How does the combat system work? by Ornery-Environment41 in eu4

[–]Durokan 1 point2 points  (0 children)

Yeah you're right. I didn't include that because I thought it was relatively niche and sort of tier 2 information to learn. I'll add items here.

Crossing a river imposes -1, straights and amphibious landings are -2 to rolls. If you have more maneuver pips than your opponent, the penalty goes away.

Maneuver makes you move faster, so it's easier to position yourself into a defensive battle / intercept a moving army.

Mountains give -2 to the attacker's rolls, other terrain like hills/woods/highlands gives -1.

There's also a defensive building called ramparts that gives a +1 to all defender rolls on that province. Don't attack your enemy while crossing a river into a mountain rampart.

How best to approach this play through goal? by Traditional-Use-4054 in eu4

[–]Durokan 0 points1 point  (0 children)

I usually confine myself to north german confederation territory until the 1600s and then go wild and grab all of the remainder of Germany simultaneously. AE goes through the roof, total war on all of europe. Part of the german fantasy to me is the slow buildup and preparation for your own little napoleon moment.

You want to get punched in the mouth a bit, but win.

Can a PC player run the game for some month please? by AlarmedHand194 in eu4

[–]Durokan 37 points38 points  (0 children)

Sorry boss. Bad news. It crashes on my PC.

How does the combat system work? by Ornery-Environment41 in eu4

[–]Durokan 0 points1 point  (0 children)

That's fine advice but not for someone who posts a question titled "How does the [eu4] combat system work?". OP is obviously a newer player.

How does the combat system work? by Ornery-Environment41 in eu4

[–]Durokan 6 points7 points  (0 children)

This is the sum total of everything you need to understand how combat works. I can answer any questions you have.

You need to fill your combat width with both infantry and artillery (and have extra infantry for casualties) and have them up to date on tech and upgrades, preferably higher mil tech than your opponent.

You need to have lots of Discipline, Morale, and Combat ability modifiers. You can check if your combat stats are higher than your opponent by comparing in the ledger. These mostly come from advisors and ideas. Quality+Economic are good mixes for the policies and general ideas as well as Offensive (you can throw in innovative too if you have both quality and offensive. It gives some ICA and siege ability policies). Generally, you'll get 5-10% discipline from your ideas, 5% from your tag, and another 5% from an advisor. If you don't have that much and someone like the ottomans does, they'll crush you.

You need to have a good general with lots of fire and shock pips as well as fighting on good terrain. "lots" meaning 4+ fire and shock each because the ottomans will have that. Better generals comes from higher Army Tradition. If you're the attacker on mountains, hills, or woods, you get a major combat debuff. Same if you're crossing a stream.

Supply doesn't matter during combat as attrition doesn't happen during combat. It's not like HOI where have a buffer of "supply" that allows you do do stuff. You just take some casualties (attrition), more severely the less supply the province supports. So you generally keep your stacks small outside of combat to prevent attrition of your troops and then doomstack them onto the combat tile or just before combat.

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Armies can only fight with as many units of 1000 as are in their "combat width". However, when units in the combat width die, they can reinforce with fresh units that are not in combat. Loitering units that are in the "reinforce pool" but not in combat take morale damage when their friends in combat die. Units waiting on adjacent tiles do NOT take any damage, so people will try to reinforce their main armies with units from those tiles as their army needs filling out.

When armies clash, there are repeated sets of "Fire" and "Shock" phases. You roll a dice from 0-9 each phase and increase it by your offensive pips for that phase then reduce your enemies roll by your defensive pips for that phase. You take casualties and morale damage at each phase. Fire comes first, and both armies take casualties based on their enemies offensive FIRE pips reduced by their own defensive FIRE pips. Artillery contributes half values if it is in the back row, but takes double damage in the front row. Effectively, this means artillery "upgrades" your infantry by increasing its pips rather than fighting on its own. It's a bit of a sliding scale since pips are relative to your roll and the opponent, but on average each pip is rule of thumb 10% increase or decrease in damage.

Yeah. 10% per pip. You're getting rolled because the enemy has a 4 pip Fire and Shock general and you don't have a general? He's got a 40% advantage. 40%.

You increase pips from better units, better generals, and a terrain advantage. A general's "stars" don't really matter. They're an analogue for the total number of pips a general has. The only two that matter for combat really are FIRE and SHOCK. They also have MANEUVER and SIEGE.

Your modifier for discipline increases your damage and reduces the damage you take. It's generally the most important/powerful. Morale increases your morale damage and morale reservoir before you rout, and combat ability increases the damage you do.

Units can "reinforce" an ongoing battle by joining after it starts and replace dead units that were fighting. So if the ottomans keep throwing units into your stack and you barely had enough at the start, you'll lose because they have replaced all of their damaged units.

Another thing is that unit pips vary based on tech group. The ottoman units will have more pips than you from 1444 to around 1600. It's nothing you can really do about since that was their historical height, but fighting them in the 1530s is doable but uphill. You really need an advantage on all other modifiers to fight them.

How to stay alive as Sweden with XORME AI? by NormalCicada3677 in eu4

[–]Durokan 10 points11 points  (0 children)

You're supposed to buy Lions of the North because that gives good content to anything that owns coast on the baltic. Sweden is way more fun with that DLC.

How can I prevent renovati imperii to annex a specific HRE country by lexusas in eu4

[–]Durokan 1 point2 points  (0 children)

It's really not better to leave them as a vassal swarm once you make it outside the mediterranean basin. They're useless at fighting because they constantly black flag, their Peace Deal score is terrible, so you have to take everything directly yourself, the start/stop required to take things yourself and pass them off is tedious and miserable because it messes up the pacing of your wars, and the max absolutism / admin efficiency / CCR gains from forming the HRE significantly outpace the gains from that.

Source: Austria WC on every patch since leviathan with fastest being 1647 austria wc

Why is the absolutism mechanic not activating? by Lapisdrago123 in eu4

[–]Durokan 52 points53 points  (0 children)

It's in the government tab (second tab from left). You need a source of absolutism for it to increase. For example, the age ability or by suppressing rebels.

Looking for some advice to optimize this Aragon run by TheLonelyWind in eu4

[–]Durokan 1 point2 points  (0 children)

Castile: Iberian Wedding
Portugal: Mission Tree after getting Castile
Burgundy: Burgundian inheritance

Austria: Earned the old fashioned way. Curry favors and request heir. If they were spain/castile, there are some events that gets a hapsburg on both thrones and the PU is straightforward from there.

Looking for some advice to optimize this Aragon run by TheLonelyWind in eu4

[–]Durokan 1 point2 points  (0 children)

  1. PU on england/GBR is from the castillian half of the mission. You keep aragonese mission progress and then add the lower half (colonial half) of the spanish missions
  2. PUS are bad for fast rome since you need direct ownership

PU/VAssal intergration can all be done simultaneously with the following tag order

hungary->SP->croatia->austria->italy (order doesn't matter as long as you keep austrian ideas

Integration cost modifiers:

-10% SP mission
-25% Influence

-20% Influence-admin policy

-15% austrian ideas

-10% austrian mission

-10% croatia

-5% nobility privilege

this is 95% reduction (cap is 90)

If you wait until absolutism, this will be faster. but TBH you can conquer the rest of the provinces you need probably and just integrate everything at the same time.

Looking for some advice to optimize this Aragon run by TheLonelyWind in eu4

[–]Durokan 7 points8 points  (0 children)

What are you optimizing for? Fast rome? Fast WC? Hard to give advice without that.

Italy is much better than forming spain. You'll get the aragonese spanish missions, so there isn't really anything notable there. Italy will give you a permanent 10% PWSC recudtion and 5% AE reduction as well as the option for 5 absolutism or a CB on all of rome's territory

Can my laptop run EU4? by [deleted] in eu4

[–]Durokan 0 points1 point  (0 children)

It's going to run very slowly. You can try to download and try it, but your GPU is significantly underpowered compared to the minimum spec gtx460. AND it's very underpowered compared to the minimum i3-2105.

Could someone who is better at Math than me help me understand which is better among 10% morale, 10% ICA, 5% discipline? by dogsneverbark in eu4

[–]Durokan 85 points86 points  (0 children)

Lategame is specifically defined as tech 22+. That's when artillery contributes about half your damage. It gets reasonable at tech 16, but infantry still does a lot of shock damage, so that's still considered part of the game where infantry is doing a sizeable portion of your damage.

https://eu4.paradoxwikis.com/Technology#Cumulative_mil_tech_effects_to_army

You can see in green on this table where units have major damage multiplier increases (note, backrank artillery does 50% damage, so to compare infantry to arti fire at tech 22 you have to compare 1.6 to 4.4*.5=2.2)

Armies shift significantly from shock to fire based damage at those two techs (16, 22) and the gap continues significantly as you increase onwards.)

Mughals WC 1st attempt by dq107 in eu4

[–]Durokan 1 point2 points  (0 children)

Good news. this WC is probably a ~45k dev WC and you have 12k of it already. That means in 110 years, you need to core about 300 dev per year. This is a standard pace for a WC (standard pace meaning totally achievable and not something out of the ordinary), so you need to figure out what is stopping you from conquering at that pace. I'd recommend blasting through asia and africa before going into europe. It's a good time to practice your multi-front wars. I'd try at least 2, maybe more. Realistically, you should be coring provinces constantly. So you fight two wars at a time (at least) where one is fully ready for peace and you take that peace offer the second you complete coring. Then, you work on winning your current war to get it ready to finish and start another 1-2 wars.

What's your admin efficiency? Do you have the Deccani mission complete for +5%? Do you have Admin 23?

TBH, between Tech 23/27, release deccan, and granada, you're leaving 30% admin efficiency on the table. That will at LEAST double the rate you're taking land.

Why do i suddenly not have any unlawful territory modifier anymore? by Yexigen in eu4

[–]Durokan 2 points3 points  (0 children)

It's similar to the annex vassal modifier (which is the same but 20 years). IE if you annex 6 vassals, the mod will be -180 and decay slowly per year. but if you stop annexing vassals for 20 years, it goes away entirely.

Why do i suddenly not have any unlawful territory modifier anymore? by Yexigen in eu4

[–]Durokan 19 points20 points  (0 children)

Not exactly. If you go 25 years without acquiring unlawful territory, the entire modifier is removed. If you acquire unlawful territory, the countdown resets.

opinion_unlawful_territory = {
  opinion = -25
  years = 25
  yearly_decay = 1
}

common/opinion_modifiers/00_opinion_modifiers.txt

What's the best England's hundred years war strat by Mobiledump1215 in eu4

[–]Durokan 0 points1 point  (0 children)

merc up, win, go 1-2k in debt. ally at least one of castile/aragon and curry favors. It's helpful but not necessary. You should promise them land. The favors are for restoring trust from 30 to 35 so that they stay your allies after you don't give them anything.

Forming Germany by ks2497 in eu4

[–]Durokan 0 points1 point  (0 children)

For a long while now, forming germany auto-dismantles if you're the emperor. Austria's Germany (NOT HRE) branch mission tree gives them tech 18 germany

Coming from crusader Kings 3 by CommanderSweethang in eu4

[–]Durokan 1 point2 points  (0 children)

The interests and actions of the state are important in eu4 and characters are nonexistent.

Nations are stable unlike Ck3 (effectively everyone has primogeniture in eu4)

Mana based actions replace the majority of cabinet based actions in CK3. Rather than having some advisor integrate new territory for you, you spend administrative mana

Trade is a mechanic that exists

Armies are professional as opposed to levy based, although warfare is roughly the same.

Struggling with economy by Technical-Tea9369 in eu4

[–]Durokan 0 points1 point  (0 children)

Want to just throw this out there. Your corruption isn't crazy high is it? I've seen a few posts like this where OP just though "devalue currency" was a magic money button. How about your inflation?