Combat

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A battle

Each battle has an attacking side and a defending side. If the location does not have a fort, the first unit present before a battle will be the defender. If the location has a fort, the fort's controller will always be the defender.

An army or navy that runs out of morale, loses a battle without all soldiers being killed, or is manually ordered by is country to retreat, will not fight another battle or receive new orders until it has reached its retreat destination.

Winning a battle gives a prestige bonus to the victor, and in wars between countries it also gives warscore.

Terrain[edit | edit source]

Base terrain modifiers[edit | edit source]

The attacking and in the case of frontage; defending armies can be affected by both topography and vegetation during battle. This can be in the form of penalties to dice rolls, frontage as well as some units having their own unique penalties and/or buffs in certain terrain types. For example, a mountainous woods province would give the attacker a -3 to their dice rolls (-2 from mountains, -1 from woods) and give both sides -6 possible frontage (-4 from mountains, -2 from woods).

Rivers and straits also provide dice roll penalties to the attacking army, so long as they cross over or into a location with a river or cross into a location through a strait. Rivers provide a penalty of −1[1], and straits a penalty of −2[2].

Unit specific modifiers[edit | edit source]

Unit types can sometimes get benefits or penalties from fighting in certain topography and vegetation types.

This modifier is represented as a percentile increase to your damage, such as +50% for galleys in narrows or -10% for cavalry in wetlands, mountains or jungles.

Unique units can have their own unique modifiers in terrain. For example, the Irish Hobelars (A cavalry unit) gets +50% damage in woods and hills and +25% damage in forests.

Combat[edit | edit source]

Phases[edit | edit source]

Combat is made up of multiple phases, which last 5 hours each. During each phase, both sides will roll a 6 sided die, which determines how much damage each side will deal until the next phase.

In land battles, if either army has an Artillery regiment, combat will begin with the Bombard Phase. This Phase lasts 5 hours and each hour Artillery regiments have a chance, equal to their bombardment efficiency, to deal damage to an enemy regiment on the same section. Afterwards, the combat phases will proceed as normal.

For regiments, the amount of damage they deal is calculated as Combat power.png Combat Power multiplied by Strength. For ships, the amount of damage they deal depends on Cannons.png Cannons and the amount of damage they receive depends on Hull size.png Hull Size.

Sections and Engagement[edit | edit source]

Combat has four sections, center, left flank, right flank, and reserves. Each unit is assigned to one of the sections from the army screen. Units start the combat disengaged, incapable of dealing damage. Each hour, units that are placed in the center, left flank or right flank sections have a chance to become engaged, choose an enemy target to attack, and start dealing damage to it. The chance for a unit to become engaged depends on its Initiative.png Initiative and is 0.1 + (Initiative*0.02)+(Hours*0.01). Hours reset after reaching a maximum of 5 hours to go back to 1 and revolve again. The maximum number of units that can be engaged at once in each section depends on the location's Possible frontage.png Possible Frontage and each unit's Frontage.png Frontage.

Units from reserve have a chance each hour to move to any of the flanks which depends on Combat speed.png Combat Speed. The chance to engage is 0.05*Combat speed.png Combat Speed*Combat speed modifier. The most common combat speed modifiers are from general ability and from defensive values.

Units that join combat late by moving from an adjacent province are assigned either to the reserve or to their assigned section, with the chance of joining their section being the Correct section chance.png Correct Section Chance

Target selection[edit | edit source]

When a unit engages in combat, they choose a target to attack, and will keep attacking it until either of the units is eliminated. Units will choose one of the engaged units in the opposite section to attack, seemingly at random. However, if there are no opposing engaged units, a unit may target a disengaged unit. It will continue to attack it even if there are valid engaged targets to attack later. A disengaged unit will take additional damage (see below). If the enemy army or navy does not have units in the same section, the nearest adjacent section will be targeted and the attacking unit may deal additional damage depending on its Flanking ability.png Flanking Ability.

Overrun[edit | edit source]


Damage[edit | edit source]

Army Damage Calculation[edit | edit source]

Base strength damage, measured in number of men killed in the opposing regiment, is

Base Land morale.png morale damage is 1/200 of that, or

In addition to damage from units, every regiment that is in combat, included not engaged units and reserves, takes 0.01 morale damage per hour.

Most of the calculation of strength and morale damage is the same, but there are a few modifiers that apply differently. Each of the modifiers listed here is applied multiplicatively on top of the others.

Damage Modifiers[edit | edit source]

The following modifiers are applied to both morale and strength damage based on the stats of the attacking regiment

  • Combat power.png Combat Power
  • Infantry power.png Infantry Power,Cavalry power.png Cavalry Power, or Artillery power.png Artillery Power
  • Discipline.png Discipline
  • When attacking a flank other than the opposing one, Flanking ability.png Flanking Ability. 200% flanking ability is a 2x modifier, while 100% means no flanking bonus.
  • When attacking Regulars.png Regulars with Levies, Levy combat efficiency.png Levy Combat Efficiency. Levy combat efficiency starts at a base of 0.2 for age 1 levies, increases by 0.05 for each age's levies, and is then modified
  • Terrain and vegetation modifiers. For example, most cavalry units face a 10% penalty in mountains, jungle, or wetlands.

The following defensive modifiers are based on the stats of the defender

  • Damage is divided by Military tactics.png Military Tactics. Tactics of 2 would therefore be a 50% damage reduction
  • Damage is reduced by Army Experience, divided by 2. At 100% experience, this is a 50% damage reduction.
  • Damage Taken modifier of the unit type. This is currently 0.75 for cavalry for 1.5 for artillery.
  • Secure flanks.png Secure Flanks, multiplied by the number of adjacent flanks that are not empty. For infantry, this amounts to 50% damage reduction in the center and 25% on the flanks.
  • Extra damage taken for levies defending against Regulars.png Regulars, depending on the defending unit's age: Age of Traditions (100%), Age of Renaissance (50%), Age of Discovery (25%), Age of Reformation (12.5%)

Strength damage modifiers[edit | edit source]

Offensive Modifiers:

  • Regiment Strength: 1 for naval units, or for army units.
  • Strength damage done modifier
  • 1.1 if attacking a non-engaged regiment. This may happen during the bombard phase, or if there are no engaged units for the unit to target.

Defensive modifiers:

  • Strength damage taken modifier

Morale damage[edit | edit source]

Offensive Modifiers:

  • Proportion of maximum regiment strength (unlike strength damage, this is proportion rather than absolute numbers)
  • Morale damage done modifier
  • 1.2 if attacking a non-engaged regiment. This may happen during the bombard phase, or if there are no engaged units for the unit to target.

Defensive modifiers:

  • Morale damage taken modifier

Navy Damage Calculation[edit | edit source]

Navy damage is split into both Strength Damage and Morale Damage.

Base strength damage, measured in percentage points, is

Base morale damage is

Navies attacking into Narrows locations should get a -1 on dice rolls but in version 1.0.10 this modifier does not currently apply.

Damage Modifiers[edit | edit source]

Naval damage is modified by the number of Cannons.png Cannons vs Hull size.png Hull Size. It calculates this by comparing the percentage increase required for the defending ship's hull value to meet the cannon value of the attacker. For example, a 9 cannon galley firing at a 6 hull light ship would have a +50% cannons vs hull size modifier because you need to increase 6 by 50% to get to 9. This can be represented as ((AttackerCannons - DefenderHull) / DefenderHull) to get the decimal value of the percentage.

The following modifiers are applied to both morale and strength damage based on the attacking regiment

  • Current strength. A ship at 50% strength will have a -50% modifier applied to all it's outgoing damage
  • Galley power.png Galley Power,Heavy ship power.png Heavy Ship Power, Light ship power.png Light Ship Power, or Transport power.png Transport Power
  • Naval damage done.png Naval Damage Done. Up to 20% gained from Admiral Military ability and other sources from advances such as 10% from boarding parties.
  • When attacking a flank other than the opposing one, Flanking ability.png Flanking Ability is applied. Light ships get +20% when flanking.
  • Terrain and vegetation modifiers. Galleys suffer a -100% damage dealt penalty in Deep Ocean, -50% in Ocean, while getting +25% in Inland Sea and +50% in Narrows
  • If a ship is attacking another ship that is not engaged, the attacking ship deals +10% Strength damage, and +20% morale damage to that ship.

The following defensive modifiers are based on the stats of the defender

  • Ship Experience, divided by 2. At 100% experience, this is a 50% damage reduction.
  • Naval damage taken.png Naval Damage Taken which is a flat damage reduction based on the value.

Strength damage formula with modifiers[edit | edit source]

Below is a formula for all these damage modifiers alongside one another for strength damage. Any percentile values such as 50% are represented as a decimal such as 0.5 for the sake of the formula. This is purely for strength damage, not morale damage as they have different formulas.

Some values, such as NavalDamageTaken are negative values by default. For example, Norway's starting -5% for Naval Damage Taken will be represented as -0.05 here.


All modifiers, both negative and positive are multiplicative to one another in this formula, making all of them equally as important to consider for any aspiring admiral.

Unit stats[edit | edit source]

Units have the following stats:

  • Initiative.png Initiative is the chance that a unit will engage during the combat phase if placed in the center, left flank or right flank.
  • Frontage.png Frontage determines how many units can fight at the same time. It is also affected by the topography or vegetation of a location.
  • Food storage.png Food storage is the amount of food that a unit can carry. It is reduced by 50% if the unit retreats.
  • Movement speed.png Movement speed determines how fast a unit moves across the map.
  • Combat speed.png Combat speed determines how fast the unit moves from reserves to another section during battle. For ships, it also impacts how quickly a damaged ship can leave the current section to retreat.
  • Flanking ability.png Flanking ability is how much damage the unit can inflict on units in a different section.
  • Attrition.png Attrition loss is how much damage attrition does each month.

Regiments have the following additional stats:

  • Combat power.png Combat power is the direct damage dealing attribute of a regiment. It is multiplied with the manpower of the regiment to determine how much damage the regiment does.
  • Max strength.png Maximum strength increases how many more men the regiment has, thus increasing its manpower cost. A regiment with a higher amount of manpower but with the same frontage is more effective in combat.
  • Army weight modifier.png Unit weight is compared against the army location's supply limit to determine whether the regiment will suffer attrition.
  • Food consumption modifier.png Food consumption is the amount of food that a regiment will consume each month.
  • Secure flanks.png Secure flanks provides a defensive bonus when there are friendly troops in a neighboring section. The bonus is doubled if both flanks are secure.
  • Experience reducing the damage taken by 0.5% per point up to 50% at max experience.

Ships have the following additional stats:

  • Cannons.png Cannons determine how much damage the ship does.
  • Hull size.png Hull size reduces the damage the ship takes.
  • Crew size.png Crew size determines how many sailors are requires for the ship to be operational.
  • Transport capacity.png Transport capacity is how many regiments can embark on the ship.
  • Anti piracy impact.png Anti-piracy impact is the effect the ship will have on privateers in their area.
  • Blockade capacity.png Blockade capacity determines how effective the ship is at blockading.
Base Unit Stats
category buildable max_strength combat_power impact combat bombard_efficiency artillery_barrage
jungle wetlands mountains jungle wetlands mountains
a_age_1_traditions_infantry army_infantry no 0.1 1
a_age_2_renaissance_infantry army_infantry no 0.2 1
a_age_3_discovery_infantry army_infantry no 0.4 1
a_age_4_reformation_infantry army_infantry no 0.8 1.5
a_age_5_absolutism_infantry army_infantry no 1.6 2.25
a_age_6_revolutions_infantry army_infantry no 3.2 3
a_age_1_traditions_cavalry army_cavalry no 0.05 4 0.1 0.1 0.1 -0.1 -0.1 -0.1
a_age_2_renaissance_cavalry army_cavalry no 0.1 4 0.1 0.1 0.1 -0.1 -0.1 -0.1
a_age_3_discovery_cavalry army_cavalry no 0.2 4 0.1 0.1 0.1 -0.1 -0.1 -0.1
a_age_4_reformation_cavalry army_cavalry no 0.3 4 0.1 0.1 0.1 -0.1 -0.1 -0.1
a_age_5_absolutism_cavalry army_cavalry no 0.6 4 0.1 0.1 0.1 -0.1 -0.1 -0.1
a_age_6_revolutions_cavalry army_cavalry no 1.2 4 0.1 0.1 0.1 -0.1 -0.1 -0.1
a_age_1_traditions_auxiliary army_auxiliary no 0.05 0.25
a_age_2_renaissance_auxiliary army_auxiliary no 0.1 0.25
a_age_3_discovery_auxiliary army_auxiliary no 0.2 0.25
a_age_4_reformation_auxiliary army_auxiliary no 0.3 0.25
a_age_5_absolutism_auxiliary army_auxiliary no 0.6 0.25
a_age_6_revolutions_auxiliary army_auxiliary no 1.2 0.25
a_age_1_traditions_artillery army_artillery no 0.01 2 0.1 1
a_age_2_renaissance_artillery army_artillery no 0.05 3 0.125 3
a_age_3_discovery_artillery army_artillery no 0.1 4 0.15 4
a_age_4_reformation_auxiliary army_artillery no 0.3 5 0.2 5
a_age_5_absolutism_artillery army_artillery no 0.6 6 0.25 7
a_age_6_revolutions_artillery army_artillery no 1.2 8 0.25 9

# impact = { <topography> / <vegetation> / <climate> }    # Modifies the damage the unit takes when fighting in certain terrain

# combat = { <topography> / <vegetation> / <climate> }    # Modifies the damage the unit deals when fighting in certain terrain

Standard Units From Each Age
category copy_from strength_damage_done morale_damage_done morale_damage_taken combat_speed initiative light default buildable levy food_consumption_per_strength build_time_modifier mercenaries_per_location upgrades_to maintenance_demand construction_demand country_potential
pop_type multiply
Tradition a_footmen army_infantry a_age_1_traditions_infantry -0.05 yes burghers 0.1 a_men_at_arms early_heavy_infantry_maintenance early_heavy_infantry_construction government_type != government_type:steppe_horde
a_archers army_infantry a_age_1_traditions_infantry -0.1 0.2 5 yes yes burghers 0.1 a_crossbowmen archer_infantry_maintenance archer_infantry_construction government_type != government_type:steppe_horde
a_footmen_levy army_infantry a_footmen no yes
a_horsemen army_cavalry a_age_1_traditions_cavalry -0.1 0.2 5 yes nobles 0.3 a_cavalrymen
a_armored_horsemen army_cavalry a_age_1_traditions_cavalry nobles 0.3 a_heavy_cavalrymen heavy_cavalry_maintenance heavy_cavalry_construction
a_camp_followers army_auxiliary a_age_1_traditions_auxiliary peasants 0.001 a_supply_carts exists = government_type

government_type != government_type:steppe_horde

Renaissance a_men_at_arms army_infantry a_age_2_renaissance_infantry -0.1 1 a_halberdiers early_heavy_infantry_maintenance
a_crossbowmen army_infantry a_age_2_renaissance_infantry -0.1 0.2 5 yes burghers 0.1 a_early_arquebusiers early_heavy_infantry_construction
a_handgonners army_infantry a_age_2_renaissance_infantry 0.1 -0.5 5 0.25 0.25 burghers 0.1 a_early_arquebusiers infantry_maintenance
a_men_at_arms_levy army_infantry a_age_2_renaissance_infantry no yes burghers 0.1 infantry_construction
a_cavalrymen army_cavalry a_age_2_renaissance_cavalry -0.1 0.2 5 yes nobles 0.3 a_light_lancers
a_heavy_cavalrymen army_cavalry a_age_2_renaissance_cavalry nobles 0.3 a_lancers heavy_cavalry_maintenance
a_houfnice army_artillery a_age_2_renaissance_artillery burghers 0.5 a_falconet heavy_cavalry_construction
a_supply_carts army_auxiliary a_age_2_renaissance_auxiliary peasants 0.005 a_supply_convoy
Discovery a_halberdiers army_infantry a_age_3_discovery_infantry burghers 0.1 a_halberdiers early_heavy_infantry_maintenance
a_early_arquebusiers army_infantry a_age_3_discovery_infantry -0.1 0.2 5 yes burghers 0.1 a_arquebusiers early_heavy_infantry_construction
a_matchlock_levy army_infantry a_age_3_discovery_infantry no yes burghers 0.1
a_light_lancers army_cavalry a_age_3_discovery_cavalry -0.1 0.2 5 yes nobles 0.3 a_pistoleers
a_lancers army_cavalry a_age_3_discovery_cavalry nobles 0.3 a_heavy_lancers heavy_cavalry_maintenance
a_falconet army_artillery a_age_3_discovery_artillery peasants 0.005 a_chambered_cannon heavy_cavalry_construction
a_supply_convoy army_auxiliary a_age_3_discovery_auxiliary peasants 0.005 a_baggage_train
Reformation a_pikemen army_infantry a_age_4_reformation_infantry burghers 0.1 a_musketeers pikemen_maintenance
a_arquebusiers army_infantry a_age_4_reformation_infantry -0.1 0.2 5 yes burghers 0.1 a_hunters pikemen_construction
a_flintlock_levy army_infantry a_age_4_reformation_infantry yes no yes
a_pistoleers army_cavalry a_age_4_reformation_cavalry -0.1 0.2 5 yes nobles 0.3 a_hussars
a_heavy_lancers army_cavalry a_age_4_reformation_cavalry nobles 0.3 a_gallop_cavalry heavy_cavalry_maintenance
a_chambered_cannon army_artillery a_age_4_reformation_artillery peasants 0.005 a_royal_mortar heavy_cavalry_construction
a_baggage_train army_auxiliary a_age_4_reformation_auxiliary peasants 0.005 a_wagon_train
Absolutism a_musketeers army_infantry a_age_5_absolutism_infantry burghers 0.1 a_fusiliers heavy_infantry_maintenance
a_hunters army_infantry a_age_5_absolutism_infantry -0.1 0.2 5 yes burghers 0.1 a_sharpshooters heavy_infantry_construction
a_militiamen army_infantry a_age_5_absolutism_infantry yes no yes
a_hussars army_cavalry a_age_5_absolutism_cavalry -0.1 0.2 5 yes nobles 0.3 a_light_dragoons
a_gallop_cavalry army_cavalry a_age_5_absolutism_cavalry nobles 0.3 a_cuirassiers heavy_cavalry_maintenance
a_royal_mortar army_artillery a_age_5_absolutism_artillery peasants 0.005 a_flying_battery
a_wagon_train army_auxiliary a_age_5_absolutism_auxiliary peasants 0.005 a_logistics_corps
Revolutions a_fusiliers army_infantry a_age_6_revolutions_infantry burghers 0.1 heavy_infantry_maintenance
a_sharpshooters army_infantry a_age_6_revolutions_infantry -0.1 0.2 5 yes burghers 0.1 heavy_infantry_construction
a_conscripts army_infantry a_age_6_revolutions_infantry yes no yes
a_light_dragoons army_cavalry a_age_6_revolutions_cavalry -0.1 0.2 5 yes nobles 0.3
a_cuirassiers army_cavalry a_age_6_revolutions_cavalry nobles 0.3 heavy_cavalry_maintenance
a_flying_battery army_artillery a_age_6_revolutions_artillery peasants 0.005
a_logistics_corps army_auxiliary a_age_5_absolutism_auxiliary peasants 0.005

Sieges[edit | edit source]

A siege

When an army stops in an enemy location and said location is not protected by its own army, it will begin a siege. Each location has a Garrison number. When the garrison is killed or its morale is gone, the siege will be won by the attackers. If multiple allied armies are present in a siege, the country with the highest number of soldiers will always have the option to take control of the siege if not already.

For a siege to progress, there needs to be at least as many men besieging it as the number of men in the garrison. For a location without fortifications, there needs to be at least 100 men, who will occupy the location in 15 days, but this can be changed by various factors.

The attacker of a siege can always order an assault, which will add siege progress at a fast rate but also cause the army to lose soldiers. An assault cannot be cancelled once ordered. During a siege, up to 3 Breaches may occur, which will reduce the number of soldiers killed in the assault. Hovering over the button to order an assault will show an estimation of whether the assault will be successful or not.

Each siege will last multiple phases. A phase lasts 30 days, but the number can be increased or decreased by various factors. Each phase will roll a die with the value between 1 and 14. The result of each dice roll is decreased by 1 for each Fort Level of the besieged location, increased by 2 for every Breach, and can be increased if the attacker's army has artillery regiments. The maximum dice roll bonus from artillery is initially 5 but can be increased by various factors. If the location is coastal and not blockaded, it also reduces the dice roll by 1. Depending on the dice roll, the following will happen:

Dice result Effect Besieger dice bonus
1 Disease Outbreak
2-4 Status Quo
5-11 Supplies Shortage 1
12-13 Food Shortage 2
14-15 Water Shortage 3
16-19 Defenders Desert 2
20 Surrender Victory

Constructions are paused in locations which are under siege.

Artillery bonus appears to work as follows: each artillery regiment's artillery barrage stat is taken as its base stat multiplied by strength ratio, so a houfnice with a base barrage stat of 3.00 and 160 of its 200 max manpower will have a barrage stat of 2.40. Each of these barrage stats has the fort level subtracted from it, then all the barrage stats are added together, and the result divided by 3 is the dice roll bonus from artillery. So the hypothetical 160/200 manpower houfnice siegeing a level 2 fort would only contribute 0.133 to the dice roll bonus while a full-strength houfnice would contribute 0.333, and a houfnice at 133 or less manpower would contribute nothing at all.

References[edit | edit source]

  1. NDefines.NCombat.RIVER_CROSSING_DICE = −1 in Defines.
  2. NDefines.NCombat.STRAIT_CROSSING_DICE = −2 in Defines.
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