• Eu4 unit pips

    Eu4 unit pips. The second, UNT STR, tells you how much of the original 1000 soldiers in each unit are left. Add the 25% shock damage and you're still stack wiping without cav. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. These numbers directly correspond with advances in artillery fire/unit pips. Nerfed Aboriginal and Pacific units, fixed issues where African / Muslim units got worse with better tech than their previous unit type, nerfed early-game Anatolian units and rebalanced some Indian units. Anatolian units have an extra morale pip starting at their first unit upgrade, which amounts to a substantial bonus in morale for the early game. So regarding #1, how is it reduced exactly? I made some experiments and couldn't figure out how it works. Base cost, maintenance, and build time depend only on the type. Next, some nations get a bonus to moral. So all battles in EU4 has a scheme that has to be fallowed. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Every day dice is rolled and added with the Eu4 players. Reply reply more replies More replies More Go to eu4 r/eu4. Unlike infantry or cavalry, artillery can fight from the back-row, attacking with 50% of their combat power. But if you are brave, or dumb, and fight through the massive Ottoman disaster you can become western tech. 100 Badges. 354K subscribers in the eu4 community. Getting another pip would give you 45 base casualties, an increase of 12. And a 1 pip advantage is manageable, a 2 pip advantage plus more infantry and cav shock becomes much harder. Question I have two even numbered armies. Edit: So what this practically means that if you want to avoid casualties in battle, then Go to eu4 r/eu4 • by bad quality but this was the best I could do since the wiki page is outdated and there is no other info on current unit pips. ; About Europa Universalis 4 Wiki; Mobile view Pips simply add to the dice when applied to land units, and defensive pips substract from enemy dice. Media in category "Pips" The following 39 files are in this category, out of 39 total. As we The wiki has tables with all the pips: https://eu4. the EIC Sepoys at Panipat for example, should have Western unit pips or Indian. The question would then be if e. Your infantry has 5 pips total compared to cavalry 8 pips. Cav usually has more pips than infantry. The calculation is roughly C = (15 + 5*D)*combat modifiers (discipline, CA, tactics, etc), where D = die roll The enemy has a 2-shock general and a cavalry regiment with 3 defensive shock pips, defending on hills (-1). It is a general subreddit for the Grand Strategy Game from Paradox Interactive: Europa Universalis 4. com/Land_units. From tech 16 artillery starts becoming the most valuable unit in the game when artillery fire jumps by a full +1. as even two extra unit pips will make a very marginal change. Here's a graph which shows the comparative advantage of the infantry (total pips) at different tech levels. Missing Trunnic group, I feel like their pips are pretty bad but curious to see how bad. Fire phase comes first, so if they start with a high damage from pips and/or high dice roll, that can be enough damage to make a difference, even if you are rolling with higher shock afterwards. You need some basic Leader pips/terrain penalties - leader pips are an additive multiplier that raise your rolls. Composition changed to fill the width closely while keeping no extra units(1 above cw at times to make them split-able) (see top comment here) Which multiply the damage that the base number of unit pips does. Since you're new to the game you may not have noticed this, but as the game goes on the ottoman troops become far weaker, and usually by about 1650 on average, European AI troops will be able to They get access to different types of units which have different fire/shock/morale pips. 6, artillery won't give any defensive shock until tech level 29. Dice = Roll [0 to 9] + Attacking Leader Skill + Offensive Unit Pips - Defending Leader Skill - Defensive Unit Pips - Terrain Note: Leader skill and pips are chosen for their phase, so in the shock phase leader shock values are compared and Go to eu4 r/eu4. If multipliers are close, pick the one with more fire since it has first strike. In this tech level, western cav has a pip advantage over inf, so you want to be as close to your cav cap as possible. If your starting chance to gun down a fort is 0%, an extra siege pip will make the siege 17% faster. Like so often in eu4, there is no optimal way to do things which you can always use. Bring out ships to blockade a strait after winning a battle - easily the most satisfying thing in EU4 for me. attacking in mountains +river crossing, (2) having worse general and unit pips, and (3) rolling a 1 out of 9. It also provides a higher chance of getting great land leaders by increasing the number of pips they can get. The formula to calculate dammage So is there any other way in which I can, say, add more pips to High American units or just give them more units from other tech groups than just manually typing code changes? EU4 AAR (currently 1560 AD) This Is Madness 2 - Imperium Sine Fine: set in a grimdark setting, fully interactive (The Imperial Senate) and serving as a basis for a Special unit force limit modifier will be multiplied with the amount of special units of any kind a nation can recruit. There are four basic classes of naval units available (heavy ships, light ships, galleys and transports) with each class specialising in a particular role. Roughly speaking, damage is offense pips (modified by various factors) minus defense pips (modified by various factors). Similarily, defensive morale pips reduces the chances of your stacks being stackwiped entirely against overwhelming opposition. If you have 12 pips, and have no idea groups, you might have to have 2 in each stat. Even if there's no extra pips for ships, your general is still adding offensive pips in the same way. As it stands today, EU4 doesn't model this dynamic, so we don't see that logical progression of European military improvement other than - 2. May 27, 2014 5. 286. Go to eu4 r/eu4 • by bad quality but this was the best I could do since the wiki page is outdated and there is no other info on current unit pips. Better portrayed Russian infantry (pips) in Russian Tech Group & Cavalry for Eastern Tech. Go to eu4 r/eu4 • by It's +1 on top of a base of +3 and an avg dice roll of 4. 34. Gratak Field Marshal. For example: I make a defensive formation (plus one defensive pip in each category. The first, MRL, tells you how much morale each individual unit has left. In the late game, stackwipes are very common due to massive casualties and desertion, especially if Modding Units [edit | edit source]. 6 million per month on cav. Reply What an extra siege pip does is move you one column to the right. For land leaders, each siege pip adds +1 to the siege roll, making sieges go faster. so that every time a new player googles "Eu4 army comp guide The table below show for each Tech level a damage calculation based on 5*(shock/fire modifier of unit)/(tactics of the Tech level). On the other hand, since artillery on the back row transfers half of its defensive pips (rounded down) to the unit directly in front of it, one could rely on defensive artillery units for protection and prioritize In EU4, a larger army is not a very big advantage unless its at the start of the game where most countries are roughly equal. Steam Workshop: Europa Universalis IV. paradoxwikis. The 5 is the base damage for an increase in casulties from the modified Dice roll which on the wiki is the Dice roll + (general shock/fire difference for the best general in that phase) + (offence pips of the attacking unit - defence pips of the defending unit). However, my understanding of the formula is that since unit pips are added to general pips in the damage equations, rather than multiplied by them, available generals are irrelevant Go to eu4 r/eu4. (Their current T2 units don't fit their era, as they seem like they're from the 1700's). But the biggest difference is how easily inf can reach around this same combat ability with less effort Reply reply More replies. For naval combat mechanics see naval warfare. ), you can stay with Marathas, to at least mitigate some damage done to your cavalry from enemy fire. 100 army tradition gives the following bonuses, which scale linearly to 0% at 0 tradition. TLDR: Horde units are: much stronger from Military Tech 1 to 5, equal to Chinese units from 6 to 9 slightly stronger than Chinese from 10 to 13 equal to Chinese at 14 and beyond that Chinese units are always stronger than Horde units. You also have to consider tech multipliers. It's not going to be 0. Im returning player to eu4 from the time of Art of War expansion and I need some tips. Another comment includes a link to the wiki, which is far more precise. But one general pip doesn't have such a big impact either. Reformed Galloglaich Infantry have one more I want to show you the rework we are doing on the Unit Pips of the different Techgroups, one of the Systems that saw very few changes since the Release of EU4. You don't seem to get unit combat right. 5%. If you had tech 5 too you could upgrade to 3 pip infantry, reducing his advantage. Mewar for example is a country that can rather specialise towards fire dammage output with infantry due specific unit pips and national ideas. For 800 point I'd recommend the usual core/dipannex cost reducers. EU4 Wiki main page; Recent changes; Random page; Style guidelines; Wiki support; Paradox links - Wikis - Forums Help. Example a 3/4 morale 2/2 shock 3/2 fire unit attacking a 5/3 morale 4/3 shock 4/2 fire unit assuming it's just 1 unit vs 1 unit (offense/defense) In EU4, a larger army is not a very big advantage unless its at the start of the game where most countries are roughly equal. These get added to the casualties formula in the following manner: [(15+5*pips) * multipliers]. Special unit force limit modifier will be multiplied with the amount of special units of any kind a nation can recruit. Maneuver can refer to: Land maneuver; Naval maneuver Thats one of biggest misconceptions, unit pips actually dont have a huge impact on the damage. If you want more details, read the eu4 wiki or an excellent video about the topic by an youtuber named reman. Archived post. Stage of combat, shock or fire, takes your unit pips and general pips and applies those here as well. 5 (plus unit pips and terrain), for an improvement of 8. Except that they still are - Anatolian units have, on average, 2 more infantry pips and 3 more cavalry pips than Western units until mil tech 16 (~1600). Lets discuss how to choose based on enemies/ nation strengths. If you want to assign a single independent score to each number of pips, a constant difference in pips produces a constant proportion in results Expansion features [edit | edit source]. com Open. Other more historically outstanding units will have more flavour; Swiss pikemen have +10% discipline or extra shock pip, winged Hussars are amazing, etc. During the various military tech levels, we usually have a selection of technologically equivalent units that tend to focus on different areas. Western and Eastern overtake at Tech 19 and never fall back down to Anatolian's level. They are both used in every battle. Welcome to EU4. Later on, their units actually have fewer total pips than other tech groups. However, I've also seen a lot of folks asking if the army comps are the same or not in light of the changes. Yes, but OP was asking if they impacted anything other than army unit pips. Question I'd like to ask you if there is a chart showing how many pipes have different tech groups over time. It takes a lot of tech until the inf. same for the cannon question. Purple Patriots Are in Control. For information on the recruitment and maintenance of armies see army. Reply reply Consider unit pips. All other factors being equal, if both of you roll 0, every pip you have over the enemy increases damage by 33%. All cost 1000 manpower per regiment. Dots defensive 58 votes, 25 comments. Also EU4 players spend 3. This thread sheds some light on the subject Which multiply the damage that the base number of unit pips does. Yes, lategame western troops have slightly more pips, but these difference are dwarfed by military bonuses, generals Here you go: Jarvin, who is one of the most knowledgable individuals on how EU4 combat works, provides a good summary of unit pips in this thread - note he highlights that pips do not make a significant difference. The rest of the formula doesn't really matter for this explanation. dice roll, unit pips and terrain are all considered pips. It's the weapon modifiers that cause fire pips (from generals and units alike) to be extremely subpar early game. As we implemented changes to the Combat calculations in the 1. Muslim units have pips pretty close to Anatolian. Otherwise I would probably be totally wiped off the face of the planet. EU4 Ottomans is just ridiculously OP. I am not certain if it's still set up exactly like that, but the principle is the same. During the Shock phase, your units' shock pips come into play, and during the Fire phase, your units' fire pips are used. This is why leaders with high shock stats are useful early Rebalanced the unit pips. Next there is unit pips. caveat here of i have no idea how iberian +1 Unit pip advantage is at its most pronounced in early game. Current changes: Unit list changed to show the now-superior units. They can fire from behind the front units, so even with one fire (is that it?) they augment the infantry, who have diminutive fire at that stage anyway. Anatolian units in general lose pips compared to western tech units late game, and eastern tech units too. Crypto - Offensive pips (fire/shock/morale) cause "faster" battles, you inflict more casualties (and also possibly take more casualties depending on the enemy) Thus Defensive Units are better, since sieging is much more important in the early game. Fire dmg is within the multipliers part. Essentially, when the enemy Early game I build to the combat width, with all infantry, minus two slots for cav. (They still use their T1, T3 and T4 units). Up-to-date, detailed help for the Europa Universalis IV (EU4) command spawn. Press the up or Look at your current multipliers for shock and fire at the military page, pick the unit with more pips where multiplier is higher. imgur. 5-10 instead of 1000) then multiplied by your own max morale, regardless of whatever current unit morale is. Into unit pips now: How can we best exploit a potential +75% to shock dammage and +50% to fire dammage within unit pips versus the chinese? Well considering that these dammage I'm aware that the different units have different stats for fire, shock, morale (defense and offense for each), but what are the practical implications for that? Basically shock/fire pips are (generally) better than morale pips, fire pips are better than shock pips (unless you have modifiers for shock pips, whereby early on still go for Go to eu4 r/eu4. You see the dice roll, terrain modifiers, and general modifiers during the battle. also check any tech differences, it's very important to be on the same military tech or The argument, assuming I had understand it correctly, was that increased combat ability just adds to your pips and therefore 10% would be useless until you had a unit with 10 pips in a category and even then it would only add 1 extra pip. In the late game, stackwipes are very common due to massive casualties and desertion, especially if Separate unique land unit types for Eastern Europe (generally weaker later on) and separate for Russia (generally stronger later on). For information on the recruitment and maintenance of navies see navy. ADMIN MOD General pips vs unit modifiers . . artillery gives half its defensive pips to the unit in front of it and pedrero is the one with two defensive shock pips. EU4 Wiki /r/Paradoxplaza Patch Notes Dev Diaries Paradox Forums Livestreams Discord. [15] If you have great general with a lot of fire pips, and have good combat ability, advantegoues terrain, discipline, pick previous unit (Afsharid) The ottomans get 5% discipline as a tradition right off the bat, and also their units have better shock pips that European units in the early game. For example, let's assume you're tech 10 and western units. Receives double damage in front row. Check total fire pips for units on each side and generals first. One thing I forgot, having a general with many shock pips also makes cavalry better (just like a general with many fire pips makes artillery better). over 2k dev in eyalets with little to no AE in just 20 yearswtf dudeGrab domination for yourself using my link: ht - Offensive pips (fire/shock/morale) cause "faster" battles, you inflict more casualties (and also possibly take more casualties depending on the enemy) Thus Defensive Units are better, since sieging is much more important in the early game. Firstly, you should care about Unit PIPs, those dots are The tl;dr on Unit Pips specifically is that they modify the amount of casualties inflicted (offensive pips) and received (defensive pips) by each individual unit that is involved in There are three primary types of land units: infantry, cavalry and artillery. Most of the institutions will spawn there, even ostensibly fair ones like Global Trade and Manufacturing. eu4 rounds half pips down and artillery fire really doesn’t matter at that point so it’s a clear winner. [15] If you have great general with a lot of fire pips, and have good combat ability, advantegoues terrain, discipline, pick previous unit (Afsharid) Go to eu4 r/eu4. Military Technology Combat Width Num. The higher the difference in rolls the more damage dealt when your army is in offensive battles or the less damage received when in defensive battles. This means if you had identical leaders and both rolled the average of 5, it would be 15 + 5*(5 + unit pip difference) = 40 + 5*pip difference. it's different for every tech group. In the shock phase, for example, your units use their offensive shock value against the enemy's defensive shock value to determine damage done, and vice versa. 97 Badges. The third, ADJ DIE C, is the die adjusted for casualties - basically what happens to the die when leader and unit pips are taken into account. Thats why unit pips actually dont really matter that much in the early game. Was playing EU4 while writing this and got confused . Land units [edit | edit source]. At very low siege success this has tremendous effects (from -9 to -8 is almost a 50% faster siege) but it gets worse the more your siege pip modifier already is. This is why being just 1 mil tech behind can be disastrous. So even without pips units do damage (i. Ways to increase Special Unit force limit are : Go to eu4 r/eu4. r/eu4. type = <internal type> # One of the internal types unit_type = Go to eu4 r/eu4. The "Inspirational Leader" General Trait now gives +5% Land Morale atop the Army Morale Recovery Speed. It gets even more ridiculous when you look at “Spanish” armies that conquered Mexico. Also, Anatolian infantry has the same pip as Muslims, so if you're losing to them, something else is happening that is in need of fixing. Morale is more important than discipline early game. 3%. Today we will be talking about the rebalance of the Unit Pips we're working on for the upcoming 1. After all, you can't know how good a general is before they've even fought. This page lists the codes which may be input into the Console Window, a special debugging window which may be accessed on non-ironman games by pressing ⇧Shift+2, Alt+2+1, ⇧Shift+3,§, ~, ^, °, ², or ` (key varies based on keyboard layout). Note that this is for infantry only, I will consider doing cavalry pips for tech groups tomorrow. between eastern and anotolia, i think it's about tech 14-15. Reply reply This page was last edited on 24 October 2013, at 21:33. From Europa Universalis 4 Wiki. Each group has a unique list of land unit types representing the general military strategy of similar countries. EU4 Beginner Tutorial #4 - War. Any fight, whether it's in your territory or the enemy's, has phases. The skills of the naval leader can be If the enemy attacks you, you're going to suffer. Cavalry works best with shock, infantry should have morale for holding Yeah, they are slightly more powerful (better damage values, more pips). Report. The unit pips aren't really that relevant to this topic, as they function the same as general pips (except just for that unit). Maneuver - determines the speed of the army on the map, the pace at which losses are replenished and the flanking range of units in the battle. Here's a google doc with a bunch of tables, unit pips on the 2nd Could you elaborate on that. You can then choose a number of idea groups and national policy's that will specificly increase that further dammage output further and it can get pretty impressive. So a 5 The game is (like history) stacked against the New Worlders. cywang86 • • Eu4 Special unit’s simplified 6. If you're going with an Eastern nation, you want to capitalize on the cavalry advantage that you have (in terms of pips and some countries that get %combat ability). But if you're going mil ideas early game, defensive is the better option imo. The differences in units between tech groups should not be underestimated. Early in the game everything has a high shock multiplier and a low fire multiplier, so you want higher shock units. My 'offense and shock' better-PIPS units will have a better advantage against my For different individual unit types see land units. You really shouldn't worry about it too much their power comes from their ability to snowball early. So typically a single unit pip difference is pretty trivial in the grand scheme of things. 35 update. cav is always better than inf early on in every tech even if they have the same unit pips. g. This page deals with the the individual land unit types. 0 at tech 4. The core of any army, infantry are required in In the early game, units have much higher shock modifiers and shock pips, making the shock phase much more bloody, horrific, and produce much more casualties than the fire With that, we wrap up our comprehensive guide on EU4 Army Composition. Unit fire/shock damage = (dice roll + general pip - enemy general pip + unit offense pip - enemy unit defense pip - terrain penalty) x (percentage of soldiers alive in a regiment) x (fire/shock multiplier from mil tech) x (discipline, combat ability, fire/shock damage dealt) x (length of battle in days) x (1 - enemy fire/shock damage reduced) / (enemy tactics) Each country belongs to a technology group, which determines the initial starting level of technology and in general terms how much of the map is discovered at the beginning of the game. The developers have made a few tweaks to the unit deployment system the game uses in recent months, and I welcome changes to the system to make it a little more intuitive. In EU4, the word "attrition" indicates the loss of manpower due to insufficient Today we will be talking about the rebalance of the Unit Pips we're working on for the upcoming 1. Western troops start off worse than the Ottoman group for example but by the end of the game, they are superior due to extra pips. Unit PIPs are represented by dots on the unit card, and there are three types of PIPs: Fire, Shock, and Morale. Each pip on a unit is fractionally what people think it is. Composition changed to fill the width closely while keeping no extra units(1 above cw at times to make them split-able) (see top comment here) The only combat difference between the two is that the admiral will get more pips, on average, when he's created. So that was a given. In this case it also unlocks a new infantry unit for the ottoman tech group, Azab infantry, which has 4 pips to your western infantry's 2 pips. but you can't meaningfully math this issue with the degree of variation involved in unit pips, modifiers and random die rolls. 0 at tech 0-2, 2. I've always wondered which composition of my army would be optimal. If you have problems running eu4, the launcher or none of your mods work, have a look at my guide on how to fix common TLDR: Horde units are: much stronger from Military Tech 1 to 5, equal to Chinese units from 6 to 9 slightly stronger than Chinese from 10 to 13 equal to Chinese at 14 and beyond that Chinese units are always stronger than Horde units. Pip comparison: 5 + 3 + 4 - 2 - 3 - 1 = 9, 40 base casualties. However, if you have units surrounding the provinces you're sieging, then they can't actually get to the fort, meaning if battle occurs, you're the defender. different tech groups have different units. ramius3443 Byzantium First. infantry with no fire pips still do damage during the fire phase, easy to confirm in the early game). say I am rich enough to have multiple cavalry units in my armies, assume endgame armies 30+10 + 40 arti, and I am going to fight a big battle with reinforcements on both sides, how do Go to eu4 r/eu4 • by (=> morale unit pip #1 prio) while taking as little damage as possible (=> defensive unit pips #2 prio) let's say you are england rush to tech 4 and want to fight france early on. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by high command is inept at leading your men to fire at broad side of barn (0 fire pips etc. Reply reply high command is inept at leading your men to fire at broad side of barn (0 fire pips etc. Tech 5-8: Galloglaich Infantry. The Force Limit in EU4 is the maximum number of units you can have before incurring penalties. Revisit some of the most powerful and popular nations in Domination, an expansion pack for Europa Universalis IV. Ignore morale pips altogether, just get more unit morale bonuses from ideas/religion. Westernizing does NOT change your unit group. Yes, lategame western troops have slightly more pips, but these difference are dwarfed by military bonuses, generals During the various military tech levels, we usually have a selection of technologically equivalent units that tend to focus on different areas. Jump to navigation Jump to search. The basic unit of land forces It's my personal choice in most situations, with 2 offensive shock pips, 1 defensive shock pip and 1 offensive morale and 1 defensive morale pip. Unit PIPs are a vital part of building a strong army composition . So yes, they are more expensive, but they are also better (usually). Land units are the main resource Tech group's primary effect is on unit types, which have different base pips per unit as tech advances. A place to share content, ask questions and/or talk about the grand strategy game This page deals with the the individual naval unit types. This concluded look highlights the key aspects of unit effectiveness such as Combat Width, For different individual unit types see land units. I'd highly recommend A 2 pip increase is basically the same as fighting with hills advantage for that type of unit. You can see that at level 5, western and eastern infantry units have the same number of pips, so Im returning player to eu4 from the time of Art of War expansion and I need some tips. And if it works like land combat, then damage scales linearly with pips (so rolling a 5+1 from admiral is giving you 20% more damage). Reply It's a good spreadsheet, but worth noting that it's outdated, since there were changes to combat and unit pips in versions 1. Unit pipes chart . [15] If you have great general with a lot of fire pips, and have good combat ability, advantegoues terrain, discipline, pick previous unit (Afsharid) A 2 pip increase is basically the same as fighting with hills advantage for that type of unit. By comparison a leader pip does all four, offense and defense for its phase, and offense and defense for morale damage. Go to eu4 r/eu4 • by (=> morale unit pip #1 prio) while taking as little damage as possible (=> defensive unit pips #2 prio) let's say you are england rush to tech 4 and want to fight france early on. I've only adjusted for the units that are now better/worse. pedrero is better but i don’t think anyone is running enough cannons for it to matter. Reply. To add a new historical land unit (i. This task has been led by our QA Team, which was reinforced throughout the year, one of the Systems that saw very few changes since the Release of EU4. All units found ingame are stored in /Europa Universalis IV/common/units/. Second, pips, although that also depends on how much both you and the enemy roll. I spent 4 hours taking all the info from the game and putting it together. Cavalry If you have a cavalry-focused nation, they have more bonuses for those units and the leader’s Unit PIPs usually have higher maneuver. 331K subscribers in the eu4 community. So if a nation could recruit 10 samurai units but has a special unit force limit of +10%, they could instead recruit 11 samurai regiments. And depending on ur tech group it might be worth to Anatolian units peak at tech 12. Content is available under Attribution-ShareAlike 3. Land units are the main resource unit pips can be found on this page. fire pips and fire mod somewhat cancels out the massive cav shock advantage. -Sweden now uses FINLAND'S (Lions of the North) T2 units. These are added to each other in the same way that 10% ICA is added on top of 100% base ICA, for example. 33 and 1. Modding Units [edit | edit source]. Posted by u/[Deleted Account] - 16 votes and 37 comments If you have any insight into unit pips and selecting the appropriate military unit upgrades then I would very much look forward to your next edition. Is it possible with enough bonus pips to roll 6/6/6/6 Generals? I know the maximum possible you can get at 100 Trad is 17 pips and that's ridiculously lucky, but can a high Trad shows the increase of tech group military unit pips by tech level. Unfortunately, there is no version number in the spreadsheet, but iirc it's been around a while longer, definitely pre 1. The base limit is determined by your starting nation and the amount Different regions have different cav-to-inf ratios (western countries usually have 50% ratio) and pip allocations. And the difference between the unit types is usually only one or two pips. The attack and defense pips don't work that way. Tbh fully understanding combat isn't really needed in Eu4. Once cannons and 3 star generals are commonplace, and players are mostly sieging to win their wars, the % contribution from equal-tech unit pips declines a lot. This can make quite a Separate unique land unit types for Eastern Europe (generally weaker later on) and separate for Russia (generally stronger later on). I don't really know what's the message of this post haha Reply reply Keep in mind that pips are nonlinear---10 pips versus 5 is a much larger advantage than 2 pips versus 1. There is a catch, however - you just need to own and core all of settled South America. From my understanding an additional shock pip on infantry is like an extra shock pip from a general. If it gets rounded down, then with the new unit pips in patch 1. Category: Pips. Can also lead two armies at once if needed. The calculation is roughly C = (15 + 5*D)*combat modifiers (discipline, CA, tactics, etc), where D = die roll Go to eu4 r/eu4 • by especially if you can have better starting unit pips instead of obviously worse, not that it's particularly hard to body 1/1/1 tech nations with 3/3/3 all the same. Unit pips are essentially equal in status to your general pips. In fact, it's the difference that matters: 10 pips versus 9 is the same as 2 pips versus 1. Last edited: Nov 28, 2016. Many of the Age Perks favor Europe heavily. As long as they're below the support limit, of course. The example I gave is how you can e. Note that this is for Below each unit's slot, there are 8 rows. They have the edge early game but after about tech 18 they lose ground. Army y is lead by a 1 star general while If you have any insight into unit pips and selecting the appropriate military unit upgrades then I would very much look forward to your next edition. Additionally, artillery regiments bestow During each combat phase, each unit will use its offensive pips to increase casualties dealt, its defensive pips to mitigate casualties received, and its morale pips as well as the fire/shock pips (each for its relevant phase) to This Europa Universalis Guide looks at EU4 Unit PIPs and explains how they work. One thing you see throughout history is that generals routinely under and overestimate the enemy generals they're fighting. But from what i understand from your post i do not believe a units pip can be modified in the middle of the game. But, remember to look at your economy too, as one cavalry costs 2. rushing admin groups is unadvised because coring costs become a problem. 102 2. For most of the game, the majority of the damage comes from base 15+dice roll+general and NOT from the unit itself. Unit pips Pretty self explanatory, more pips = better. short: I've built a spreadsheet which uses military techlevels, combat skills (attack unit modifier), unit-pips etc. To view your technology group open the Military tab which lists all Each pip adds it's bonus, only to the particular phase, only on either offense or defense, and only on morale OR casualties. A complete beginner tutorial with MordredViking looking at how warfare works in the game. Group. But this so called "mil tech tier list" ignores the most important aspect for a made up and useless list created by someone who does not understand the game. New comments cannot be posted and votes cannot be cast. If u're about to attack lets say some nomad nation that focuses heavly on cav u might wanna pick units with more def shock pips. You should consider unit types, terrain, technology, general, numbers and more. Units pips on the other hand are important to compare and there is an actual use, since there are different technology groups. Pips are used to display unit strength. E. Once artillery comes into play I do a minimum Unit Pips. e 600/1000 deals less damage than 700/1000,) offensive pips are better in shorter battles and make stackwipes slightly more common when you're already stronger. Even unit pips favor Europe. That is not entirely true, units do have pip differences per tech group, like western units being the weakest ones at the start and anatolian troops are the strongest around tech 5. conquer Iberia as a Maghreb kingdom, but then in the 16th century be outmatched by western tech countries just because you have muslim tech units. I wonder if the two are linked. Centered on the great empires of the early modern world, Domination offers new mission trees, new government reforms, new estate management and new events for several of the major powers in the game. halberd_infantry), you create a file in the /Europa Universalis IV/common/units/ directory following this format: . Note that the fire/shock pips are Except that they still are - Anatolian units have, on average, 2 more infantry pips and 3 more cavalry pips than Western units until mil tech 16 (~1600). Some questions: 1) Given the choice between units with more pips in offensive than in defensive or vice-versa, how do you make a decision based on your specific situation, using The pips difference between respective tech groups changes a lot over the course of the game- EG at the start, Ottos have twice the pips of Western, but at the end they have a little over half between western and eastern at any given tech level. Nov 28, 2016; Add bookmark #2 Kryndude said: People keep asking about unit pips, army composition, and usefulness of cavalry and artillery. "Hordes have bad economy". ) Since you're new, general pips are your dice modifiers and unit pips are used to calculate dealt/recieved damage. To design a regiment, you would pick a formation and assign a certain number of units to it. These pips directly influence the casualties and morale damage in battles. Many more unit packs are also planned to be released in the futur This subreddit is a place where high income professionals of all types can ask, answer, discuss, and debate the personal finance and investing questions specific to our unique situations without being criticized, ostracized, or downvoted simply for Second, pips, although that also depends on how much both you and the enemy roll. true. 5 is average). If doing something like "for odin" you'd also want an extra missionary or two 355K subscribers in the eu4 community. Note that the fire/shock pips are Inf out sales in pips and outperforms cav even if costs were equal. e. This page was last edited on 1 October 2013, at 11:50. Generally, hordes that don't reform by tech 9-10 start falling behind in unit pips. If they have MIL ideas, you better have some too, preferably ones that have decent policies when paired with your existing ADM/DIP ideas. -----IRONMAN compatible. Go to eu4 r/eu4 • by since the patch where they lowered all unit pips (and made them more equal between tech) the leaders have become twice as important, and france get's very good leaders. Check the unit pips for the western and anatolian groups as well. I'm ahead on tech, but unit pips are still not in my favor. Having a naval leader in a battle greatly improves the combat ability of the fleet. This thread is archived New comments cannot be posted and votes cannot be cast comment sorted by Best Top New Controversial Q&A RedditMemesSuck Inquisitor r/eu4 • What country did you never try but eventually did and really enjoy Just out of curiosity, I'm always torn between which units to take, the better offensive pips seem smart since most of my wars are going to be offensive, but the fewer close/hard wars are going to be more defensive so the boost might be better there. After that point they're fairly equal and Western tech is better at the end. Combat width is a key element of the game, any more units that exceed the width cant fight so cant contribute to the battle. War goal was his colonies in La Plata, which he never tried to protect, so ticking war score really saved me. They can have speedier units, but they'll pack less of a punch. You roll a 4 (4. Just on pips alone, the cavalry of the west is far, far superior. The regiments pips would be decided by formation and units. Let’s dive into the Unit Composition Guide for EU4 to elevate your gameplay strategy. Cavalry works best with shock, infantry should have morale for holding First of all, from what I know, in the early game, the nomad tech group, which all hordes start with (I think) has a major adventage in unit pips for cavalry compared to many other tech groups. First of all, from what I know, in the early game, the nomad tech group, which all hordes start with (I think) has a major adventage in unit pips for cavalry compared to many other tech groups. Don't remember exactly all the phases of this scheme in order but you have fire and shock phases for every day of the battle. But if you get the defensive idea group, you can have unit pips be unbalanced towards defensive. For morale damage, the unit's morale offensive/defensive pips are used instead of shock/fire pips (although the generals still apply their fire/shock pips AFAIK), your base damage is divided by 600 (since you're attacking a "pool" of 2. Also assume that the infantry regiments are, on average, at 750 men; this is a reasonable assumption since they usually We would like to show you a description here but the site won’t allow us. This command spawns the unit with the specified ID within the province with the specified ID. By comparison, Western units have only 3 pips, all the way up to tech 8. With two offensive morale pips and one shock morale pip, they are really, really good when it comes to breaking enemy regiments, and at that point in the game you may even start to get increased morale from things like (Defensive Ideas, Higher Prestige, AT, Power Projection, good early 3 pips vs 6 pips is a huge difference. early on, the anatolian units are simply better than the eastern or western units. Ways to increase Special Unit force limit are : 19 votes, 28 comments. This is affected by a multiplier: multiplier = unit strength * tech bonus * combat ability bonus * discipline bonus Next there is unit pips. This page includes help on how to use the command, argument explanation and examples. 34[/b] Some units packs that I made for the Extended Timeline mod using existing DLC models. Thats mostly why we have modifiers like unit fire +10% and things like that, which is the next best alternative i can think for you. As the title says, are there any tables in the internet that show the pips for the different military pips? For example to compare ottomans with western culture groups in an more easy You misunderstand EU4 combat. Extra unit pips are probably one of the best buffs you can have over an opponent. France is consistently flipping from loyal and disloyal, so once I weakened Spain a bit France stayed home. for example their early infantry units unlocked at tech level 5 / 9 / 12 have a total of 5 / 7 / 12 pips whereas eastern tech infantry have only 4 / 6 /11 pips and western are even worse with only 3 / 5 / 10 pips. Infantry Num. Each tech group has its own units. This thread sheds some light on the subject What is a unit pip? I think it has something to relate to combat but I have no clue what it is. there is TONS of things in EU4 combat. You don't start getting massacred until tech 12 though, where basically every generic infantry is at 10 pips or more excepting some odd scalings in the new I was looking at unit pips. All artillery have 2 pips in maneuver and costs three times as much as infantry. Without penalty I theorized 96 damage without reduction and the result was 64. 34 update, we think This page deals with the the individual land unit types. Defensive pips are better in long battles because of how units deal less damage when they're not at full strength (i. We can see that even at 0 pips (you cant get negative iirc) you still deal dmg. While it may seem like Anbennar is purely a EU4 mod, a CK3 and a Vic3 mod are in the works, and the setting is quite honestly "disconnected" (in lack of a better word) from the mod, as unlike Godherja or other similar mods there is no policy of "Lore to serve the gameplay". Every pip does add 5 base damage and this gets multiplied by the shock/fire value of the unit. That means horde armies are way, way superior to European ones for the entire early game. For the modding term, see effects. Too bad you can't get high american tech group through formable nations. Military tech gives you access to new units and formations. It works a little different, but I agree that the impact is comparable. Go to eu4 r/eu4 • by Provides half its defensive pips to the unit in front. [b]***Unit packs are now updated for 1. 5 = 13. An army refers to a country's land forces. Maybe let people put pips into other stats, e. Business, Economics, and Finance. So early on, you should use them a lot. Seriously, pips mean fuck all. Napoleon is so good that it takes two people to contain all his pips. Offense and defense pips are used in every battle your units fight, whether or not you're attacking or defending. This can go to four depending on your nation and even six if your economy is good and your playing a cav buffed nation. It's very important for maximizing your damage output. 5 at tech 3, 3. If you both roll 9, every pip advantage you have increases damage by 8. 33. I suggest that instead of seeing pips for enemy generals, we see their victory record, and they acquire stars as they win victories, with more weight given to surprising or total victories . Unlike shock/fire modifiers, they significantly decrease the odds of you losing a battle due to bad For morale damage, the unit's morale offensive/defensive pips are used instead of shock/fire pips (although the generals still apply their fire/shock pips AFAIK), your base damage is divided by 600 (since you're attacking a "pool" of 2. (corrected from 14 days thanks to u/MistarGrimm and the eu4 wiki). A place to share content, ask questions and/or talk about the grand strategy game Go to eu4 r/eu4. I was looking at unit pips. Muslim infantry are slightly better than Anatolian infantry by a little bit from 15-19 and 23-25 but its not a huge difference. For Mercenaries and special units see Special land units. A different test got 42 instead of 90. Each point decreases attrition by 1% and, in the case of admirals, it increases trade power that they generate from protection of trade routes. Yes, but it is important to keep in mind the fire and shock modifiers for each unit in the military tab. 5 of what one infantry regiment costs. Unit pips are relevant in multiplayer fair enough but why are we pretending the AI puts up a fight and you have to high command is inept at leading your men to fire at broad side of barn (0 fire pips etc. You'd think at least, with the same level of research and tech, that the steppe nomads who base their whole society around horses would have higher pips for calvary at lvl 28, but no. For naval leaders, each siege pip adds +10% to the amount of development the fleet can effectively blockade. Reply reply More replies [deleted] • As with most things in EU4 it depends on your starting nation and what you plan to achieve. Morale is only calculated from morale pips. 34 update, we think 12 votes, 10 comments. This page deals with commands used in the console. ; About Europa Universalis 4 Wiki; Mobile view Some local units will have small buffs, or even defects; like Asturians having a small fighting in hills advantage, Saharan units suffer less attrition in arid climate but are weaker. New comments cannot be posted and Go to eu4 r/eu4. Go to eu4 r/eu4. This article discuses the three land units (infantry, cavalry and artillery) that make up an army, and their different models throughout the eras of the game. Now I need your review. (To get rid of the overdone unit set from the Catholic League DLC; they still use Castile/Spain T1, 3 and 4). Casualties are proportional to 15 + 5*D, where D = sum(die roll, leader pip difference, your attack pips - their defense pips, terrain modifier). Why the hell do the western units get better calvary end game? Seriously, the pips are imbalanced horribly in favor of the west. It will give 1 defensive fire from levels 16-24, and 2 Go to eu4 r/eu4. Muslim and African units overtake them at 15; while most other groups draw equal [Except Indian] From Tech 18 onwards; Anatolian units are always tied for worst in the game. You can see some of the testing on my post history. This is a little tool I made to calculate military tradition over time and leader pip distribution. Even with very high tradition, very few leaders have high siege pips, since siege pips are allocated a third as often as other pips (see below for details). So you can see that Eastern gets better units for techs 5-15. 5/7. And also note there is a base of 3 pips on top of actual unit and combat stats. For land combat mechanics see land warfare. For instance, Nomad tech group nations start with 6 pip cavalry, 4 of which is in morale. Attack pips aren't used only when attacking and defense pips aren't use only when defending. Late-game, it might be worth trying to switch tags to get European units, since ROTW pips aren't as good in comparison. How today notwestern nation with notwestern units can compete middle to late game? People generally overstate the important of unit pips. It'd allow to better model institution spread so Russia doesn't embrace institutions before PLC (happens many times). Later in the game things balance out, but because fire is the first phase of combat it becomes more important. Reply reply He got an important chunk wrong. Go to eu4 r/eu4 • by Their infantry is equal at tech 5 and 2 pips better than horde at tech 9. 0 unless otherwise noted. Both have an army composition of 20 inf, 6 cav, 26 arty. Morale pips increase the amount of morale the unit has. if you have the money, then go full combat witdth of cannons as soon as they pop up. to determine a hopefully optimal troop-composition (Inf, Cav, Art) regarding combat effectiveness. Most of the time I used 2:1:1 or 3:1:2 I said that there should be a system where countries, under certain conditions, should be able to add a specific pip to their units. Some questions: 1) Given the choice between units with more pips in offensive than in defensive or vice-versa, how do you make a decision based on your specific situation, using In the case of unit pips, per the damage formula, base casulaties are calulated first and that is 15 + 5 *([dice roll] + [dice roll bonus] + [leader pip difference for the given phase] + [unit pip difference for the phase which can go negative] - [terrain]). Yellow PIPs are offensive and green PIPs are defensive. This is a sub-reddit for Europa Universalis IV. khaaa rmqv vlprw lezc clvfch jkiqxq njwo udinf einc oizpfn

    Houze & Associates