Besieging armies will always take at least 1% base Attrition attrition, even if the province is unfortified. Mercenary recruitment cost is computed as follows: Recruitment cost of mercenaries is not affected by regiment cost modifiers, but is affected by the following: Some ideas and bonuses increase the discipline of mercenary regiments: There are also modifiers from decisions, events and missions that affect mercenary discipline. Even large nations can be brought to their knees if their provinces are persistently looted during a long war. The result is used to determine the morale damage and casualties inflicted to the opponents each day in the three-day-phase. Artillery defends first line units from attacks with half of its defense points in the corresponding battle phase. Thanks for the guide, it really clears up a lot. the country who arrived first, or to whom other nations have attached regiments) will have priority in placement, with allied regiments only added the edge of the lines of battle if combat width is left over. General modifiers reduce the cost of all types of land units. 1 . If there are no available controlled provinces to retreat to within a large range, the army will shattered retreat to one province away. If given the estate interaction "Expand the Cossack Registers" Privilege this amount is repeated for a total of: . Thus the defensive pips of the frontline regiments impact the kill casualty equation of two enemy regiments, while the offensive pips only affect a single regiment. The victor from the first battle will now act as an attacker, and will suffer all terrain penalties appropriate for the province (unless that side controls a fort in the province, in which case it is the defender as normal). Example: An army with 20 supply weight in a province with 17 supply limit would normally take (20 - 17)*(10/17) = 1.76% attrition each month. With the Dharma expansion, automatic rebel suppression is localized to the area they are in and up to two other contiguous areas (chosen by clicking on the map). On the other hand, if only one of them is hostile, the newly arriving army will join the battle on the other side even if the non-enemy army is fighting in a different war. The base combat width is 15. Revolutionary Guard are a special unit category available to revolution countries that have the Tier 1 "Revolutionary Republic" Reform for republics or the Tier 1 "Revolutionary Empire" for a monarchy, and are displayed with a orange background in the army view. Maximum breach status is always 3. This rule only applies to enemy-owned provinces, however - when besieging friendly provinces to retake them from the enemy, this rule is ignored. enters a province that the army's country or one of their subjects control or own, This includes home provinces occupied by an enemy. These modifiers affect the base attributes of the military leader and are added on top of them. Janissaries are a special unit category available only to countries with the Ottoman government, and are displayed with a red background in the army view. Retreat cannot happen until both two fire and two shock phases have completed, and army that has its morale reduced to 0 AND is outnumbered 2:1 before that point will be destroyed. (12/13/14/15 for fort building level 1/2/3/4). Regiment cost may be affected by general and type-specific modifiers which are summed. An army outnumbered by 10,000 men can find victory in better discipline and morale, and as an opponent of war-orientated European continentals such as France and Prussia, many will most likely experience the effects of these high-quality armies at some point. Also note that this only applies to provinces with forts. If the province has no garrison (whether because it has no fort or the fort's garrison is empty), 1000 men is enough and occupation is guaranteed within a month. Share. Finally have between 4000-8000cav. However they do take +25% more shock damage. For example, an army under the supply limit with Improved Foraging besieging an enemy province takes 0.7% monthly attrition. Terrain for each province is shown in both the terrain and simple terrain mapmodes. Armies - Increase army maintenance & assign generals. They are only available in limited number. Siege ends successfully either when surrender is obtained through die roll or when the garrison drops below 100 for whatever reason. This was true in real life as it is ingame - artillery is what rips the opposing forces to shreds. By Transatlantic Slave Trade . Before tech 10 or 12 4 cavalry and enough infantry to fill the front with them. At any point, it is better to upgrade troops when possible and pick the specific variation afterwards than stay with the older weaker troop type. Here, in this point of your nation's military history, marks the beginning of the mid game of warfare, in which the fire combat phase has become very important. Ideas and conditions that increase fire damage dealt: Ideas and conditions that increase shock damage dealt: Ideas and conditions that reduce fire damage taken: Ideas and conditions that reduce shock damage taken: In principle, units on the frontline retreat and are replaced by reserve units when they reach either 0 morale or 0 regiment strength. Every country has a base of 20 regiments[1] plus 30% of its regular land force limit. If the fort does not surrender, add 1 to the breach status and 2 to the siege status. Early on/when I can't afford enough cavelry, I use 8:4:0 and when I have enough force limit/money, add 12 cavelry. All trademarks are property of their respective owners in the US and other countries. This cost can be influenced by the army maintenance slider of the economy interface. This page was last edited on 31 October 2020, at 19:24. But the cap of unrest reduction through rebel suppression still stays 5. There are also many modifiers from decisions, events and missions that affect artillery cost. With that, 1 banner regiment can be raised per 6.4 primary-culture development in a state. 26 comments. The attrition damage taken by a unit is proportional to the current strength of the unit and not the maximum strength of the unit. To progress, the attacker requires a minimum of 3000 men per 1000 garrison. Boarding a friendly transport from land will always take 12 days as well. Normally they will only engage enemies that are directly ahead of themselves, but they can sometimes execute flanking attack regardless if it will be more effective at reducing the enemy's combat ability. Below is a table with said military technology levels and how much they increase flanking range. Eight infantry regiments can easily beat three infantry + two cavalry due to flanking effects. The respective effect of pips depends on the shock and fire modifiers of military technology and ideas. Availability is modified by the possible manchu banners modifier. Siege ability is influenced by the following ideas and policies: Fort defense is influenced by the following ideas and policies: The mean number of phases to finish a siege for a particular starting bonus is as follows: "Sieges per year" is computed at the default phase length of 30 days. This can mask an otherwise severe drain in manpower due to attrition, so players are advised to pay careful attention to any army with the attrition icon (). © Valve Corporation. However, it can traverse any territory (other than wasteland) without needing military access. I was wondering if there are any other ways to maximize army effectiveness . There are also many modifiers from decisions, events and missions that affect infantry cost. The army will return to its previous position after the rebels are dispatched. Award. This guide will also cover the topic of fire and shock, how those two modifiers influence battles, and how the importance of fire increases as the game progresses. For attackers that originate from multiple provinces, they will all receive the crossing penalty if any one of them would normally receive it alone. Devastated provinces will also increase local attrition rates. Only men can be part of an assault per day. A unit that has 75% or more of its troop strength left will fight at 100% flanking range. Unit Composition You should have as many artillery as you can afford, up to your current combat width, but with no more than you have infantry. The total maintenance cost of an army also depends on the land force limit of the country. If an army stops in a province in which two hostile forces are engaged in combat, it will wait on the sidelines and engage the victor once it emerges from battle. Normally, the "attacker" is defined as whichever side moves into a given province last, while the "defender" is whichever one was already occupying the area. Thus a regiment that has 0.01 morale left after a phase will absorb an entire other day of kill & morale casualties. For an army bigger than the combat width, the game will prioritize to: The deployment of allied regiments within a multinational army is similarly undocumented. Expansion-Defensive: Local Army Organization, Great Ming idea 1: Nine Garrisons of The Great Wall, Betsimisaraka idea 1: People of the Coast, Cascadian idea 3: The Forts of Hudson Bay, Luxembourg idea 4: The Fortress of Luxembourg, Innovative-Defensive: Superior Fortifications, Great Shun idea 5: Perfection of Siegecraft, Innovative-Offensive: Modern Siege Weapons, Bregenzer idea 6: In the Shadow of Pfander, Divine idea 3: True Defender of the Faith, Knights Hospitaller idea 1: Defense of the Faith, Sardinian-Piedmontese idea 2: Defensive Prowess, Theodorian idea 5: Mangup and Kalamita Forts, Tyrconnell idea 1: Fort of the Foreigners, Barbary Corsair idea 5: Fortified Pirate Strongholds, Couronian idea 1: Legacy of Sword Brethren, Dhundhari idea 1: Improve the Fort at Amer, Franconian idea 3: A Rugged Land of Fortresses, Ito idea 5: Network of Forty-Eight Fortifications, Krakowian idea 4: Casimirian Fortifications, Thüringian idea 2: Fortifications of Erfurt, Tripuran idea 7: Strengthen Local Defenses, Bosnian idea 7: Over the Hills and Through the Woods, Nepalese Princedom idea 5: Seize the Mountain Passes, Québécois idea 4: Fortifications of Quebec, Siddi idea 3: Impregnable Island Fortress, Sligonian idea 2: Rebuild the Castle of Sligo, Nizhny Novgorod idea 4: Citadel Of Russia, Portuguese idea 7: Royal Academy of Fortification, Artillery and Drawing, Espionage-Defensive: The Privy Council Establishment Act, Croatian idea 4: Antemurale Christianitatis, The bonus is equal to the total number of artillery regiments divided by (fort building level + 1), with a minimum of 2, as listed in the table below, A single regiment of artillery will always give at least a.
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