have a full artillery backrow. ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Backrowdamage? when artillery appears: 60% infantry/20% cavalry/20% artillery; artillery is very expensive and not that powerful; it's used mostly for doing something in the fire phase and for buffing up the units in front I really need to read that combat page in the EU4 wiki. it can be worth splitting your artillery from you main stacks and drilling just them, to give them some more kick when at war. Defensively, back line artillery gives 1/2 its pips to the unit in front of it. Hence artillery is best used to provide supporting fire from the second line. Artillery. At least if enemy enough artillery to be shooting them, and has infantry opposing them Reply reply New_General_6287 A complete and up-to-date searchable list of all EU4 . It can speed them up by 6 months, which in a tough war can save you about 10k manpower from attrition. As seen above, combat ability also just a multiplier (everything except pips is). im still trying to find a comfortable army size that gets rid of the horses. Then you will want a combat width of artillery and a bit more of infantry. 13 is when artillery becomes acceptable for fighting but not worth forking over the money for a full back row unless you're rich. However, artillery takes double damage when attacked (if it gets moved to front row ). sikh_rifle: Napoleonic Square. Page 1 of 2. ; About Europa Universalis 4 Wiki; Mobile view Europa Universalis IV. Tech 7: add at least 1 cannon to the fighting stack, to get +1 at siege. 3. At least by tech 16, when artillery fire modifier increases to 2. if fort is level 3 do you need 3 artillery and anymore won't make a difference? Europa Universalis IV > General Discussions > Topic Details. gg/vHcXzfabMc:p/ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / Where A required part of this site couldn’t load. You can change that percentage if you don't like it (see defines. the best i had was a 12 inf 8 art army. Artillery was more of a Muslim craft before the Reconquista which saw Castille absorb siege artillery in large scale. After tech 16, your armies should contain an entire combat width's worth of artillery. Accordingly, artillery adds to the fight from tech 13 when they receive a second pip, one of which is applied to the front row. This is +1 artillery fire. For sieging purposes, I do get one immediately. some guides said that you want your combat width on infantry and your combat width on artillery, plus 2/4 cavalry on top of that. Too bad the wiki is blocked at work On early-tech, artillery is weak and you should only have a few in each army for support and sieging. might mean total amount of cavalry you are deploying in comparison to infantry/artillery. com/thekaisereu4Discord: https://discord. Active Wikis. For an easy comparison, +10% artillery combat ability is worse than this modifier for the entirety of the game. When you select an artillery type in the military menu you can see 3 pips (both for offense and defense). E. 50 military power which can be further modified by Portuguese naval doctrine and flagship modification. if you wiled 20 infantry and 4 canons, all your artillery will be in the back row. Artillery is disproportionately powerful from the back rank. Similarly, artillery deployed in the frontline can have disastrous results for you. But, how do I actually stack them? Should I make 2 stacks, i. Balancing infantry, cavalry, and artillery by considering costs and strategic application Artillery: Unlike infantry or cavalry, artillery can fight both from front row and from back row. ; About Europa Universalis 4 Wiki; Mobile view A place to share content, ask questions and/or talk about Paradox Interactive games and of the company proper. Especially if you combine with a high shock pip general. So yes the army will love at the slow disembarking speed of an artillery canon, and You've got the right idea, but unfortunately that's not how reinforcements work in eu4. Very good naval ideas, +25% naval limit, +10% heavy CA, +1 leader maneuver. if a regiment of Line Infantry (3 defensive fire pips, and 2 defensive shock pips) is in front of a Royal Mortar artillery regiment (4 defensive fire pips, and 1 defensive shock pip), it will defend as if it has 5 defensive fire pips (3+4/2) and 2. If in the back row, artillery attack with 50% of their Offensive Fire/Shock/Morale pips. Europa Universalis IV. So you want either 20 Infantry, or 16 infantry + 4 Cavalry if you can afford it. my best game of eu4, ever, the year is 1530 :D Add at least 1 artillery to your stacks after military tech 7 for the siege bonus. ARTILLERY. Flanking is better than artillery because of artillery doing only have damage and having worse multipliers than cavalry in the beginning. Roll up with just enough infantry to seige use the ships for artillery free bombardment Take coastal fort Withdraw Reply reply Europa Universalis IV. More artillery will give a higher starting chance of the fort falling, as will a leader with siege pips and a blockading fleet. Army - For a standard nation without any special cavalry bonuses: Tech 1-16: 4 cavalry and the rest of combat width of infantry. This page deals with the the individual land unit types. Generally, if your reasoning is needing more combat power, just make more infantry and reinforce properly. Reply reply [deleted] • 10% Infantry Combat Ability = 10% more damage your infantry does A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. In fact, you should probably have less artillery than that since you need more infantry to replace losses in the front line and keep the artillery protected in the backline. Infantry has 1. My 37k was: 22k inf, 11k cav, 4k Artillery While the guide suggests (for 30 width): 18 infantry, 2 cavalry, 10 artillery or Late game: 36 infantry, 4 cavalry, 20 artillery early artillery has weak damage, its cost/damage ratio is bad, therefore it's better to invest into more infantry (1 arty vs 5 infantry) artillery is always useful for sieges. So the answer is "because the AI has lots of money, because all their border-forts are free". This may be due to a browser extension, network issues, or browser settings. The +3 artillery siege bonus isn't directly related to any other mechanics than siege time although high artillery numbers can help you with breaching, whether forced or not from an artillery barrage. It is also makes a difference that fire phase is This page was last edited on 24 October 2023, at 11:55. The combat mechanics are so intricate. In case it's important, this is a Level 1 capital fort. Front row horses, back row artillery. 25 shock. 5 meaning a 7. More artillery won't improve this further, +5 is the max. A +15% morale bonus and +1 Artillery fire bonus, and in prime position to get a head start on colonization for the new world trade. For information on the recruitment and maintenance of armies see army. So early game your artillery will could be 2-0-1 instead of 1-0-1. the more complex question is if you should field more than combat width infantry & cav or not, and whether to use any cavalry Europa Universalis 4 Wiki Active Wikis. 10: Modifies the base cost of artillery units. An army with 10 artillery and no general has the same siege strength as an army with 1 The Spanish bonus of +1 artillery fire adds a flat +1 bonus to the fire value of artillery. Since artillery deals half the damage from the backrow, artillery is responsible for a total of 37% damage. Reply reply As for Artillery, choose the ones with fire pips and prioritise fire pips over morale pips because Artillery stand in the back of your army so they suffer less morale damage than the units at the front. ; About Europa Universalis 4 Wiki; Mobile view Throughout the course of mid/lategame artillery should be essentially equal to infantry, as infantry take up the front row and artillery will always be behind a unit of infantry. It adds up to those number. The base cost is Military power. ACA vs. Discussions Rules and (Which means artillery will start to provide defensive benefits earliest at tech 16 with Chambered Demi Cannons and their 2 defensive fire pips. With one siege pip on your general you always have a 7% higher chance to take the fort. Portugal enjoys a unique bonus in its national ideas, one that it shares with its Iberian siblings. Having 1 artillery gives a +1 siege bonus to level 1 forts, 10 artillery gives +5. Europa Universalis IV 82530 EUIV: Bug Reports 1193 EUIV: Suggestions 19330 EUIV: Technical Support 6836 EUIV: FAQ & Strategy Guides 240 EUIV: AAR's, Let's Plays, and Fan Fiction EU IV: Alternate History Short Story Contest Contr 29 EU4 Royal marriage, personal union and claim throne guide: Read Guide and EU4 Coalition handling guide: Read Guide EU4 patch 1. Once you do the switch, all your latin infantry become longbows. Level 8 forts are no longer as painful the age of revolutions and nwo the new custom idea allows you to increase the damage artillery does from backrow. This time, I get a very different — much less powerful — bonus. Early game cavalry is the shit. This page was last edited on 24 October 2023, at 11:55. Please check your connection, disable any If you have one artillery or more per fort level, you can click cannon barrage and spend 50 mil points to instantly breach walls. In fact, there are two basic types of artillery so one could be more siege-focused and the other combat-oriented, which could offer a strategic choices, example: - Large Cast Bronze Mortar: +3; - Houfnice: +2. 22 is when artillery becomes a merciless killer. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: Your reinforcement armies should be about half combat width of only infantry. You actually want as much artillery as you have combat width in every stack. Ideally you would want a Zoroastrian Smolensk for the monument, or By Tech 13 or so, artillery should outnumber infantry in a maximally powerful army. Tech 7-9: Large Cast Bronze Mortars Tech 10-12: Culverin Tech 13-15: Small Cast It isn't a unit by unit basis, but rather the entire unit. 71% gets further reduced. Members Online • Pan_Dircik Artillery and generals modify how many ticks it will take on average to take the fort. Your combat armies should be 21 infantry 4 cavalry 25 artillery. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. 5: Our capital is in Mann (4365) +15% land morale Bande Nere: 0. Maximum Combat width is 40. I know people have different strategy for cavalry, but once you get artillery you typically want to have a 1:1 infantry to artillery ratio, with as The siege stack will siege enemy forts super fast. Eventually artillery will be godly and cavalry nearly useless. That +2 brings that to a maximum of +7. Posts: 10. Have a few reserves at the battle start and then reinforce with pure infantry stacks to keep the front line from buckling. You can even see where the buttons would be in the army But as others said, Artillery is only effective on the backline so this means that no more than 50% artillery should be fielded for optimization. Adale in Africa is also another one with 10% artillery combat ability and really good mil national ideas. Cavalry depends on the country but usually 0-6 per stack is fine unless you have great cav, then you can have more. As a big fan of ship combat, I wish EU4 was more conducive Go to eu4 r/eu4. To get space marines, just stack the modifiers in the order listed for any country. And your sieging armies should be artillery only, number depending on max siege artillery bonus. Therefore, since we determined artillery does more damage than infantry, 10% CA equals more damage if put on artillery than infantry. To be clear that's a valid approach, given how tedious microing armies in Eu4 can be, but it's very far from being optimal. At tech 16 artillery gets good. Western infantry is obviously better, as is Eastern, but if you have Chinese, African, Native American, Indian, Muslim, or Anatolian units, they're equivalent, though the artillery is fire and morale pip focused, when those infantry tend to have more offensive/defensive shock in exchange for either fire or So, basically I know that perfect option to use artillery in a full combat width in the back row. Europa Universalis 4 Wiki Active Wikis. If you want an army with Marines to fight effectively you also need to bring in artillery and cav with take huge attrition penalties and slow down the unboarding process making Marines literally worthless. Artillery can engage from the second line, while Cav and Infantry have to replace a regiment on the front line. In the siege interface This page was last edited on 26 October 2023, at 01:00. It attacks enemies straight ahead of it. does having artillery progress the siege faster?, is there a cap at which how much artillery can contribute to a siege? eg. I'm trying to create an army template based on this This balance between the two units changes as the game progresses. Depending on the type of fort you are sieging, the required minimum to make use of any such artillery level bonus varies between 6-30 artillery regiments You can see how many regiments you need to get what bonus on what fort level here Artillery fire is different from the fire phase that you see in combat. Then there's the possibility of stack wiping due to superior damage, and having the artillery back row damage age-ability around the corner, which further tips the scale to 10% artillery CA. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Show command help. This allows your cannons to stay out of harms way. Members Online • Ok-Replacement-4848 It also effects cav and artillery do it’s just better. What ratio of infantry, cavalry and cannons should you have in the 1600's and 1700's? Thread starter Vapiritapiri; Start date Mar 31, 2022; Ideally from tech 17 onwards, you would have as much artillery as you can fit to the combat width, but ofc you must have at least the same amount of front line troops (infantry Normally artillery can give a maximum dice roll bonus in sieges of +5. Aragon (Artillery fire) Spain (Artillery fire) Siam (Cavalry shock) Another thing is increased Artillery damage from back row (Bengal ideas and age bonus in Age of Revolutions) and terrain bonus for hordes (+25% shock on flat terrain, - 25% on others). A place to share content, ask questions and/or talk about the A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Members Online. If no enemies can be found straight ahead, it will try to This page was last edited on 23 May 2015, at 19:05. This page was last edited on 14 March 2015, at 15:09. persian_rifle: Mysorean Light Cavalry. At the very late game (MIL tech 29) they are similar in terms of value, with +1 Therefore marines will get their modifiers appplied, artillery simply won’t care, as for movement speed, eu4 moves units ar the speed of the slowest unit. On late-tech, artillery is incredibly powerful and you generally want a lot of them (40-50%), but it's very expensive. ; About Europa Universalis 4 Wiki; Mobile view A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. the backrow modifer only works in backrow, so for front row ACA is bether. ) Last thing - artillery helps with the sieges, and you get +1 bonus to siege if you have at least 1 unit of artillery, and then you can get up to +5 bonus to siege rolls with more artillery units. B. Artillery units, uniquely capable of attacking from the back row, must be strategically A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Whether you’re a beginner or an experienced player, learning more about the game’s mechanics is essential for strategic success. The ideal situation AFAIK is having a full backrow of artillery at the start of the battle and a full front row of infantry protecting those artillery. When it does, it pops up right next to infantry and cavalry just like the others said. One to look out for is the Pedrero vs Culverin point. Artillery is unique because it can deal damage from the back row during a battle. It's amazing late game to go around with a 40k stack of artillery in conjunction with artillery barrages and siege lower level forts as though they aren't even there. tgfa crjmp mhd vkyglny clky dsq wmlwdq xco glpmi ogvsz