Europa universalis 4 mercenaries.
Want to add to the discussion?.Mercenaries :: Europa Universalis IV General Discussions
Dec 02, · Dec 2, @ pm. Mercenaries do benifit from your national bonuses, and they often have their own bonuses or penalties on top of that. Their interaction with army maintence is a bit fiddly. Their maintence cost is never reduced, and their morale can always fill up to its normal, fully maintained maximum. Aug 12, · Mercs in eu4 seem to be expenisve ways to quickly raise an army for brief periods of time. This can be either because you want/need to lower your own forces (trying to get out of debt, for example), or they have just been decimated but you know you can turn it around with another 10 units. Europa Universalis IV Game Guide. Table of Contents. The Army | The Army EU IV Guide. 0. Post Comment. 1. 4. Mercenaries. If you are hard pressed on deploying armies and replenishing losses, you can enlist mercenaries. You can recruit mercenaries only once a month and they do not use up Manpower. The access to these is limited to specific.
Europa universalis 4 mercenaries.Army – Europa Universalis 4 Wiki
Mar 01, · Warfare is one of the most important aspects of Europa Universalis IV, and over the almost years of gameplay, armies and navies will be your prime instruments of power when you go to war. You need to be aware of the different units of your armies and their strengths and weaknesses. So, it is time to build some armies and go to war!Estimated Reading Time: 7 mins. Use % regular artillery and mainly merc infantry and cavalry with some regular frontline units thrown in to make sure you don’t cap manpower reserves. This way your manpower doesn’t deplete. To win huge battles. Opponent attacks your 25k stack in defensive position with 70k stack. Keep hiring infantry mercenaries EVERYWHERE within reasonable. Dec 02, · Dec 2, @ pm. Mercenaries do benifit from your national bonuses, and they often have their own bonuses or penalties on top of that. Their interaction with army maintence is a bit fiddly. Their maintence cost is never reduced, and their morale can always fill up to its normal, fully maintained maximum.
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How to use mercenaries effectively? : eu4
Please help with verifying or updating older sections of this article. At least some were last verified for version 1. The basic unit of land forces is the regiment, each consisting of soldiers at full strength.
Each regiment is classed as Infantry , Cavalry or Artillery. Regiments are grouped into armies. Each army can be led by a general or conquistador. Recruiting regular forces requires an owned, unoccupied province to recruit in, and three resources: manpower, ducats, and time.
Each province can recruit one regiment at a time, though multiple regiments can be queued up in a single province. The base cost and time of a regiment depends on its type; this is then adjusted by any modifiers, in particular any buildings the province might have. It takes manpower to recruit a regiment.
Regiment cost is computed as follows:. The base costs for recruiting a regiment are: . General modifiers reduce the cost of all types of land units. The recruitment time of a regiment is computed as follows:. The base time for recruiting a regiment is: . To maximize combat effectiveness of an army , the ratio of infantry, cavalry and artillery is vital.
The number of cavalry should therefore change with flanking range at military technology 18 and To understand why, consider that infantry begins with 1 flanking range and cavalry 2. This means that if you outnumber the enemy, there is only need for 2 cavalry units for the far-flanks as your infantry will flank one unit to the side. This dynamic changes at military technology 18 where infantry has 1 flanking range, but cavalry has 3.
Here, a minimum of 4 cavalry units 2 on each side is required. The dynamic changes for the last time at level 30, where 6 cavalry units will be required for maximize flanking.
An army needs a certain amount of money every month as maintenance. This cost can be influenced by the army maintenance slider of the economy interface. Reducing the maintenance slider can multiplicatively reduce maintenance cost by up to half, but also reduces reinforcement rates and morale. Therefore, any modifier that affects the cost of creating new regiments at the time of recruitment also affects the maintenance of units.
There are also many modifiers from decisions, events and missions that affect land maintenance modifier. The total maintenance cost of an army also depends on the land force limit of the country.
If a country has more regiments than its land force limit, maintenance of all units will be multiplied by the ratio of units — with the units over the force limit counting twice  — to the force limit. For example, if a country has 15 regiments and a land force limit of 10, the maintenance of each regiment is doubled.
While quantity is an important factor in warfare, quality could be considered even more crucial in the grand scheme of things. An army outnumbered by 10, men can find victory in better discipline and morale, and as an opponent of war-orientated European continentals such as France and Prussia , many will most likely experience the effects of these high-quality armies at some point.
Choosing the right land units as military technology advances can synergize well with a country’s national ideas and abilities. At any point, it is better to upgrade troops when possible and pick the specific variation afterwards than stay with the older weaker troop type. Several idea groups can be taken to progressively improve armies’ performance on the battlefield. Additionally, some countries get specific bonuses resembling the strength their army had in actual history.
Morale indicates how long an army can keep fighting without routing. Morale recovery affects how long an army will take to recover to full morale after it was lost in a battle or by changing the maintenance slider. Discipline is a very important combat modifier, as it both multiplies the amount of casualties and the morale cost of these casualties. Combat ability is a value that is multiplied with the units’ damage dealt both for casualties and morale , making it work similarly like discipline, but only for a specific type of unit while discipline affects infantry, cavalry and artillery alike.
It also has no effect on military tactics, unlike discipline. Army tradition provides powerful boons to the offensive power of armies. In EUIV, the word “attrition” indicates the loss of manpower due to insufficient supply. This use of the word “attrition” is different from Paradox Interactive’s other game, Hearts of Iron IV, where “attrition” indicates equipment loss, but not manpower loss. An army will take attrition damage on the first day of each month if the total supply weight of all non-hostile armies in the province exceeds the supply limit of that province.
This can happen even in owned provinces. The amount of attrition depends on the supply weight of all troops in that province in comparison to the local supply limit. Each regiment in an army has a supply weight of 1. The total supply weight of an army with a leader is reduced by 1 for each point of maneuver the leader has. Province modifiers that increase attrition act by increasing the supply weight of each army in addition to increasing attrition.
The final attrition damage for an army is determined by this formula:. The only exception to this is if an army has moved into a province where two hostile forces are engaged in combat. As the combatants are temporarily neutral to the newly arrived army, some of their supply weight will still be added to this armies’ and may cause attrition. This is then adjusted by supply limit efficiency modifiers. All modifiers below stack additively:. Armies that are besieging hostile provinces take 1 unit of supply weight extra attrition, regardless of their size.
An army trying to take back its own captured province does not suffer this penalty. For the duration of a battle, the armies engaged do not suffer attrition. This rule only applies to enemy-owned provinces, however – when besieging friendly provinces to retake them from the enemy, this rule is ignored. Attrition damage is applied before reinforcements, so an army suffering from attrition will not take noticeable damage unless the attrition exceeds the reinforcement rate.
This can mask an otherwise severe drain in manpower due to attrition, so players are advised to pay careful attention to any army with the attrition icon. The attrition damage taken by a unit is proportional to the current strength of the unit and not the maximum strength of the unit. Climates that increase attrition according to the in-game tooltips act by increasing each army’s supply weight instead.
Devastated provinces will also increase local attrition rates. Attrition stacks additively. For example, an army under the supply limit with Improved Foraging besieging an enemy province takes 0. It would make sense for the attrition to be 0. Army regiments that have taken casualties will gradually reinforce up to their full strength according to available manpower, or if they are mercenaries – usually at a significant cost.
However, if they gain more soldiers monthly than they lose to attrition, there is no extra cost beyond base army maintenance, so reinforcement speed modifiers can save you a lot of money – even so, beware of heavy attrition. Mercenary forces can serve as a supplement — or replacement — for a country’s regular forces. They acts as full and independent armies. They cannot be split nor merged with regular forces or other mercenary companies, but they can be attached to other forces. They count in the Force limit.
Mercenaries are more expensive to maintain than regular forces. They have their own events. They are also quick to recruit and do not cost any manpower to build or reinforce. They are displayed with a green background in the army view. Mercenary companies size depends of total development of their recruting country. Once hired – except local mercenary armies – they cannot be recruit by another country.
Conditions should be met in order to recruit them. Each mercenary company has its own composition, modifiers and conditions. Mercenary companies minimum size is 4 regiments and maximum size is 60 regiments. The mercenary manpower is modified by:. There are also many modifiers from decisions, events and missions that affect the mercenary manpower. Mercenary companies manpower deplete with battle and attrition.
Their base manpower needs months to fully recover if not hired, double if the company is hired. Recruitment cost of mercenaries is not affected by regiment cost modifiers, but is affected by the following:. Note that for mercenary maintenance:. Some ideas and bonuses increase the discipline of mercenary regiments:. There are also other modifiers from decisions, events and missions that affect mercenary discipline.
Marines are a special unit type potentially available to any country as a percentage of its force-limit. They are displayed with a dark teal background in the army view. Marines can be recruited from the macrobuilder once unlocked by getting a positive marines force limit via any item in the next “Available marines” section and they use 1, sailors per regiment.
Their recruitment time and cost, as well as maintenance cost is identical to regular infantry regiments. Aside from regulars and mercenaries, there are five other categories of units with unique recruitment mechanics and modifiers that are each available only to countries that meet certain conditions. Some of them are recruited in a unique way and do not cost ducats, manpower, or time to recruit, while others have to be recruited via the macrobuidler. Unless stated otherwise they start at low morale and are maintained and reinforced at the same ducat and manpower cost as regulars.
Banners are a special unit category available to nations that have Manchu or Jurchen as their primary culture and are available to the Mongol Empire with whichever is their primary culture post-formation. Banner units are displayed with a purple background in the army view.