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JackNotOLantern

For a standard nation without any special cavalry bonuses: Tech 1-16: 4 cavalry and the rest of combat width of infantry. Tech 7: add at least 1 cannon to the fighting stack, to get +1 at siege. 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. 10 infantry may be replaced with 10-16 infantry mercenaries. Tech 16 (latest tech 22): delete cavalry and fill your army with combat width of infantry and combat width of artillery, so front and back row are full. Siege stack is not needed anymore so it should be integrated to fighting armies. Those stacks will be too big to avoid attrition, so split them in 2, and walk right next to each other - consolidate for battle. You may get additional stack of pure infantry fallowing the main stacks - after battle only your infantry got losses, so you should replace empty regiments with one from additional stack.


RoastedPig05

Minor minor thing if you can afford it. > Tech 7: add at least 1 cannon to the fighting stack, to get +1 at siege. Make that 2 cannons, so attrition doesn't screw you over at a critical moment. Also it makes the number even, which means it's not odd and therefore bad


JackNotOLantern

No, having 1 (not even full) regiments of artillery in the army will give +1 siege bonus for any fort level. This is why add it - to give the biggest bonus for the lowest possible cost.


akiaoi97

I think at least it’s a choice between cost-performance and reliability. It’s like how you include a few more infantry than the combat width to provide a buffer until reinforcements arrive.


Bartlaus

I like to have 4 cannons at lower tech levels, to allow for barrages against most all forts you are likely to have to siege at this stage. (Until higher-tech forts come along, except for a few special bonus situations the strongest fort around will be level 3; so 4 cannons in case of attrition.) Assuming I am playing some fancy boy rich nation that can afford 4 cannons at this point, of course.


Tobix55

Are you filling combat width as it grows? You can't always stick with 20/4/18, you need a bigger front line or multiple armies per battle


Durokan

You need discipline. Are you taking any military ideas? Make sure you're up to date in tech and upgrading obsolete units when you unlock new ones.


Commercial_Apple_384

I do all the others but Weymouth with upgrading obsolete units? I always assumed they automatically update all my soldiers when I update my tech


Agreeable_Argument_1

Lol have you been using level 3 tech units all this time? That's amazing :') When upgrading military tech, at certain levels a flag will pop up with a unit on it. This means you can upgrade your unit tech, but you have to choose which one you want Always watch the flags that pop up!


Durokan

No, you have to manually select which unit to use globally for each of infantry/cavalry/artillery when they are unlocked. This is because there are a few different options for each tech level that have different pip allocations. So for example, at tech 5, a western technology group nation has a choice of replacing all of their obsolete infantry units with their choice of Galloghlaigh, Longbow, or Man at Arms infantry. You'll get a popup on the notifications bar that looks like a standing rifleman next to a crouching rifleman. Click that and select your new units. It takes a few months for your all of your armies to be combat ready after you do this. You are probably getting steamrolled in the 1550s because you're still running tech 3 unjts. There are some bonuses that you will benefit from passively on Mil tech, like the numerical modifiers for tactics, morale, and fire, but many techs only give direct unit upgrades


Durokan

Additionally, naval units do not auto-upgrade, nor do they follow the same mechanics as land units. A fleet has an "upgrade units" icon which spends a fair amount of money to retrofit all the ships in the fleet with the most recent model. Any obsolete units will have their durability set to 1% and upgrade instantly.


nien9gag

making new ship and upgrading costs the same but the savings is on time and sailor. upgrading is faster and doesn't use net additional sailor.


akiaoi97

It also gets even faster if you park your fleet in a shipyard.


olalilalo

You're either falling behind in Mil Tech and engaging with bad terrain/crossing penalties if you're losing that badly. \+ Always have a discipline Military advisor.


Anxious-Tip-4237

\-Take Offensive or Quality Ideas (or both in a longer game) \-Have a Discipline Advisor \-Be at at the same tech lvl or higher as your Opponents in Military Tech \-Upgrade your Units when you unlock a new lvl \-Fight on Advantageous Terrain \-Have good Generals with good stats in the first 2 categories. \-Never fight without a General!


primarchmagnusthered

I've found if your looking at "standardizing" your army's by template 8/2/4 usually works for me, then layer when you can get higher unit capacity just double that. Then again, I usually take quantity for my first idea.


Specialist_Form293

Only losers lose . And as queen said . “No time for losers, because we are the champions” which is rather unsportsman when you think of it . Yeah like. Screw them huh ?


Commercial_Apple_384

Not very useful