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- This page deals with combat mechanics. For information on the recruitment and maintenance of armies see army. For the individual unit types see land units.
Land warfare is the deployment and maneuvering of military assets against an enemy, in most cases this results in combat between opposing armies. In EUIV most combat is land-based and, while the naval aspect of war holds importance, losing the land war is usually the main cause of defeat. The art of land warfare is therefore of significant importance, and its complexities are discussed here as fully as possible.
- 1 战斗界面
- 2 地形
- 3 战斗部署
- 4 Combat sequence
- 5 Combat statistics
- 6 堡垒
- 7 Mechanics of an army
- 8 Strategies and tactics
- 9 References
Combat is not only determined by mere numbers such as modifiers and dice-rolls, but through a complex simulation in which units deployed into two rows of positions for each side, allowing units to fight the enemy units in front of them, the enemies at their flanks if possible (with high enough flanking range), and move between different positions if needed. All the while, the system retreats destroyed or low-morale units and deploys reinforcements and reserves as well.
The combat system, while not being entirely obvious or intuitive, can be seen through the combat interface which allows the player to see which regiment is fighting which, and which is moving where.
Terrain in a province used to be divided into several types by percentage prior to 1.8 patch of Art of War, and prior to patch 1.19 also reduced combat width, but is currently static for each province with no penalty to combat width.
Terrain for each province is shown in both the terrain and simple terrain mapmodes. Terrain shows a natural-looking map, while simple terrain color-codes each province by its terrain type; both have tooltips showing terrain type, fort level, and the current winter, if any.
Some terrain imposes a movement speed penalty to armies traveling in the province in addition to a negative rough terrain modifier to the attacking army, with different types of terrain having different modifiers.
Here is a list of the types of terrain and the modifiers which they grant.
A crossing penalty that reduces all dice rolls is applied to the attacker under the following circumstances:
- Crossing a river: -1 to all rolls.
- The presence of a river in between a province and its neighbors is indicated in the province window, through a small river icon. Mousing over this icon will show which neighboring provinces require a river to be crossed in order for an army to reach the province.
- Crossing a strait: -2 to all rolls. See straits for a list.
- Amphibious landing: -2 to all rolls.
- This includes an attack from sea or a landing directly with ships at port.
For attackers that originate from multiple provinces, they will all receive the crossing penalty if any one of them would normally receive it alone. All crossing penalties are removed if the attacking leader has a higher maneuver rating than the defending leader. The check on leader maneuver rating is performed daily, so a high maneuver leader can still swing the tide of battle even if he joins an engagement late.
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. However, if a given army is besieging a province that contains a fort and is attacked by troops owned by, or allied with, whoever currently controls the fort, the roles are switched: the siege army is treated as the "attackers," and those attempting to break the siege are the "defenders." Attacker penalties from terrain are applied to the siege army, while attacker penalties from river/strait crossings are nullified regardless of any leaders' Maneuver pips.
The player can take this into account when building forts, as well as when choosing which provinces to siege and which besieged provinces to prioritize sending their troops to. Also note that this only applies to provinces with forts.
战斗宽度决定一场战斗会有多少单位能有效的参加战斗。 如果有足够的单位，每1战斗宽度都能在前后两排分别站立1个单位。 基础战斗宽度值为15。 随着军事科技的进步，一个国家战斗宽度的增大，使他们能够同时有效地使用更多的士兵参加战斗。 除了美洲土著以外的所有国家的科技都从2或3级开始，所以他们的起始战斗宽度是20。
The game uses an undocumented algorithm to automatically deploy land units on the battlefield for each side of the battle. Through observation and controlled experiments, the community has suggested a theory that the game seems to follow, dependent on the rough size and composition of each army.
NB: The player plays no part in unit deployment.
For the smaller army
- If there is not enough infantry to fill the entire first row, the game will prioritize to:
- Deploy all infantry in the first row.
- Deploy as much cavalry as possible to the sides of the first row.
- Deploy all artillery in the second row. If there are more units in the second row than the first, then it will redeploy artillery to the first row until both rows are even.
- If there is still space remaining in the second row, deploy all remaining cavalry onto the second row, beginning from the edge of the first row then inwards.
- If there is enough infantry to fill the entire first row, the game will prioritize to:
- Deploy all infantry in first row, except for X[Unknown value] positions to each side.
- Deploy X units of cavalry on each side of the first row.
- Deploy all artillery on the second row.
- If space is left on the second row, deploy all remaining infantry in the second row next to the artillery, except for Y[Unknown value] positions to each side.
- Deploy all remaining cavalry in the second row, beginning from the edge and going inwards.
For the bigger army
For an army bigger than the combat width, the game will prioritize to:
- Deploy all infantry in the first row that can be positioned to attack enemy units in the first row, except for X[Unknown value] positions to each side.
- Deploy all cavalry in the first row that can be positioned to attack the enemy units in the first row.
- Deploy all artillery in the second row.
- If space is left in the second row, deploy as much infantry in the second row besides the artillery as there are positions available behind the infantry in the first row.
- If space is left in the second row, deploy as much cavalry in the second row besides the infantry as there are positions available behind the cavalry in the first row.
When two hostile armies meet in a province a battle will commence. A battle will last until one side is routed or annihilated.
Combat is divided into a series of 3-day phases. Phases alternate between Fire and Shock, with the Fire phase happening first.
Units in the front row can attack any enemy unit within their horizontal flanking range. 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. This typically occurs if the unit is facing an enemy artillery regiment or a particularly outdated unit; in this case the unit may choose to attack the flanks of a stronger enemy unit nearby. Artillery are the only units that can attack from the back row, but they will only deal 50% damage from that position.
At the beginning of each phase, each side rolls a die. The result is used to determine the morale damage and casualties inflicted to the opponents each day in the three-day-phase.
The result is computed as following:
- Die roll (): Is a random number between 0-9, rolled for each entire side at the beginning of each phase (not each day).
- Leader skill (): The leader skill for that phase (Fire or Shock Pips).
- Attacking unit attack pips (): The attack pips for the attacking unit for the current phase, or Morale pips if computing morale damage. Note all units attack during every phase---here "attack" does not refer to which army is attacking.
- Defending unit defense pips: The corresponding defense pips for the defending unit.
- Terrain modifiers (): Harsh terrain may give a penalty to the attacks of the attacking army (in this case "attack" refers to the attacking side).
Casualties caused by each unit during each day are computed as follows:
- Base casualties (): Base casualties are determined by the die result according to the following formula:
- Attacking unit strength (): If the attacking unit has less than its maximum of 1000 men, damage will be reduced proportionally.
- Attacking unit modifier (): Determined by unit type and military technology level and. See Technology#Cumulative mil tech effects to army.
- Attacking unit Combat Ability (): Any Combat Ability bonuses the attacking unit has.
- Attacking unit Discipline (): The Discipline of the attacking unit. Note that Discipline does also increase Military Tactics, so it increases defense indirectly.
- Defending unit Tactics (): The Tactics of the defending unit.
Several ideas exist which increase the amount of damage done in the Fire phase and decrease the amount of damage received in the Shock phase, respectively.
Ideas that increase fire damage dealt:
Ideas that reduce shock damage taken:
Ideas that increase shock damage dealt:
- 6 base casualties translates to dealing 1% of the attacking unit's maximum morale as morale damage. Note that the modifiers may be different. Units also use their morale pips, but the pips added by the general still use shock and fire pips during the shock and fire phases respectively.
- Attacking unit maximum morale (): Note that this is the maximum morale of the attacking unit, not the current morale.
- After recent observations and a combat tooltip, it appears that the tech level multiplier to shock and fire damage affects morale damage as well.
- There is an additional contribution that also affects units that are deployed, but not actively participating in combat
Military tactics reduces the amount of damage your troops take in combat. Military tactics is increased by military technology. It is also multiplied by discipline.
|Military technology level||0||4||6||7||9||12||15||19||21||23||24||30||32|
Each military unit has offensive and defensive stats in three categories: fire, shock, and morale. Offensive stats are represented by yellow pips, and defensive stats by green pips. During each combat phase, each unit will use its offensive pips to increase damage dealt, and its defensive pips to mitigate damage received.
This implies that offensive pips are recommended if the player fields a larger army than their opponent, and vice-versa for defensive pips. This is because a larger army with higher combat width will have a larger surface area of attack. If, say, the enemy has an army with 10 infantry and 10 artillery, and the player only has 10 infantry. The player will suffer significantly fewer casualties with defensive fire pips, because it will reduce damage from both infantry and artillery fire. Conversely, if the player has a larger army, they would want higher offensive pips on their infantry and artillery because they have 2 attacking regiments for every defending enemy regiment.
The recommended pre-artillery composition with no regard to cost, consists of high proportions of cavalry and a high shock pip Leader, as tier 1 cavalry has 1 shock and 0 fire modifier, and tier 1 infantry has 0.35 fire and 0.5 shock modifier. Combined with a shock Leader, the player will inflict significantly more damage during the shock phase. This also means that defensive shock pips are recommended early game to defend the player's army from the enemy's shock damage.
After military technology level 7 , the combined fire pips of tier 2 infantry and tier 1 artillery balance fire and shock pips, for both Nomadic and Civilized nations. If the player plans on recruiting an amount of artillery units equal to the length of your combat width, a fire pip Leader is now recommended.
Flanking range determines the horizontal range in which a unit may make a flanking attack. The base flanking range is 1 for infantry, and 2 for cavalry and artillery. There are military technologies which increase the flanking range of units as the game progresses. Below is a table with said military technology levels and how much they increase flanking range.
|Military technology level||0||10||18||23||28||30|
|Improved flanking range||0||+25%||+50%||+100%||+125%||+150%|
|Flanking range for infantry||1||1||1||2||2||2|
|Flanking range for cavalry||2||2||3||4||4||5|
|Flanking range for artillery||2||2||3||4||4||5|
A unit that has 75% or more of its troop strength left will fight at 100% flanking range. If they are in between 50 and 75% of their strength, they will fight at 75% flanking range. When between 25 and 50% strength they will fight at 50% of their flanking range.
The final range is always rounded down to the nearest integer.
Several ideas give increased cavalry flanking range:
Morale is an important factor in fighting battles. Each day of combat a unit will take a Morale hit of 0.01 or 0.02 regardless of damage taken from an enemy regiment. If it is taking casualties from an enemy, additional morale damage will be inflicted. Once an army's overall Morale value has been reduced to zero the army will attempt to retreat. Retreat cannot happen until both a fire and a shock phase have completed, so an army that has its morale reduced to 0 before that point will be destroyed. This destruction is known as a stackwipe.
A unit that has its morale drop below 0.50 is flagged as disorganized, which is indicated by a small flame next to its morale bar on the map and interface. A disorganized army is unable to start moving until its morale has recovered above 0.50. Newly trained regiments at low land unit maintenance will often fall below this threshold.
If an army loses a battle while having low enough morale to be disorganized, they will be forced to retreat to a controlled province (owned, allied in war, or occupied by player or allies). This province can be very far away from where the battle took place. They will prioritize to retreat to a province with high development, a fort, and no adjacent enemies. While retreating, it cannot be engaged in combat or controlled until it reaches the safer province (or in extreme circumstances if it recovers to 100% morale before reaching the destination). The army also moves slightly faster, and will recover morale at a normal rate during the retreat. If there are no available controlled provinces to retreat to within a large range, the army will shattered retreat to one province away. The army can then be immediately re-engaged, often with very low to even no morale, if a monthly tick has not yet completed. This can be devastating as an offensive tactic, but may also affect the player as well.
A controlled retreat is manually ordering an army to retreat from battle after the initial fire and shock phases, and while it still has greater than 0.50 average morale. This allows the player to control the destination of the shattered retreat. If the morale of an army is less than 0.50 the player can not control the destination. If multiple armies have converged into a battle, it is possible that some armies will have enough morale for a controlled retreat, while others may not (often the initial stack in the battle).
Winning a battle gives the winning armies 50% of their maximum morale (as of patch 1.15). Retreating from a battle will reduce the other allied armies' morale relative to the portion of troops leaving the engagement (as of patch 1.15).
After a battle is fought, an army must spend some time without fighting for its morale to recover. The normal morale recovery on the 1st of every month can not occur while in combat.
- A shattered army will get an extra morale bonus once it stops retreating
- Morale is not gained while forced marching
The following modifiers contribute to the maximum morale of a nation's army:
- Army Maintenance: Ranging from 0.51 at minimum maintenance to 100% (points in morale?) at maximum maintenance.
- Ideas and policies:
- Researching military technology:
- Military technology (0): +2.0
- Military technology (3): +0.5 (cumulative +2.5)
- Military technology (4): +0.5 (cumulative +3.0)
- Military technology (15): +1.0 (cumulative +4.0)
- Military technology (26): +1.0 (cumulative +5.0)
- Military technology (30): +1.0 (cumulative +6.0)
Various National bonuses:
- Prestige: +10% at 100 Prestige, -10% at -100 Prestige
- Power Projection: +10% at 100 Power Projection
- Army reformer advisor: +10%
- Army tradition: +25% at 100 tradition
- Being the Defender of the Faith: +5%
- Piety (Muslim only): +10% at 100 Piety
- Shia: +5%
- Protestant Church aspect "Saints accept Prayers": +5%
- Reformed "War" focus (requires Wealth of Nations DLC) +10%
- Vajrayana: +5%
- Shinto: +10%
- Sikh: +10%
- Inti with "Expanded Mitma Policy": +10%
- Nahuatl: +10%
- Tengri with either Shia, Nahuatl or Sikh as syncretic faiths: +5%
- Noble (republic?): +10%
- Revolutionary Empire: +10%
- Daimyo: +10%
- Merchant Republic with "Aristocrats" Faction in power: +5%
- Republican Dictatorship: +10%
- Revolutionary Republic: +10%
- Ambrosian Republic: +5%
- Peasants Republic: +5%
Every month, a regiment recovers 15% of its maximum morale. The following contributes to a nation's morale recovery speed.
- Regiment is in home territory: +5%
- Army tradition: +10% at 100 tradition
- Various events, decisions, and modifiers
- Armies that win battles will gain a significant boost to morale, to prevent situations where an army is stack wiped due to winning a narrowly fought battle and then immediately being attacked. The amount of morale regained depends on the strength of the enemy army defeated relative to their own strength.
- Certain ideas and policies as follows
- 拥有 草原游牧政体获得+25%
- 作为 长生天国家不选择副宗教获得+25%
- 购买 发现时代的时代能力 “骑兵部队”提供+20%
- 作为 逊尼派国家获得+10%
- 拥有忠诚的 哥萨克阶层基于其影响力提供最高+10%
- 首都： 首都省份获得+1 堡垒等级。
- 要塞：每个建筑等级+2 堡垒等级。
每级堡垒消耗1金币用于维护。控制堡垒的国家可以封存堡垒，获得如下效果：堡垒维护费用减半，但堡垒等级归零且所有驻军都被移除。没有堡垒建筑的首都堡垒无法被封存；有堡垒建筑的首都堡垒在封存时依然保持1堡垒等级和1000驻军。取消封存后，堡垒驻军会以常速恢复。Capital cities always have fort level at least 1, which stacks with any fort building in the province; this free fort level does not extend a zone of control, does not cost maintenance, and cannot be mothballed. A fort building in a capital province can be mothballed as normal, but the free fort will remain.
- 主条目：Zone of control
When hostile troops enter a province and stop moving, a siege/occupation will begin. To progress, the attacker requires a minimum of 3000 men per 1000 garrison. 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. Any unit types can be used for sieging, but for sieging a fortified province, only infantry will be used in an assault, and artillery speeds the siege up (see below). Progress in a siege will never decrease as long as attackers are continuously present; however, if all attackers leave the province, it will instantly reset.
Besieging armies will always take at least 1% base attrition, even if the province is unfortified. This rule only applies to enemy-owned provinces, however - when besieging friendly provinces to retake them from the enemy, this rule is ignored.
A besieging army always count as the attacker and will receive the province penalty and, depending on the way they entered the province, an additional crossing penalty when a battle takes place.
The garrison can be ordered to make a sortie to fight the hostile army, at the cost of 10 military power. (The ‘Sortie from siege’ button is shown on the siege screen.) If the garrison army, which consists only of infantry, loses the fight the province and fort will become occupied. This can be used to win a battle in which both sides are evenly matched.
A siege progresses in phases. Each phase has a base length of 30 days and is modified by:
- Fort defense: +1% per defender's 1% fort defense and province defensiveness
- Siege ability: −1% per attacker's 1% Siege Ability
- Tactics difference: 6.25% per 0.25 military tactics difference to both sides. E.G. If the player's tactics is 0.5 higher than the enemy, the player's siege will be 12.5% faster and the enemy's siege will be 12.5% slower. Only the base tactics value counts, bonuses from discipline have no effect on phase time.
Siege ability is influenced by the following ideas and policies:
- War exhaustion: −1% per point
- Army Tradition: +5% at 100
- Spy network: +20% at 100 (only with Mare Nostrum enabled)
- Tengri with Coptic syncretic faith: +10% (only with The Cossacks enabled)
- Hindu with Shakti as divinity: +5% (only with Wealth of Nations enabled)
Fort defense is influenced by the following ideas and policies:
- Hindu with Vishnu as divinity: +20% (only with Wealth of Nations enabled)
- Norse with Tor as divinity: +10% (only with El Dorado enabled or a save converted from Crusader Kings II)
- Being pious as a Muslim: +20% from 100 piety
- Coptic: +10%
- Lucky nation: +10%
- Certain events can temporarily increase siege ability or fort defense.
The mean number of phases to finish a siege for a particular starting bonus is as follows:
|Starting bonus||−9||−8||−7||−6||−5||−4||−3||−2||−1||0||1||2||3||4||5||6||7||8||9||10||No fort|
|Starting success %||−100.00%||−92.86%||−85.71%||−78.57%||−71.43%||−64.29%||−57.14%||−50.00%||−42.86%||−35.71%||−28.57%||−21.43%||−14.29%||−7.14%||0.00%||7.14%||14.29%||21.43%||28.57%||35.71%||100%|
|Sieges per year||0.28||0.40||0.48||0.57||0.70||0.82||0.96||1.12||1.29||1.48||1.68||1.88||2.10||2.37||2.69||3.15||3.72||4.32||4.95||5.60||12|
"Sieges per year" is computed at the default phase length of 30 days.
At the end of each siege phase, a die (1 to 14) is rolled. The following modifiers are then applied:
- Siege status. The most important modifier. As the siege goes on, this bonus will increase from its starting value of 0 depending on previous dice rolls. The maximum starts at 12 for a Castle or capital fort and is increased by 1 for each building level above a Castle, up to a maximum of 15 for a Fortress.
- Leader siege. If the attacking army has a leader, the leader's siege skill (+0–6) is added as a bonus.
- Artillery. Adding artillery to a siege will add a 1 to 5 bonus (with the ‘Napoleonic Warfare’ ability further +3 Artillery bonus vs fort bonus).
- The bonus is equal to the total number of artillery regiments divided by (fort building level + 1), as listed in the table below
- A single regiment of artillery will always give at least a +1 bonus, regardless of fort level.
- Each 1000 artillery soldiers count as 1 artillery. e. g. having 10 regiments with 100 artillery each is the same as 1 regiment with 1000.
Fort building level Bonus +1 Bonus +2 Bonus +3 Bonus +4 Bonus +5 Bonus +6 Bonus +7 Bonus +8 Capital without fort 1 reg. 2 reg. 3 reg. 4 reg. 5 reg. 6 reg. 7 reg. 8 reg. Castle (Fort level 2) 1 reg. 4 reg. 6 reg. 8 reg. 10 reg. 12 reg. 14 reg. 16 reg. Bastion (Fort level 4) 1 reg. 6 reg. 9 reg. 12 reg. 15 reg. 18 reg. 21 reg. 24 reg. Star fort (Fort level 6) 1 reg. 8 reg. 12 reg. 16 reg. 20 reg. 24 reg. 28 reg. 32 reg. Fortress (Fort level 8) 1 reg. 10 reg. 15 reg. 20 reg. 25 reg. 30 reg. 35 reg. 40 reg.
- Blockade. If the province is coastal and not completely blockaded, a −2 penalty is applied, or −1 if the attacker is the rightful owner of the province. Partial blockades (anything less than 100% for the province in question) have no effect on sieges. Note that the blockading fleet doesn't have to be owned by the same nation as the sieging army, or even a part of the same war to help in a siege.
- Fort Level. The defender's Fort Level is applied as a penalty.
- Obsolete Fort: If the attacker's technology allows the building of more advanced forts, they gain bonus to siege old forts. e. g. If attacker can build Star Forts (building level 3) and is sieging a Castle (building level 1), they gain a +2 bonus to dice rolls.
- Insufficient Garrison: Having less than half of the maximum garrison gives the attacker a +1 bonus. If the fort has no garrison whatsoever (i.e., if the fort has been mothballed during this month), then the province is treated as unfortified and the siege will automatically succeed.
- Walls Breached. Each time the walls are breached, the breach status value will increase by 1, to a maximum of +3. If this value is at least +1, then the fort can also be assaulted (see below).
The highest possible starting bonus is +17: a capital fort (−1), obsolete by 3 fort levels (+3), with an insufficient garrison (+1), with a 6-siege general (+6) and at least 8 regiments of artillery (+8). The worst possible starting bonus is −11, for a level 8 fort in a capital (−9) with no blockade (−2).
The die roll may result in an increase of the siege status, which improves the results of future siege stages. Maximum siege status values goes up with the attacker's maximum fort building level. (12/13/14/15 for fort building level 1/2/3/4). Maximum breach status is always 3.
- If the unmodified roll is 1, a Disease Outbreak happens—the attacking army loses 5% of its troops, and the siege does not progress.
- If a breach occurs, ignore all results on the table below except for "Surrender". If the fort does not surrender, add 1 to the breach status and 2 to the siege status. A breach occurs if:
Or the fortress is under an artillery barrage (see below)
- Then look up the modified die roll on the table below.
|4 or less||Status Quo||–||–|
|5 – 11||Supplies Shortage||+1 siege status||−1% garrison|
|12 – 13||Food Shortage||+2 siege status||−3% garrison|
|14 – 15||Water Shortage||+3 siege status||−5% garrison|
|16 – 19||Defenders Desert||+2 siege status||−10% garrison|
|20 or more||Surrender||Siege successful||–|
The attacker needs at least a net +6 bonus to have a chance of ending the siege.
The option to conduct an artillery barrage becomes available when a siege has at least one full artillery regiment per fort level. This costs 50 military power and creates 3 breaches in the walls. In total, these add +3 permanent siege status. Rolling a natural breach is still possible and will affect the siege status but will not add another breach.
The attacker may choose to assault the garrison with their infantry if the walls have been breached at least once. This can result in a speedy conclusion of the siege at the cost of 5 military power, and usually costs lots of lives. The attacker loses roughly 1.5 times as many troops as defender do. Only infantry can assault. If all infantry units of the attacker are killed before the defenders are defeated, the remaining cavalry and artillery will continue the siege normally. Only men can be part of an assault per day.
Mechanics of an army
- Main article: Army
An exiled army can be identified by a black flag attached to its unit icon. It can't fight, siege provinces or explore, and it won't lift fog of war even in the province it's in. However, it can traverse any territory (other than wasteland) without needing military access. It still suffers attrition and its regiments can still move between armies, though regiments can't be mixed between exiled and non-exiled armies.
An army will become exiled under the following circumstances:
- When a war ends, any army still in territory it doesn't have peacetime access to is exiled. This prevents it from being permanently stuck in a place it can't get out of, as well as preventing several exploits.
- When a war begins, any army in a neutral or hostile province that it only had access to through a military access agreement is exiled. This prevents troops from being placed outside their country's territory in preparation for war. An army in uncolonized land or the territory of a subject or ally won't be exiled, even if the ally isn't called into the war.
It will stop being exiled when it either:
- enters a province that the army's country or one of their subjects control or own, or
- boards a transport ship that moves into a sea zone or is currently in one.
Every province has a loot bar. This is the amount of gold available to be looted in the province and is determined by its development level: a province will gain 1 gold for every increase of 1 development level. The player can loot provinces they occupy or those which they are sieging, but troops must be present to do so. The amount of loot taken depends on the number and type of troops in the province. A full strength infantry/cavalry/artillery regiment loots 0.1/0.3/0.05 ducats per months. When a province's loot bar is empty no more loot can be taken from that province. A province will only begin to recover two years after the last successful looting, at a rate of 10% each month.
Looting is the main cause of devastation, which greatly reduces the owner's production income and manpower, as well as decreasing movement speed, supply limits and institution spread. Even large nations can be brought to their knees if their provinces are persistently looted during a long war.
Attach to army
This action attaches the player's army to a friendly army, causing their army to travel and fight alongside the friendly unit without further input from the player. The army can be detached at any time except in battle. An attached army cannot board transports. Attaching units to an AI army will change its behavior, making it bolder and more willing to actively engage enemies.
The native population of a colony or uncolonized province can be eliminated using the attack natives military action. A native army equal in size to the local native population (rounded to the nearest thousand) will spawn immediately and must be defeated in battle to clear out the native population. This action costs military power proportional to the native population, aggressiveness, and ferocity, and will permanently reduce the potential value of the province from the native assimilation bonus. The elimination of all natives in a province will prevent any future raids on the local colony or any passing armies.
An army in an owned and controlled province may scorch the earth for 5 military power, as long as it has not already been scorched. This increases devastation in the province by 5 and gives the province modifier “Scorched Earth”, lasting for 60 months with the following effects:
The devastation itself has the following effects, decaying as devastation decays as usual:
- +0.5% Local development cost
- −5% Local goods produced modifier
- −5% Local manpower modifier
- −5% Local sailors modifier
- −1.2% Friendly movement speed
- −1.2% Hostile movement speed
- −2.5% Supply limit modifier
- −5% Institution spread
Scorching the earth can be useful when the player's army is too weak military to fend off attackers and their provinces are likely to be occupied. It increases attrition (hurting the enemy's manpower), and makes the provinces less valuable to the attacker while they're occupying them. The player will lose income in the meantime, but if they were going to lose control of them anyway it could be a good idea to make them less valuable for the enemy.
Clicking the hunt rebels icon in a selected army panel will set the army to automatically travel to and fight rebel armies that appear in its surroundings. The army will return to its previous position after the rebels are dispatched. Armies that are ordered to move will stop hunting rebels. An army will not hunt rebel armies that are larger than it.
Forced march makes an army move 50% faster, but costs 2 military power for each province the army marches through. Forced march is available at administrative technology 15. Armies that are forced marching do not recover morale. During Age of Revolutions it is possible to enable Improved Force March ability, which reduces military power cost to 0 (requires Mandate of Heaven).
Strategies and tactics
- Defending territory is easier than conquering it, and the bigger the battlefield the easier it gets.
- The player's enemies will want to besiege and conquer provinces, sometimes to the point where their armies become separated and easily dispatched by the player.
- Forts increase the players ability to defend a region.
- The more the border is fortified, the better.
- Higher level forts, while taxing on the player's economy, will take more men and time to capture, leading to more attrition and more chances to defend.
- Sometimes they will also use hunter-killer armies to destroy the player's armies and protect their sieges.
- Disturbing the enemy's siege will reset the siege timer. Even though siege progress and garrison casualties will stay if the sieging army wins the battle, the siege timer is the main factor in winning a siege.
- If the player's main army is bigger than the enemy's hunter army, it is recommended to destroy the hunter army and then hunt the siege armies. Most of them will flee, but they can often be caught by first engaging with a smaller/faster stack, then bringing in reinforcements.
- If the player's forces are inferior to the enemy's hunter army, the player can try to evade it and focus on killing siege armies. This will force the enemy to split up its forces to replace the siege army.
- If the enemy is concentrating their forces in one province or in a few neighbouring ones, attacking him can be dangerous.
- In this case, the enemy's army is fixed in one spot and not actively hunting the player's armies.
- The player can split up the enemy's armies by besieging far off enemy land, and when/if the enemy sends troops, destroy the smaller of the army left behind or the army sent to handle the player.
- Using scorched earth costs the player some income via increased devastation, but has the benefits of causing the enemies armies to move 50% slower across the land.
- A common tactic when trying to lure the enemy into unfavorable terrain (useful when the player has an inferior or smaller army) is to leave an army that is no more than 70% of their strength in said province. The AI will attack the bait army, and once they are halfway there, cannot cancel their action. Additional reinforcements after the fact will most often lead to victory due to the massive penalties incurred in mountainous or hilly terrain.
Standing or Situational Army
- A standing army contains a number of troops with this number only changing slightly, usually being near the force limit.
- A standing army has the advantage of a military deterrence. Nations which can field less troops than this army will be much less likely to attack.
- Even though the number of troops is not the only point of accessible reference for warfare capabilities, it's the most obvious.
- Even when kept at low maintenance, a standing army will be battle ready much faster than troops which have to be recruited first.
- If unrest is high and rebels are spawning continuously, a standing army will most likely be cheaper than recruiting and disbanding troops repeatedly.
- Recruiting regular troops costs manpower. After the standing army is created, these reserves can refill.
- A situational army contains only small numbers of troops, and will recruit additional regiments when needed.
- Upkeep cost for nonexistent regiments is even lower than for regiments with the maintenance slider at minimum.
- Hostile nations will possibly misjudge the military capabilities, thus could be baited into a war they cannot win.
- If recruiting regular troops for the war, a sizable chunk of manpower will be used up just to build up to forcelimit. On the other hand, with Administrative ideas and Innovative ideas, cost and availability of mercenaries is competitive with regular troops, with recruiting time extremely short and no consumption of manpower. This makes them ideal troops for this strategy.
Assessing the Enemy's Strength
Correctly assessing the enemy's capability for warfare is essential for good preparation and thus decisions, and there are multiple indicators which allow deducing it:
- Number of troops. This most direct indicator tells the minimum strength of a nation. Only very rarely will a nation use all available resources to conduct a total war, but the possibility still exists.
- Available manpower. If the enemy can't replace their losses but the player can, a bloody battle can be a win for the player in the long term even if it was technically a loss - relentlessly attacking while replenishing troops will cause the player to eventually outnumber their enemy.
- Keep in mind that if they have a high number of mercenaries, manpower won't matter as much to them. However, this, in turn, means they're much more reliant on income to prevent attrition; if they're running low on cash, some of their richest provinces can easily be blockaded/besieged, a mercenary-heavy army will still fold under a collapsing economy.
- War exhaustion. Along with low manpower, this not only makes their armies fight worse and siege slower, it decreases war enthusiasm, making them more ready to accept peace. This keeps the war short and reduces losses for the player.
- Military technology. More troops does not necessarily mean victory. How advanced these troops are matters too. Though bear in mind that not every level gives an advantage on the battlefield.
- Tech group. When having the same level of military technology, Anatolian/Nomadic groups are stronger than Western/Eastern groups in early game.
- Idea groups. The opponent's ideas, if focused towards the Army and/or Navy, can be decisive. Also, many nations have ideas boosting their troops.
For fastest sieging:
- Bring lots of artillery if finances permit.
- Siege as many provinces as is safe to do so ("carpet sieging").
- Distribute one artillery to each fort being sieged---one artillery will give a +1 bonus regardless of Fort Level.
- Look out so that occupied provinces don't get recaptured by hostile forts nearby.
- Only march out from the fortless province within other fort zone of control, if that fort is under siege (besieged forts don't recapture provinces).
- If any artillery is left over, concentrate it with the best siege leader---in terms of successful sieges per length of time, each point of bonus is worth more than the last.
- A conquered/liberated fort will start with a garrison of 100. Each month it will receive reinforcements. The best tactic is to start a new siege directly after the enemy army has left the province. To stop the reinforcement for the fort at only 1 men is required. An assault against a garrison of 300 is won within 5 days.
- Use a small army to bait the enemy into attacking it, then reinforce with the main army and crush the enemy.
- Pay attention to the terrain. While river crossings are often only a minor inconvenience (and have no effect if the player's leaders have a superior maneuver skill), a much lower combat width due to mountains or forests can hugely shift the outcome of a battle.
- Use leaders. Even a bad one is worth using.
- As long as an army is not engaged in a fight or in enemy territory, its leader can instantaneously move to any other army that meets these conditions. This allows the player to use one good leader to fight virtually all battles, preserving military monarch points and remaining leaders without upkeep.
- Armies of relatively the same size will often retreat with no or very low morale. Often chasing them down and annihilating them is possible and should be done. Be careful, as chasing a retreating army too far may result in an unfavourable strategic position.
- Attrition is deadly - avoid it as much as possible. Manpower is one of the most limiting resources during a war, and even a 10,000 strong army taking 5% attrition will burn 500 men each month.
- See in : BASE_COMBAT_WIDTH = 15.0
- "During the Shock phase and after the dice roll and other modifiers have been added together, the unit makes an attack on an enemy unit. The Shock Modifier directly affects damage dealt to morale and number of casualties inflicted." "During the Fire phase and after the dice roll and other modifiers have been added together, the unit makes an attack on an enemy unit. The Fire Modifier directly affects damage dealt to morale and number of casualties inflicted."
- See in
- See in Static modifiers#Scorched Earth). (
|陆战||陆军 • 陆军单位 • 训练度 • 人力|
|海战||海军 • 海军单位 • 水手|
|其它||宣战理由 • 厌战度 • 军事传统 • 将领 • 军事同盟 •要塞控制区|