The following contributes to the maximum morale of a nation's army.
Army Maintenance: Ranging from 20% at minimum maintenance (minimum of 0.51) to 100% at maximum maintenance (multiplicative modifier)
Defensive idea group: +25%
Plutocratic idea group: +10%
Certain unique national ideas
Researching military technology:
Military technology (0): +2.0
Military technology (3): +0.5
Military technology (4): +0.5
Military technology (15): +1.0
Military technology (26): +1.0
Military technology (30): +1.0
Prestige: +20% at 100 Prestige, -20% at -100 Prestige
Army reformer advisor: +10%
Army tradition: +25% at 100 tradition
Being the Defender of the Faith: +10%
Piety (Muslim only): +25% at 100% Piety
War exhaustion: -2% per 1 war exhaustion
Various events, decisions, and modifiers
The old Combined Arms bonus that used to give +25% bonus damage in EU3 has been removed. It is now called Insufficient Support and is now a penalty. Each Technology Group has a limit of what is an effective ratio of Infantry to Cavalry. If your ratio of Cavalry to ( Infantry + Cavalry ) is too high, your military tactics are reduced by 25%, causing you to take more damage. The ratio is checked in mid-battle.
Cavalry/Infantry ratios per tech group:
The tooltip states that "Your army can contain up to x% cavalry" before getting the penalty, which differs from "Your number of cavalry units must not exceed x% of your infantry units". Especially for nomad tech countries this makes a huge difference, as 100% of your army size means you can build an army without any infantry, without getting the penalty.
A siege progresses in phases. Each phase has a base length of 30 days, modified by the defender's Fort Defense ("defensiveness" in the game files).
Additionally, if a 14 is rolled on the die (before modifiers), the defender's walls are breached. This applies a +3 bonus to future rolls. Walls cannot be breached more than once.
Therefore, the attacker needs at least a net +6 bonus to have a chance of ending the siege. Since siege status and Walls Breached will eventually reach their combined maximum of a +15 bonus and the maximum Fort Level is 9, only non-blockaded coastal sieges can possibly fail to eventually succeed.
The attacker may choose to storm the garrison with their infantry. This results in a speedy conclusion of the siege at the cost of 5 Military power, and usually lots of lives. The attacker loses roughly 10 times as many men as the garrison if the walls are not breached and 1.5 times as many if they are [(what else affects this?)]. Only infantry can assault.
The assault will end upon either the fall of the fort, the loss of attackers morale or one sides soldiers being entirely killed. Loss of defenders morale would mean the seige continues still unlike a field battle.
For fastest sieging:
Bring lots of artillery if finances permit, optimally 5 per level of fort.
Siege as many provinces as is safe to do so ("carpet sieging").
Distribute one artillery to each province being sieged---one artillery will give a +1 bonus regardless of fort Level.
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.
To sa tylko puste dane, ja moge dać ciekawe info.
Od 15 military techa dla westernów, nie opłaca się mieć praktycznie w ogóle kawalerii.
Armia powinan być podzielona na:
50% piechota, 10% kawaleria, 40% działa...
Aaale, podczas walk mimo iż masakrujemy wroga, to niestety nasza piechota też jest masakrowana.
To warto mieć też same staki piechoty na tyłach, by zrobić szybką podmianke i móc walczyć w bitwach dalej.
A siegować tylko ale to tylko mercami by nie tracić manpowera. ;p
Ciekawe jest to że szerokość frontu na danej prowincji nie jest taka sama za każdym razem i zależy od zdolności generałów np na terenie 50% górskim raz front będzie miał 8 albo 9 itd.
To niby ma działać tak że lepszy generał dobiera sobie lepsze miejsce spotkania wojsk.
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