Eu4 is cavalry worth it. Also, this is an RNG game.
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Eu4 is cavalry worth it if you check the wiki you will find the nomad cavalry actually has the least amount of pips out of every group from tech 22 onwards, but I suppose since you have a decent amount of combat ability the offensive flaw is somehow mitigated. Most cases it is not “worth” (from a pure money efficiency standpoint) getting cav but there are other factors which you’ll learn with game sense. Not being able to assault forts with breaches is also a downside, but nowhere near as severe as the other two. Infantry doesn't do a whole of damage in fire either (artillery is key). In most cases (as you pointed out) cavalry is not worth its cost and the money can be spent better. if you can afford a lot of cavalry it is worth it as cavalry can output good damage o shock phase which infantry cannot. Dec 9, 2020 · For what it's worth, this conversation on cavalry is less disconnected from reality compared to some of the people seriously defending innovativeness as a competitive mechanic in that thread we had the other day. Having your frontline be made up of more Cavalry than your Ratio allows, applies a Military Tactics Debuff to your Cavalry Units in the Frontline, equal to the percantage that you are exceeding your Ratio, divided by 2. It depends largely on your idea set, and who you're playing. When both armies engaged in battle use the maximum combat width, infantry is better. Feb 21, 2017 · Cavalry are esentially always worth using unless you are strapped for cash or Manpower, while their massive early game advantage is not retained they are still a bit better than infantry. When your militery tech reaches 18, the cavalry flanking bonus goes up to 3. Cavalry have less pips then infantry, and have almost no pips in fire. no, its not worth it as western tech, period. The main question I have is if cavalry is still not worth it. that said, as muscovy, you're probably better off using streltsy Apr 9, 2019 · Part 3 of a 4 part series on basics of combat and combat related mechanics. Especially when at that point of the game it's usually big blobs vs big blobs, and the only benefit non-cav focused nations have with cav (the fact they Feb 27, 2018 · Flanking ability just multiplies the number of places they can flank from. (and really why nothing beats Tengri Horde's ability to make their cavalry cheaper than infantry ~10 years into the game with loyal/influential Tribes estate, no-syncretic Tengri, and Horde idea) cavalry isn't nothing-can-salvage-this bad. 5 times as much, but with enough cavalry combat ability, it's still better than infantry (since cav is half as cost-effective as infantry, you do need quite a lot of it, but it's possible). So unless you have a completely insane combat modifier for cavalry, they are meme units. If ducats aren't a factor anymore, the first downside is negated. 5 fire and 9 shock. Early on, when this flanking value is 2, it is pretty much a waste for a nation with no cavalry bonus to have more than two calvary (one for each end of the front row). 1 cavalry costs as much as 2 or 3 infantry units yet is not strong enough to beat 2 or 3 infantry units. So Siam cavalry at tech 17 is 2. As the commonwealth having more infantry for the first half might be a good plan, but in the latter half of the game there is no reason for your combat stacks to not be 100% cav with arty of course. Hey all. Poland also can get near or above 100% cav combat ability. In the early game when cavalry dominates infantry and saves you manpower doing so, isn't it worth it nearly every time to keep your cav? This is actually the better position for the cavallry to be in, since the most outward regiment would just get blown up instantly if cav and inf were both flanking it, and after that neither of the two could do anything else since they bnoth attacked at max flanking range, with the current deployment the cav can flank the first regiment, and once it falls can still go in deeper into the enemy Many infantry types also have more fire defensive pips than shock defensive pips. In this part, we discuss ideal army composition and why use of cavalry should be Assuming you use the full 800 points, you can get all kinds of cavalry buffs like +20% Cavalry Combat Ability, -20% Cavalry Cost (or -20% Regiment Cost in general is even better), +50% Cavalry Flanking Ability, +20% Shock Damage, +60% Available Loot, +40% Looting Speed, +20% Movement Speed, +2 Land Leader Shock, and of course just generally The “cavalry are useless” as with so many comments is a multiplayer comment imho, which misleads newer players playing single player. Unless your nation has some good cavalry bonuses it's usually not worth having more than 4, as your flanks can support 2 cavalry each. That nice shock damage from cavalry is much harder to defend against. Poland gets a mission giving 50% more cav to inf ratio allowing 100% cav armies. for horde tech its worth it until you unlock an infantry unit with comparable pips, and muslim tech fall somewhere between western and horde tech. Taking just 2 cavalry is nonsensical in any way. I remember years ago when I was playing, the meta was to not even bother adding cavalry to your army. So my general advice is still: only get cav if you can afford it and get a ton of bonuses. Obviously, cavalry's effectiveness drops off in the early-mid game, and as infantry combat ability modifiers begin to stack it's definitely worth dropping cav (to an extent), but damn folks. so play wise for everything beside early horde & muslim i consolidate away cavalry and spam infantry, and for hordes i do the opposite and consolidate Planning to start a game with one of the steppe hordes which benefit from +20% CCA and I was wondering if during the course of the game it is worth focusing on the quality of my cavalry by taking the aristocratic, quality and (probably not) Just the CCA +15%? Better than +1 cavalry fire. Could make the argument that including cavalry hedges against battles where you roll poorly in the fire phase multiple times. If you're playing a nation with good cav bonuses such as Poland having more is a good idea, whilst a horde for example can have almost pure cav army. AI always try to fit full cavalry flanking even if you have too much infantry for front row. Cavalry have higher stats than infantry, and are great at flanking. However, generally speaking, 4 cavalry per army is enough. A 15% multiplied by the 2. Cavalry also has greater flanking range making it easier for you to crush smaller armies. Yes, absolutely yes. But yes, it is worth it. 5 fire and +3 shock, and 2 fire and 6 shock from units. . Especially as the Holy Horde. For example tech 18 introduces base flanking range of cavalry of 3 (without bonuses from ideas), which means on each side of your front line you can deploy 3 cavalry units and they will take part in combat. These extra combat ability and cost modifiers that cavalry has more access to simply tips the scale and make them way more cost-effective. Dec 9, 2020 · My argument is that in specific tech levels cavalry can be worth using in even full-width battles, and thus the ideal army comp in those situations (given that money is less of an issue) would be max number of cavs just below the infantry to cavalry ratio. So you wanna keep 4 cavalry per army because of their flanking range. 5 fire and 9 shock at both stages is better than just having 3. it fights 1. 5 fire and 9 shock with no 15% bonus. I noticed a LOT has changed. It might indeed be worthwhile to mix in some cav into battle-oriented stacks at tech 18, then delete them at tech 20. Jan 9, 2015 · I wouldn't go overboard with stacking (unless roleplaying - its not the best lategame choice), but picking aristocracy should be worth it for cheaper cav and there is also +1 shock there. This is because the cost outweighed the advantages of it. The question is if you have the money to support cavalry and if it is cost-effective to go with more infantry rather than intersperse cav in an army. For anyone who doesn't have an entire mission tree and government type dedicated to it, calvary falls off around tech 19 hard. Jul 6, 2024 · Your cavalry to infantry ratio shows what percentage of your frontline can be made up of Cavalry. A place to share content, ask questions and/or talk about Paradox Interactive games and of the company proper. Jul 5, 2016 · The number of cavalry you want is mostly dependent on their flanking value. At military tech 18 you get +50% flanking range so your cavalry now can flank 3 units. yes it makes sense to get cav if you have the modifiers. It is exceptionally rare in single player to have lots of full engagement width vs full engagement width battles. At tech 17 we have cavalry sitting at +0. Even if I have lots of money I only get cav for flanking. Cavalry has 2 main downsides: The performance per ducat is worse than INF, and exceeding the CAV/INF ratio has devastating debuffs. That being said your stack composition is terrible, you need stacks based on combat width. Cavalry can flank 2 units at the start at the game, that's why you want exactly 4 cavalry units (if your enemy has 16 units then you field 16 infantry and 4 cavalry to crush them). By 1700s i would also build more cavalry (maybe in kill stack), closer to 60% they support at least in one kill stack. Even if they were the same cost and upkeep as infantry they'd still not be worth it due to being weaker in combat; outside a few specifically for flanking. 25 times as well, but costs 2. If you see hanging/unused cavalry in battle it's not because you did'nt micromanaged your army "properly" like Arumba does but because initial Fire/Shock phases already routed some of opponent units. Feb 22, 2020 · If we are to use the same standards as artillery, a cavalry is worth the cost if it can guarantee victory against an infantry. I recently got back into eu4 after a 2ish year-long hiatus. Some franchises and games of note: Stellaris, Europa Universalis, Imperator: Rome, Crusader Kings, Hearts of Iron, Victoria and Cities: Skylines. In steppes this Malus is Cavalry fire isn't that good because their fire damage is miniscule compared to shock due to low fire offense pips against much higher enemy fire defense when cannons contribute half of their defensive pips at later techs. You could argue that artillery has much more use outside of battles, and while cavalry does give you a better chance of stack-wiping weaker enemies and act as a win-more mechanic, those two are just not comparable to Jul 5, 2016 · Cavalry is useful when fighting smaller armies than yours for flanking, but when you fight smaller armies you will win anyway with Prussian ideas. Also, this is an RNG game. wjfxuzcaqrjyjxxsgnioipggjvzjykgkbtbrufvzknjkuclspbiq