Eu4 best units by tech. Tech group is massive.
Eu4 best units by tech It also differentiate between Tech group's primary effect is on unit types, which have different base pips per unit as tech advances. 1 at tech 19. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Complete the janissary missions. Finally hire another advisor, set your focus to Go to eu4 r/eu4. Then either delete the janissaries or merge them into a single unit and combine with your army. Best Unit Type+. The labels show the unit that takes over as the highest Scoring, along with the Tech level it takes over, which may not be the Tech level at which that unit is unlocked. 5k ducats every month, has been on time or ahead of time in mil tech for centuries and has a few mil ideas, they shouldn't just be inherently worse than the europeans because it is just stupidly hard coded to be worse than After you get decent fire modifiers for your artillery, which is at military tech 16, you can actually consider going down to 8/4/8 stacks as your base but only since the Ottoman have pretty good cavalry and tend to be rich. I am all for historically plausible outcomes, but tech disparity is completely illogical in some playthroughs. 0 shock - cavalry in 1500 and 1600 has the same strength and infantry is getting stronger. But technology group is not everything, you may have lost by the pure luck my best game of eu4, ever, the year is 1530 :D 2. They win by a slight amount. Share Sort Sharing tech group grants something like -5% tech cost per highest tech nation of that category. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. the entirety of the EU4 part of my mega campaign! (ck3 - eu4 - vic3) 7. Other tech groups are somewhere in the middle (except for High American with RNW or custom nations, that's just plain OP). Technology units can be compared by comparing the sum of pips. Is the data on the page correct or out of date? Thanks Top posts of June 23, The weekly help thread has a link to this spreadsheet which I have found helpful, both for stack composition and unit choice. IMO Manchu/Jurchen Banners are the best Special Unit. But, remember to look at your economy too, as one cavalry costs 2. Anatolian units have an extra morale pip starting at their first unit upgrade, which amounts to a substantial bonus in morale for the early game. Is Polynesian Tech still busted or did Paradox nerf them? When it came out I think they were second only to High American. If you're willing to put in the extra micro you can get a lot out of splitting up armies so they are sized to the task you need them to do. The idea that unit pips is some be all and end all of battles stems from misunderstanding of how combat works, where some people assume that, for instance, a unit with 0 fire pips deals 0 damage, and a unit with 2 pips deals twice as much Still I do question why Polynesians should get the best unit pips so early on, just like why Siam gets the best cavalry bonuses in the game. A (around tech 16) swap 3 and 4 with 5 and 6 respectively. For a Steppe nation you could do 5 infantry, 6 Cav, Go to eu4 r/eu4. Since it's creation, though, we've gotten many new unit types across the different tech groups. You get different unit models at: Tech 1 Tech 12 Tech 21 Tech 26 Tech 30 Posting here since this is the top result on google. When you reach a new military tech and unlock a new type of unit, you can click on it and look at its stats, but you can also learn about some really interesting history surrounding the adoption of certain weapons, tactics, and other things around different time periods. To compare europeans they get an infantry unit with 3 pips and a "better" one at tech 9 with 5 pips and then one with 10 pips at tech level 12. After mil tech 6, you better avoid them until you reach mil tech 19. For example if you don't use cavalry then tech 10 is useless as all it does is provide a cav unit. When I played a little over a year ago I remember Western tech military units basically being the best in the game at almost all points, and becoming by far the best after a couple Tech 1-16: 4 cavalry and the rest of combat width of infantry. For example cav is pretty bad at Tech 6 and 7, than they get a huge spike at tech 8. For Inf vs Cav. But generals, terrain, tech and ideas are usually much Also makes the strat of getting an Anatolian tech vassal and recruiting their troops less useful. (Doing it for fun idk). You can see that at level 5, western and eastern infantry units have the same number of pips, so your defeat was due to one of the other factors listed by others in this thread. Indians get close at tech 9 but still get beat. So once you get past tech 23, I'd probably switch to western. WockoJillink . Offensive pips are how many casualties your unit deals (in shock and fire). 100+ Bathroom Design Ideas for The Sims 4; Go to eu4 r/eu4. 66 ducats per month. For example, if you have a width of 10, then you should have 8 infantry units and 2 cavalry units. Since you say you have such a discipline advantage (which should make up for the pip differences EASILY), there is something else going on. Western tech group is one the strongest if not strongest and eastern are weaker. Tech will pretty much always outweigh idea groups. 5 maneuver and cavalry a 5 maneuver. The more morale damage I'm inflicting, the more enemy units are retreating faster, so the less morale damage I'm taking. But the advantage isn't that large. You have increased maxed saved power, so you may wait for a little longer. Maneuver will never decide a The 5 ducat cavalry cost essentially means your 0/1/1 will always be more cost-effective than 1/0/1 no matter the tech level. (eu4 falls back to lvl4 models automatically) You're free to use as many sprite levels as you want, you could even have one per technology level. High American doesn't get neighbor bonuses from tech group, can't get cav until a higher tech level than Western, and your missions slots end up filled with missions to conquer Europe. At this tech your infantry is only one pip lower than their's, however your cavalry is really outmatched by theirs until tech 28. I haven't checked every single cases so there might be exceptions, but I did choose best infantry units based on battle outcome and All you do is replace some of the infantry units in the template with Cav. Comparing units between tech groups makes sense, anything else is misleading and the high number of upvotes shows how few This concluded look highlights the key aspects of unit effectiveness such as Combat Width, situational unit choice, and Military Tech level. Artillery catches up The 5 ducat cavalry cost essentially means your 0/1/1 will always be more cost-effective than 1/0/1 no matter the tech level. Test 36. Castile will also introduce you to more game mechanics and you'll have an easier time. Subscribe. The 5 is the base damage for an increase in casulties from the modified Dice roll which on the wiki is the Dice roll + (general shock/fire difference for the best general in that phase) + (offence pips of the attacking unit - defence pips of the defending unit). They use a quarter of your manpower, essentially quadrupling your manpower if all your troops are banners, aswell as 5% discipline for good measure. Is the data on the page correct or out of date? Top posts of June 23, 25 votes, 41 comments. 6 at tech 20 What do you consider to be the best unit types and army comps in the modern state of the game? For most nations and types it's a simple "highest tech unit is best" as there aren't that many unit sets with multiple options at the In this guide, we will reveal the best army compositions for different stages of the game, from early to late game. Your current system is about what I do, although I include a few more inf after tech 16 to protect my art in case of longer battles when front line gets gaps from morale loss. In this side wiki you can see that Eastern tech group is better until mid game and later is mostly worse than Western. Depending on who you play, Eastern tech is better. About EU4 Wiki (unit pips and tech groups) I am playing with Spain, it is late game (1760) and I wanna fight against ottomans so I saw Paradox wiki to compare western and anatolian units. The unit packs DLCs have some of the best-looking units in the game, so it can be very The cavalery at tech 6 has 6 pips like the african infantry but is more expensive and has less base dammage output trough tech unit modifiers, at tech 10 muslims get some good cavalery with 9 pips. Question is pretty much what it says should i be choosing units by the highest moral or the highest fire/shock values? Go to eu4 r/eu4. 0 unless otherwise noted. But it really isn't that insurmountable of a difference since total pips are like 14 vs 15 at tech 19. One of them is sprite_level, which is what you're talking about. I also don't know how you are counting, but you are not outnumbering them 3:1 - you don't even have twice their units. Share Sort There's no way to do that for most nations, but it shouldn't matter since the variation in unit pips as you progress through tech is reasonably close. Controlling for other variables, like national ideas, unit pips, terrain etc. But the differences are small, and your units don't change when you Westernize anyways. EU4 unit composition thru tech . my best game of eu4, ever, the year is 1530 :D 2. If this post gets a hundred upvotes I will edit it with a bonus bonus section revealing what I believe to be the best idea group choices for hordes. This is equal to having 40% artillery combat ability, but offensive morale still wins. and they also get very good bonuses, and you get a ton of them. The battles will be Just read on the forum that free shooter > Tercios. ; About Europa Universalis 4 Wiki; Mobile view You wont most pips in Shock early game and mid/late game you want Fire pips. If you want to do it, I'd consider swapping to a Christian Infantry and cavalry is different and western tech group has the best infantry late game. Some players they cav are bad in the late game, thats not true, but they get power spikes on other techs compared to infrantry. 26 onwards western is better So Aboriginal stronger: techs 3-9, 10 Fleets [edit | edit source]. This is how it would look during combat: TLDR: for the easiest good template: use infantry and cannons equal to your combat width, and add 4 horses. The Western tech group of course also has an advantage in tech costs. This change is effectively buffing Western and Eastern tech nations since their units are closer to parity with Anatolian/Muslim tech groups. At the end of the game you can gain + 150% maneuver if you have all the military tech, which would make infantry have a 2. Just don't piss off France and you are pretty much good and left alone on the Iberian peninsula. when they are tech 3 and you are tech 4 because the base morale and tactics advantage from tech is MUCH stronger than the tiny amount of extra base damage There's a helpful little table which shows the best infantry/calvary tech group by each tech level here. They spend 21/32 technology levels being either at Now, even if I were to try and defend cavalry with the 'pay premium for elite unit' argument, it would only be applicable in very specific time periods of the game (tech 11, tech 17~19, tech 23~26, and even less Western units are always the best starting at tech 26. you can recruit . Until tech 9 it is stronger than western, then tech 10 and 11 it is also stronger, 12 and 13 it is weaker, 14 stronger again, 15-18 even, 19 weaker and 20-26 even again. All innovation etc is represented by HRE being the probably highest dev area in game even though it's not accurate at all, at least for early period. However, once you get farther down military techs and start really stacking professionalism, combat modifiers, discipline, and the like you really don't see too much of a gap save for specific situations (Poland again). For roleplay purposes, what would that 'be'? How would the Ottoman state convert to Orthodox Christianity irl, and what would it look like? The table below show for each Tech level a damage calculation based on 5*(shock/fire modifier of unit)/(tactics of the Tech level). At tech 3, the ideal army does 20% more casualties. Subscribed. It's a 20% advantage. Stupid fast tech and idea progression, especially if you pick up Humanist as your first or second idea group. Native American companies are probably the best example for this, their tech is usually 3-4 below yours. I personally only take the penalty for the tactics and possibly morale. These are my and the EU4 community’s top 3 hordes - Oirat, Jianzhou and Kazan. So early on, you should use them a lot. It's a bit confusing since it can have 2 defensive pips at tech 10, but loses 1 at tech 13 so. If someone wants to take over this mod and update it themselves, they're free to! gvid Mar 2, 2024 @ 10:38am Go to eu4 r/eu4. This is your best friend for comparing army sizes and army quality. At tech 16 you want a full row of infantry and a full row of artillery cause tech 16 is when they start dealing a good amount of damage, before tech 16 you can use artillery for sieges (10 artillery gives you a +5 bonus against forts). This takes a very "offense is the best defence" approach. MEIOU and taxes. If you open up the common/technology/mil. The units are roughly the same, with Eastern units being better early, and Western units better later. same start but has to consilidate Manchuria for 20ish years before it begins to behave just like Oirat but with Banner units and slightly better ideas as Manchu. This page was last edited on 24 October 2013, at 21:33. 500+ hours in and I still dom't know how to properly appraise the new units I get to choose from when I hit a new Mil Tech. The whole tech group system needs to be re-worked. Optimal unit type (Eastern Tech Group) Meta Hi, I was wondering what would be the optimal infantry type for tech 12 and 15? Ex: Offensive vs Defensive for tech 12 and Soldaty Infantry Both Spain and France have extra Discipline on their NI's nullifying his bonus, and France to top it off has Elan on top o any Military ideas they will have, the pip's on units are added straight to the dice before any operations go along if I remember the Wiki, so even a difference of 2-3 pips will feel massive depending on generals a (lol Go to eu4 r/eu4. Recruit a merc company and start moving your units toward candar. At the start of the game in 1444, a standard European country will have a combat width of 20. For example, Ottoman tech group units are very strong early on and fall off later, while Westerners are the weakest early on but catch up in the late game. Fire is better the more artillery you have, and honestly starts getting good as soon as units start getting Fire pips, since Fire always happens first. Then we give the fire What are the best groupings everyone here has come up with so far? Here are a couple of mine: -5% Tech Cost as first Tradition and -10% idea cost as the first National Idea. Then I stab up and recruit 10 janissary units in one province. Constantly loosing to Muslim, Western, and Eastern tech countries despite my armies being superior in tech, morale, discipline, numbers, and generals (most of the time anyways) and constantly lose. Always compare army quality in the Ledger. EU4 is about building an empire and it's lame that your troops are going to worse than others man for man if you start as an Indian, native, African You wont most pips in Shock early game and mid/late game you want Fire pips. But yes, high American is the best tech group in the game. After tech 16, pick inf with the best defensive fire pips, cav with the best offensive shock pips, and arty with the best offensive fire pips. Late-game Polynesians and Aboriginals have stronger troop technology than the Russian Empire. Each unit type (infantry, cavalry, artillery) has some number of pips in each category (fire, shock, morale) that depends on your technology group, as well as some combat modifier in each category (fire, shock, morale), both of which directly affect the damage it does. I find myself referring to Zwirbaum's unit guide often and wanted to put together a quick "cheat sheet" for when I quickly want to see what military unit I should using after upgrading tech levels. What do you After playing Ming, Qing, Korea, Japan, and Chukchi I’ve noticed Chinese tech is abysmally pathetic. Their unit group is insane, being the best units, surpassing even Anatolian at tech 5; except at tech 14 or so when they fall behind every other unit group they are simply the best or tied best for each tech. Crypto Western tech group units are the worst in the early game, are slightly bellow average in the midgame, and are the best in the late game. They’re available to all Eastern tech nations such as Poland and Muscovy. Unlike land units, existing naval units don't automatically upgrade with technology level. Here you have an easy excel spreadsheet that says which units are best at each tech level + the most effective army composition at each tech lever. Ming also has Things to increase your admin power gain are having good monarchs (the most important - always disinherit bad heirs), hiring advisors, taking the clergy privilege, and having above 50 power projection. Is there a concise list somewhere of the best unit type per tech for the various regional army types? Archived post. They are good, but if they don't make a big difference then don't take the ahead of time penalty. Later in the game you start unlocking national ideas, idea groups, missions, etc. Containing 4000+ provinces to conquer and tax, as well as numerous new mechanics to flesh out your EU4 experience. During the various military tech levels, we usually have a selection of technologically equivalent units that tend to focus on different areas. Crypto Go to eu4 r/eu4. As an example: assuming there was a tech where shock and fire tech modifiers were equal, a single offensive Cossacks deal 15% extra shock damage. Also the Western pips are generally better for most situations. With special units, estates, new mission system and events they should slowly phase out the unit pips differences. The official unofficial subreddit for Elite Dangerous, we even have devs lurking the sub! Elite Dangerous brings gaming’s original open world adventure to the modern generation with a stunning recreation of the entire Milky Way galaxy. Here you can see the actual differences between western and eastern at any given tech level. Tech group determines how many pips your units have. And how much morale damage your unit does to enemies. So Tactics>Morale>Units>Modifiers. During each fire and shock phase, your army will cause casualties and morale damage. For infantry, at the beginning of the game you'd want the ones that have more Shock pips because the Infantry shock modifier is larger than the Infantry fire modifier but as the game goes on (I think past Tech 14 for Western tech though not sure) the Infantry fire modifier becomes larger than However, their racial mil gives them +25% Artillery Combat Ability and +10% Fire Damage, really good late game, but +10% Shock damage recieved, -10% Infantry Combat Ability, and -20% Cavalry Combat Ability, making them very fragile until tech 16, at which point they explode in viability, especially combined with their +Special Unit Forcelimit Unit Names come from the unit-files, and not the localisation files, so there will be some differences. Your initial army There are three technology types that line up with the three types of monarch points. Starting Army Composition (1444) Updating Army Composition with Increased Combat Width (Tech 5) Introducing Artillery (Tech 7) Late Early Game to Early Mid Game (Tech 9-11) Transitioning to Late Mid Game (Tech 14) Late Game Army Third we have new units. If you're in 1444, having western tech would be a weakness, so don't worry about westernizing, and enjoy stomping the Tech 7-12. But in combat in EU4 each army has two lines, the front line and the back line. Maneuver is rounded down - so at best infantry can attack 2 to either side, where cavalry can attack 5 to either side. This goes on until the next cavalry bonus, and so on. I will update this further as people make suggestions or combat changes again. However since infantry are taking all the casualties their effectiveness will decrease throughout the course of a battle while artillery's will not. It'll do you fine. 34, as outlined in this Dev Diary. Each type is divided into 33 levels of technology which enable new abilities, buildings or units This is equal to having 40% artillery combat ability, but offensive morale still wins. 33 by u/twistysquare. Good break points are the max siege bonus 10 for level 2 forts 15 for level forts (tech 14). Unit B has better defensive shock and morale than Unit A. Gennerally i look more at what aspect of millitary a country is good for specialisation trough the stacking of modifiers, unit pips play a small factor in that too. You can look at what units are available to each tech group here. 2. Having one more pip in a unit is equivalent as having a general with one more pip: it makes an impact, but not that much. Anatolian units are still better than western units before tech 6 but its not that huge. As an example, Muslim nations in India will generally be at a tech advantage Mil tech is important to stay on top of and you should prioritise that but bear in mind not every mil tech is relevant. They are the first technology to ever surpass High American infantry at any point ever. Before tech 16, pick inf and cav with the best offensive shock pips, and arty doesn't matter. So I was wondering which unit was the "best" for each military level and which pipes are Go to eu4 r/eu4. If a non western tech nation has been the dominant power in the world for centuries, has the highest income in the world by a huge margin, having a surplus of 7. Westernising costs 2400 MP as Eastern tech, Cavalry ratio depends on unit type, not your technology type. Inf is more cost efficent. which you can stack against the AI; another very important thing is artillery, which every tech group has access with the same pips and deal a good portion of the total dmg late game. New comments cannot be posted and votes cannot be cast Every military tech adds shock and fire values and sorting mil tech by tier is absolutely pointless. 1. Currently tech 10, and main enemies will be the Muslim Mamluks and the Anatolian Ottomans. Ottomans reach their peak at mil tech 6. So for tech 5, the half-stack is 10 infantry, 1 Cav. They all have the same number of pips but different distribution. Tech 16-21 you should Bring a full backrow of artillery or you lose way more than you should Tech 22- the same but much more true. And by the time you form Germany you have the best economy in Just read on the forum that free shooter > Tercios. The rest of the hordes are quite evenly matched so just play whatever you like. Germany is post EU4 timeline formable which tried to obliterate Europetwice. Top 10 Best Arabian Nations in EU4; Top 10 Best Nations To Play Tall in EU4; Newest Posts. Western units do have the best pips late EU4 unit composition thru tech . In the beginning, offensive morale is almost always my top priority. ethiopia overall is a great nation, def top 5 for me Now, I'm not so sure. You can leave it out entirely, and wouldn't notice a huge difference. I would probably pick the tech group that fits the lore of my nation the best. TL; DR version - Gustavian Infantry best choice during tech 19-22, with Highlanders being good option for tech 19. Religions can have combat bonuses. Each group has a unique list of land unit types representing the general military strategy of similar countries. Mercenary companies are all associated with a specific province and have the technology and unit types of the owner of that province, I believe. ) Business, Economics, and Finance. The ottos are strong early because of other reasons (generals, discipline) and people who complain about them aren't that good at micro and fight in bad terrain. So really, it doesn't matter that much. Mewar for example is a country that can rather specialise towards fire dammage output with infantry due specific unit pips and national ideas. I'll try to give a more broad answer: With the exception of like tech 10 high american vs non-high american, unit pips don't really matter. Cavalry can attack the unit in front of it, or 2 to each side. But with like just another 5% discipline modifier or a slightly better general you can outweigh weaker somewhat weaker pips given equal tech level. 2 to 2. tech 8 almost doubles your cavalry strength (1. I’m writing this post because I feel that the descriptions of different types of units in EU4 are sorely lacking. Underperforming cav armies can also be a result of military technology. By culture converting you can easily get the force limit to your actual FL and their bonuses are genuinely insane. After tech 13 or so, get more cannons in each stack depending on how much you think you'll be sieging and fighting. 35 Sunset Invasion mission changes tech group to High American, best units in the game. g. Fill the combat width no matter what (unless your fighting an 8k stack of rebels or whatever). For western tech my ratios are usually 12/2/0 (can do 12/4 or even 10/4 here if filthy rich) -> 12/2/6 -> 10/2/8. Not the best thing going on here Paradox. For example, Poland. ) Horde Cavalry have more pips at EVERY tech with ALL other tech groups until at least tech 10. in my ethiopia wc run i had 200k of cawa by 1550. You can see the thread on my profile. Just the first time infantry gets a buff/new unit, this advantage drops to near 0. General vs unit pips. Lets discuss how to choose based on enemies/ nation strengths. Getting started This means picking the unit based on the pip with the more base bonuses from tech is better. As for African vs Muslim units, Muslims win out slightly between MIL 9 and 15. Either that or nearby reinforce stacks. DLC [edit | edit source]. Later on, their units actually have fewer total pips than other tech groups. Containing 4000+ provinces to conquer and tax, as well as numerous new mechanics to flesh An easy situation in EU4 due to game mechanics: Ottomans, but Orthodox Christian. The extra pips make a big difference. Whatever comp you decide on you will want to split the stack so it doesn't die to attrition. Muslim units really only peak around tech 12 to 17, and they get good infantry at 23. 3. So if your unit has 5 aggressive morale pips and the enemy unit that it is fighting has 4 defensive morale pips, then your unit will deal additional morale damage on top the other factors. After doing 4-6 games with different nations with a friend who started playing for the first time, Castile by far was the best for a new/starting player Generally it depends - on unit tech group, current mil tech, surrounding supply limit, economical situation etc. Before mil tech 6 you may have a chance. Artillery is very expensive to build and reinforce so you want to protect them to the best of your Depending on the current combat width, you should fill the first row with infantry, and cavalry on each side. But yeah, in short to answer fully now, isn't feasible I think (*in general situation) :) A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. So first of all, you’re getting it wrong. You probably never want to exceed the 5 to 2 infantry to artillery ratio though. Early on nomadic tech has the best cavalry by far but later units are bad. Also each idea provides -2% After tech 7 get at least 1 cannon per stack or 4 to get 1/2 siege bonus respectively, depending on how much money you have. Later on in the game morale matters a little less than it does early on. First of all, from what I know, in the early game, the nomad tech group, which all hordes start with (I think) has a major adventage in unit pips for cavalry compared to many other tech groups. New comments cannot be posted and votes cannot be cast. Yes certain groups have slight advantages at times, but it's definitely not a 50% advantage at any time except for Anatolian units at tech 5 against Western units(5:3). Definitely Korea or Ming, due to the fact that Korea has the best “tall” meta ideas and the free tech mechanic from their capital province at the start of the game. I'd highly recommend reading Jarvin's wider posts on EU 4 combat if you are interested in the detail. You may additionally make 10/0/10 siege stack, not for fighting and just for fast siege of forts level 1-3, since they are the most common. You can make some absolutely overpowered cavalry there. Content is available under Attribution-ShareAlike 3. Best Western Tech group pips are not that important. Go to eu4 r/eu4 • by I'm not sure which of the three tech groups is best, though, which is why I'm here. How good it is varies depending on what tech level you are at, but it is always as good or better than any other tech group I don't know if the title is the most correct, but I don't know how to put it another way. if you are far behind like over 2 technology levels, its better to save power and to limit. ethiopia overall is a great nation, def top 5 for me In this guide, we will reveal the best army compositions for different stages of the game, from early to late game. Cavalry has single technologies where it becomes strong and after that infantry is able to catch up, e. I hope they just make it so that Western/High American tech groops get an automatic Institution growth in their Provinces/Capital. Next we jump to tech 4, and the infantry value is now at +1 fire and +1 shock, it's a completely flat unit. Instead of Tech 1-16: 4 cavalry and the rest of combat width of infantry. Tip Archived post. Tech levels with no unit choices are omitted. You can make up for that easily with your smart human brain and better tactics/strategy. Gallipoli is hills, they have better units on current tech and probably a Controlling for other variables, like national ideas, unit pips, terrain etc. Artillery is only used for sieges, the extra damage is to small If you are Not spain. . For non-eastern nations though, the Western tech units can be a lot better for a lot of the game because they change more frequently. Build enough galleys to get you to 10. At most, they'll have 1 less pip. Fire damage modifier- 1. This means picking the unit based on the pip with the more base bonuses from tech is better. Basically in the late game, when your combat width is at 40, you should have the following army composition: 40k infantry + 40k artillery. So ive got a grasp on almost every mechanic in EU4 , except for one , unit composition and ratio over time Cavalry isn't a great unit, as it's extremely expensive, and not as good as the same cost in just infantry. You won't be getting to tech 10 any Go to eu4 r/eu4. Lastly we have Shock/Fire modifiers. Which means that if you were to have the exact same dice rolls, morale, discipline, military tech and generals. 1100 hours in and can't play EU4 any more because I believe I can't play 'optimally'. As for infantry CA vs artillery CA infantry are doing more damage than artillery at almost all tech levels. Aside from fixing zombie regiments, the most important changes (in regards to this spreadsheet) I see are more passive Go to eu4 r/eu4. So I was wondering which unit was the "best" for each military level and which pipes are Hello everyone, as you may know, there is this wonderful Ideal army composition for every tech spreadsheet, which has been last updated to 1. You can look up the exact pips somewhere on the EU4 wiki. yeah. 0) but later cavalry shock (so your main strength) stays the same until tech 17 where you get 3. Steppe Nomads don't get unit upgrades by design, but their units do have usually better pips early on compared to other tech groups but fall behind as the game drags on, if your units begin to suck, take the Reform the Government decision, this changes your tech group to Muslim and allows for units to upgrade, but you lose most of the bonuses hordes get. There's lots of nuisance here so read the guide if you haven't already, but in summary here You want to attack ming e. Balancing infantry, cavalry, and artillery by considering costs and strategic application They flattened out the pips for units from different tech groups, and what that means is that for any given group, your units will only have at most a few pips worth of difference from another group at the same tech level. 5 of what one infantry regiment costs. Manage the western arms trade by maintaining an independent western neighbour with 150 opinion, and take ideas that lower tech cost. The Ottomans have Janissaries! They take 10% less shock and fire damage, drill 50% faster and are 50% better at assaulting forts than all other units, at the cost of 100% reinforcement cost. The top table is all tech groups, all tables below are copy-pasted for comparison. Your units use both defensive and offensive pips in any battle. Then we give the fire Units don't matter that much. Haven't actually played a serious custom nation campaign except for one where I played as an independent Socotra but ditched it since I was too OP. ethiopia. Oirat in particular is geographically very strong, additionally starting with a good ruler, a good general, and the Tumu crisis event enables them to get 50% war score on Ming by fighting about 2 battles, which is either your early game money dealt with, a ton of easy high development land, or emperor of china if you want to play celestial Now, I'm not so sure. I've manualy input all total pip amounts per tech level, for each tech group (before leviathan). Some questions: 1) Given the choice between units with more pips in offensive than in defensive or vice-versa, how do you make a decision based on your specific situation, using Full first row of Infantry / Cavalry (30 units with mil tech 16) Second row with as much Artillery as you can afford. PSA: 1. If you will ask me for more precise situation, I will try to answer. Remember, most tech groups' 0/1/1 can already fight toe to toe with 1/0/1 with no modifiers at most tech levels. r/eu4 • Top amount of mana generated by a ruler is 6/6/6, a gold mine with optimal development produces 6. Each country belongs to a technology group, which determines the initial starting level of technology and in general terms how much of the map is discovered at the beginning of the game. 320 You are neither controlling gallipoli nor biga, so they can cross. For the longest time, I've built my armies adhering to Zwirbaum's guide, like many players have and may still do. But on the other hand, at pretty much every tech level High American units are best. I haven't checked every single cases so there might be exceptions, but I did choose best infantry units based on battle outcome and not their pip distribution, so I'm quite confident with my picks. 5k for 2 mil Points which means unlimited manpower. To view your technology group open the Military tab which lists all Here you go: Jarvin, who is one of the most knowledgable individuals on how EU4 combat works, provides a good summary of unit pips in this thread - note he highlights that pips do not make a significant difference. 8 tanks, 2,000 infantry and 12 artillery units for fire support. Short answer: Anatolian tech is equal to european at tech 15, and inferior from tech 19 an onwards. You may additionally make 10/0/10 siege stack, not for fighting and just for fast siege of forts level 1-3, Unit types in EU4 are a bait, in that whatever you choose has close to 0 impact on your country's performance in wars. All nations, regardless of their technology groups, share the very same artillery units throughout the various technology levels. Each unit type has a Shock and Fire modifier (not the shock and fire pips). txt file, you'll see all the effects of technology there. This is specifically for infantry, cav pips are different. Obviously you need anti-aircraft as well, but not necessarily in the same combined arms unit. I combined this with a 25-year-old 5/5/5 starting ruler. THIS IS A COSMETIC MOD, AND DOES NOT CHANGE CHECKSUM and quit EU4 a while back, so there'll likely be no update from me. Im often presented with these two options: Unit A has better offensive shock and morale than Unit B. IIRC the formula for both normal or morale damage works by taking the damage-dealer’s offensive pips and subtracting the damage-takers defensive pips from it. This doesn’t mean that all nations utilize it equally, though. Business, Economics, and Finance. There are specific tech levels that can be less impactful than specific ideas, but generally speaking it is good practice to just prioritize tech. Go to eu4 r/eu4. So assuming you can maintain MIL tech parity with your opponents, and your military is otherwise up-to-snuff, you should not have any extra difficulty fighting them. Tech 13-15 Artillery is usefull, but you dont need a backrow. For naval fleets, the sprite level signifies the highest level of the dominant ship type (from heavy ship, light ship, galley, or transport). Since then, there have been some changes to combat and units in 1. 10 infantry may be replaced with 10-16 infantry mercenaries. Your artillery should then be composed of 10 units, to fill the second row. After tech 16 is when I can reasonably say having more cavalry won't matter much simply because of the arty at the very least, save for cavalry nations. #4. Unsubscribe Description. Mercenary companies are all associated with a specific province and have the technology and unit types of the owner of that province, 1100 hours in and can't play EU4 any more because I believe I can't play 'optimally'. Tech 7: add at least 1 cannon to the fighting stack, to get +1 at siege. Kazan gets ccr by admin tech 5, Great Horde only by admin tech 10. TLDR: At tech 16, your artillery High american units are the best in the game untill tech 28 which then they are still joint first I knew about the unit types (Africa feels bad, man), but not about how good High American Unit types are. So try to create a good alliance and try to find their smaller armies to hunt them down 1 by 1. Yes it does. it’s considerable but not as bad as you think since the Muslim tech 15 units hold the Same amount of fire pips as the best offensive western units at tech 19. So a 60-80% cavalry army will win every engagement with all other things being equal. r/eu4. It's marked as "not used by eu4" because eu4 has sprite_level = 5 at military tech 30, despite not having any sprite level 5 unit models. Tech group is massive. Reduce technology cost (keep in mind that 10% technology cost is 60 ppwer points): embrace institutions before tech up, if penalty for technology is over about 15%. Anyways, when you level up you unlock multiple units, the difference being the way they have their pips assigned - for example playing as France level 5 military tech will unlock Men At Arms, Longbows, Galloglaigh Infantry. gjaajly pdvqe pdggy ihksdya sfgnvd idwmhfhp wnnb drhcito gfkkpxi pyezll