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    Real Strategy Requires Cunning

unmerged(4344)

Colonel
Jun 11, 2001
831
0
This faq is an update to an older combat FAQ by DarthMaur. I reformatted it because he inexplicably put his explanations and commentary inside of the "code" blocks used for the tables, making it very hard to read. However I have reviewed the table-data and found some changes since DarthMaul's FAQ; hence the label of 1.08.

I've also made some substantial improvements. I've added naval data. I also fixed some spelling mistakes and reworded some parts for clarity.

I throw it open for commentary. Note that most of the comments here are DarthMaur's, not mine; so I can't necessarily explain any of them. :) In particular I am still a bit unclear on several things that I would like to see experts weigh in on:

(a) what die-roll modifiers are there, in land combat and in assaults?

(b) how exactly are combat casualties computed, and morale damage? Is morale damage scaled to the size of the units inflicting/receiving?

(c) what is the data in "Wind Gauge.csv" for?


[size=+2]Battle System FAQ[/size]

The basis of the battle system is the EU2 Combat Resolution Table (CRT). The first column is a ten-sided die roll. This roll is made in each phase of battle, and is modified by leader relative value, and by terrain.

There are five columns marked by letters (A-E); one of which will be used. Which column to use is determined by the tech levels of the combatants; see the next two next tables. The numbers in the column are moral loss (absolute value) and casualties (percentage of inflicting force's power). Force power is explained in the final section.

How often those numbers are applied remains a mystery. I don't know if it's once per phase, once per day, or something else.

Combat Resolution Table
Code:
       A        B        C        D        E
 1    0/0.10   0/0.10   0/0.10   0/0.01   0/0.01
 2    1/0.10   1/0.10   1/0.10   1/0.05   1/0.05
 3    2/0.25   2/0.25   2/0.25   2/0.10   1/0.10
 4    5/0.25   2/0.25   2/0.25   2/0.25   2/0.15
 5    5/0.50   5/0.50   5/0.50   5/0.25   2/0.25
 6   10/0.50  10/0.50   5/0.50   5/0.50   5/0.25
 7   15/1.00  10/1.00   5/1.00   5/0.50   5/0.50
 8   20/1.00  15/1.00  10/1.00  10/1.00  10/0.50
 9   25/2.00  20/1.00  15/1.00  15/1.00  10/1.00
10   30/2.00  25/2.00  20/2.00  20/1.00  15/1.00
11   35/2.00  30/2.00  20/2.00  20/2.00  20/1.00
12   40/2.00  35/2.00  30/2.00  25/2.00  20/2.00
13   45/3.00  40/3.00  35/3.00  30/3.00  30/2.00
14   50/3.00  45/3.00  40/3.00  35/3.00  30/3.00
15   60/3.00  50/3.00  45/3.00  40/3.00  35/3.00
16   60/4.00  55/3.00  50/3.00  45/3.00  40/3.00
Tech levels which give you new era are important because they often give you an advantage in combat. The advantage from a better CRT column is not overwhelming; usually two adjacent columns vary only on a few rolls out of 10.

Modifiers also are very important. A +1 modifier in combat is slightly more powerful than moving up one CRT column. Modifiers generally apply from leaders, but attacking in mountains, and especially across a body of water, very significantly reduces attacker roll. Also, marshes, forests and deserts lower both sides' rolls somewhat. (Since these terrain types affect both sides, it doesn't affect the result of the battle much - it's just battle will last longer.)

It seems that leaders capabilities are relative, so 16 is very hard to attain, in EU II, you would need uber-leader with value six, facing max defensive and quantity leader, and also get a roll of 10. Not very probable, IMHO...(and if it will happen, you won't notice that battle anyway. Opposing side will be defeated and/or annihilated immediately...) OTOH, since EU II introduced much higher leader values, I suppose on average they are about 2 points higher, without changing CRT, it explains the debated phenomenon of much higher casualties in EU II compared to EU I.


[size=+1]Land Combat CRT Determination[/size]

The column of the CRT used is determined by the tech eras of the armies participating in a battle - the inflicting force on left(column), receiving on top(row). (I don't know what happens when there are allied armies of different techs. I suppose they are calculated separately, though use same die roll.)

The letters indicate which CRT column will be used, first letter is for fire phase, second for shock. For example, two renaissance armies use the "C" CRT column in the fire phase, and the "A" column in the shock phase. (Square brackets indicate same-level technology.)

Land Combat CRT Column Determination Table:
Code:
             Receiving force land tech is:
             MEDIEV   RENAIS   ARQUEB   MUSKETS   BAROQ   MOVEM   DENTEL
MEDIEVAL    [E/A]     E/B      E/B      E/C       E/C     E/D     E/E
RENAISSANCE  C/A     [C/A]     C/B      D/C       E/D     E/E     E/E
ARQUEBUS     B/A      B/A     [C/B]     D/C       E/D     E/E     E/E
MUSKETS      A/A      B/A      B/B     [C/B]      D/D     E/E     E/E
BAROQUE      A/A      B/A      B/A      B/B      [B/B]    D/C     D/D
MOVEMENT     A/A      A/A      A/A      B/A       B/B    [C/C]    C/C
DENTELLES    A/A      A/A      A/A      A/A       A/A     B/B    [B/B]

Notice that fire uses rather bad CRT column till Baroque... and is very vulnerable to tech differences. Shock is generally better when fighting opponent who has tech advantage over you. Because of a) better CRT column b) shock develops slower, so his advantage is not that big c) cavalry has mostly shock, and stays very stable during whole game, so yours will be comparable to his. On the other hand, when fighting tech low opponent, opposite is more true, fire is very useful even before Baroque. Also, there is one strange thing, Medieval vs Baroque is better than Renaissance versus Baroque...Same goes with Movement. Movement era generally is strange; its CRT default column is the worst. If actual casualties are lower in than in Baroque is debatable, as Baroque tech combat power is relatively stagnant, and Movement experiences increase of 50% (infantry and artillery).


[size=+1]Assault[/size]

This table is used to determine the CRT column when assaulting fortresses.
The first two letters show which CRT column will be used for assaulter (fire phase before slash, shock after the slash). Defender will use third letter in both phases.

Assault CRT Column Determination Table:
Code:
              Defending force land tech is:
              MEDIEV   RENAIS   ARQUE   MUSKET   BAROQ   MOVEM   DENTEL
MEDIEVAL     [C/B;A]   C/B;B    D/C;B   E/C;B    E/D;B   E/D;B   E/D;B
RENAISSANCE   B/B;A   [C/B;A]   D/C;A   E/C;A    E/C;A   E/D;B   E/D;B
ARQUEBUS      B/A;A    B/B;A   [C/B;A]  D/B;A    D/C;A   E/C;A   E/D;B
MUSKETS       B/A;A    B/B;A    B/B;A  [D/B;A]   D/C;A   D/C;A   E/D;A
BAROQUE       B/A;A    B/B;A    B/B;A   C/B;A   [C/C;A]  D/C;A   D/C;A
MOVEMENT      B/A;A    B/B;A    B/B;A   C/B;A    C/C;A  [D/C;A]  D/C;A
DENTELLES     A/A;A    A/A;A    B/B;A   B/B;A    C/B;A   C/C;A  [D/C;A]

It really doesn't matter which column will you use, defender always will use better. The most important thing is: Do not assault untouched fortress unless you have HUGE numerical superiority, and even then it's doubtful if you will take it, and your casualties will be horrible if fortress is big.

Modifiers will heavily influence die roll on CRT table, so bring the best leader you have (battle leader, not siege one).

The only thing that will help you is if you have huge tech advantage (due to CRT column and power difference). Also, notice that assaults generally use better CRT in the beginning of the game, especially when you are just one step higher than your enemy. This might help you much.


[size=+1]Army Power and Morale[/size]

Your land tech level determines many aspects of combat performance.

Here we have army power and morale values, which are determined by your land tech level. Morale is straightforward. Army power is used with the CRT, to determine losses inflicted on the enemy. An army inflicts part of its power as actual number of casualties.

Some other important aspects of land tech are these: 5-Assaults. 7-allows Artillery. 9-Infantry Fire. 18-allows Weapon Manufactories. 21-Cavalry Fire. 31-can explore w/ all armies. 41-allow Conscription Centers

Values are given for standard-sized units: 1000 infantry/cavalry, 10 cannons.

Army Power and Morale Table:
Code:
MEDIEVAL ERA
                  Fire+Shock---   Fire-----    Shock-------
Lv  Date  Morale  Inf Cav   Art   Inf Cv Art   Inf Cav  Art
 0  1419  1.5      50 400   4.4     0  0   0    50 400  4.4
 1  1429  1.6      50 400   4.5     0  0   0    50 400  4.5
 2  1450  1.8      70 400   4.6     0  0   0    70 400  4.6
 3  1465  1.8      80 400   4.8     0  0   0    80 400  4.8
 4  1475  2.0      90 400   5.0     0  0   0    90 400  5.0
 5  1485  2.0      90 400   5.0     0  0   0    90 400  5.0
 6  1495  2.0     100 400   5.0     0  0   0   100 400  5.0
 7  1497  2.2     100 400  10.0     0  0   5   100 400  5.0
 8  1498  2.2     100 400  15.0     0  0  10   100 400  5.0

RENAISSANCE ERA
                  Fire+Shock---   Fire-----    Shock-------
Lv  Date  Morale  Inf Cav   Art   Inf Cv Art   Inf Cav  Art
 9  1502  2.8     101 400  60.0     1  0  50   100 400 10.0
10  1508  2.8     102 400 115.0     2  0 100   100 400 15.0
11  1518  3.0     105 400 115.0     5  0 100   100 400 15.0
12  1530  3.0     110 400 115.0    10  0 100   100 400 15.0
13  1540  3.0     120 400 115.0    20  0 100   100 400 15.0

ARQUEBUS ERA
                  Fire+Shock---   Fire-----    Shock-------
Lv  Date  Morale  Inf Cav   Art   Inf Cv Art   Inf Cav  Art
14  1545  3.5     150 400 115.0    50  0 100   100 400 15.0
15  1550  3.5     160 400 115.0    60  0 100   100 400 15.0
16  1565  3.5     175 400 115.0    75  0 100   100 400 15.0
17  1585  3.5     180 400 115.0    80  0 100   100 400 15.0

MUSKETS ERA
                  Fire+Shock---   Fire-----    Shock-------
Lv  Date  Morale  Inf Cav   Art   Inf Cv Art   Inf Cav  Art
18  1600  3.8     190 400 142.5    90  0 125   100 400 17.5
19  1610  3.8     200 400 142.5   100  0 125   100 400 17.5
20  1620  3.8     200 400 142.5   100  0 125   100 400 17.5
21  1625  4.0     220 401 170.0   110  1 150   110 400 20.0
22  1636  4.0     220 402 170.0   110  2 150   110 400 20.0
23  1644  4.0     220 402 197.5   110  2 175   110 400 22.5
24  1655  4.0     220 405 200.0   110  5 175   110 400 25.0
25  1660  4.0     220 405 230.0   110  5 200   110 400 30.0

BAROQUE ERA
                  Fire+Shock---   Fire-----    Shock-------
Lv  Date  Morale  Inf Cav   Art   Inf Cv Art   Inf Cav  Art
26  1675  4.1     245 405 285.0   120  5 250   125 400 35.0
27  1690  4.1     245 405 335.0   120  5 300   125 400 35.0
28  1700  4.1     250 405 337.5   125  5 300   125 400 37.5
29  1709  4.1     250 405 390.0   125  5 350   125 400 40.0
30  1714  4.1     250 405 390.0   125  5 350   125 400 40.0
31  1719  4.2     255 425 445.0   125  5 400   130 420 45.0
32  1723  4.2     255 425 445.0   125  5 400   130 420 45.0
33  1725  4.2     255 425 445.0   125  5 400   130 420 45.0
34  1727  4.2     255 425 445.0   125  5 400   130 420 45.0

MOVEMENT ERA
                  Fire+Shock---   Fire-----    Shock-------
Lv  Date  Morale  Inf Cav   Art   Inf Cv Art   Inf Cav  Art
35  1730  4.5     270 425 447.5   130  5 400   140 420 47.5
36  1732  4.5     270 425 447.5   130  5 400   140 420 47.5
37  1735  4.5     270 425 447.5   130  5 400   140 420 47.5
38  1737  4.5     270 425 447.5   130  5 400   140 420 47.5
39  1743  4.5     280 425 447.5   140  5 400   140 420 47.5
40  1747  4.5     280 425 502.5   140  5 450   140 420 52.5
41  1750  5.0     290 455 502.5   145  5 450   145 450 52.5
42  1755  5.0     290 455 502.5   145  5 450   145 450 52.5
43  1760  5.0     295 455 502.5   145  5 450   150 450 52.5
44  1765  5.0     295 455 557.5   145  5 500   150 450 57.5
45  1770  5.0     300 455 612.5   150  5 550   150 450 62.5
46  1775  5.0     300 457 612.5   150  7 550   150 450 62.5
47  1780  5.0     300 457 612.5   150  7 550   150 450 62.5
48  1785  5.0     325 457 612.5   150  7 550   175 450 62.5
49  1790  5.0     350 457 615.0   175  7 550   175 450 65.0
50  1791  5.0     365 457 615.0   190  7 550   175 450 65.0

DENTELLES ERA
                  Fire+Shock---   Fire-----    Shock-------
Lv  Date  Morale  Inf Cav   Art   Inf Cv Art   Inf Cav  Art
51  1792  5.5     375 407 665.0   200  7 600   175 400 65.0
52  1795  5.5     390 407 665.0   200  7 600   190 400 65.0
53  1798  5.5     425 407 867.5   225  7 800   200 400 67.5
54  1801  5.5     425 410 867.5   225 10 800   200 400 67.5
55  1805  5.5     450 410 867.5   250 10 800   200 400 67.5
56  1809  5.5     450 410 870.0   250 10 800   200 400 70.0
57  1812  5.5     450 410 890.0   250 10 800   200 400 90.0
58  1813  5.5     450 410 892.5   250 10 800   200 400 92.5
59  1815  5.5     450 410 892.5   250 10 800   200 400 92.5
60  9999  6.0     450 410 892.5   250 10 800   200 400 92.5

Power values are per 1/10th unit ie:100 infantry or cavalry, or one cannon. The Fire+Shock ratings are a quick way to compare units, but note that because fire and shock have differing CRT columns in different eras, you should use fire+shock with understanding.

Morale values are very low in the beginning, which means that DP-slider morale modifiers are much more important than in late game. With 1.5 morale in the beginning, you can get as much as .75 bonus (offensive, quality and free subjects).

Cavalry power defines the early game, when morale is low and shock can rout an army in no time. Cavalry power is practically unaffected by technological development. Of course the CRT column used is affected by tech, so be aware of that. But a stack of cavalry in plains is about the only way you're likely to hurt a higher-tech enemy. In the early game, you don't need to develop land tech at all. Invest in other things, then catch up on land tech later with high neighbor bonus.

Sometime during the Renaissance era, cavalry loses its superiority in difficult terrain. In plains it retains it until the Baroque era. Artillery is generally useless in battles until Baroque, and only very late in the game its power is significant enough to buy it for battlefield use. Nevertheless, it never becomes more cost-effective than infantry in terms of power. It may be more cost-effective in terms of support costs.

Finally, notice that the Musket and Baroque eras don't see much development of infantry. They mainly see an improvement in artillery, which you probably won't use on battlefield yet. So, it's another period when you can relax a bit, and research something else for a while.


[size=+1]Naval Combat CRT Determination[/size]

The tech eras of the navies in a battle determine which column of the CRT is used. The letters indicate which CRT column will be used. The first letter is for the fire phase, second for shock. (Square brackets indicate same-level technology.)

Naval Combat CRT Column Determination Table:
Code:
             Receiving force naval tech is:
             Galley   Carrack  Galleon  LatinS.   Battery Vaiss.  TroisP.
Galley      [E/A]     E/B      E/B      E/C       E/C     E/D     E/E
Carrack      B/A     [C/A]     D/B      E/C       E/D     E/E     E/E
Galleon      A/A      A/A     [B/B]     B/C       C/D     D/E     E/E
LAtin Sail   A/A      A/A      B/B     [B/B]      C/D     D/E     E/E
Battery      A/A      A/A      A/A      B/B      [B/B]    C/C     D/D
Vaisseaux    A/A      A/A      A/A      B/A       B/B    [C/C]    C/C
Trois-Ponts  A/A      A/A      A/A      A/A       A/A     B/B    [C/B]
There's a big difference between fire and shock power in the early game. In the Galley era, fire is practically useless (E column), while shock is emphasized (A). From the Galleon era onward, the two use the same CRT (for same tech). But a low-tech force using massed galleys can expect to beat small units of higher tech at least through the Battery era.


[size=+1]Naval Power and Morale[/size]

Your naval tech level determines many aspects of combat performance.

Here we have naval morale and combat power values, which are determined by your land tech level. Morale is straightforward. Naval power is used with the CRT, to determine losses inflicted on the enemy. A fleet inflicts part of its power as actual number of casualties.

Some other important aspects of naval tech are these: 4-allows Transports to be built. 11-allows Shipyards. 16-allows Naval Equipment Manufactories. 18-increased sightrange at sea; discover all adjacent land provinces. 27-can explore w/ all fleets. 38-cancels effect of storms. 41-cancels effect of ice.

Naval Power and Morale Table:
Code:
GALLEY ERA
                Fire+Shock   -Fire--   -Shock-
Lv  Date  Morale   War Gal   War Gal   War Gal
 0  1419  1.50      50 100     0   0    50 100
 1  1429  1.50      50 100     0   0    50 100
 2  1450  1.50      50 100     0   0    50 100
 3  1465  1.50      50 100     0   0    50 100
 4  1475  1.50      50 100     0   0    50 100
 5  1485  1.50      51 101     1   1    50 100
 6  1495  1.50      80 101    10   1    70 100
 7  1497  1.50      80 101    10   1    70 100
 8  1498  1.50      80 101    10   1    70 100

CARRACK ERA
                Fire+Shock   -Fire--   -Shock-
Lv  Date  Morale   War Gal   War Gal   War Gal
 9  1502  1.50     100 101    30   1    70 100
10  1508  1.50     120 105    50   5    70 100
11  1518  1.75     180 105   100   5    80 100
12  1530  1.75     180 105   100   5    80 100
13  1540  1.75     180 105   100   5    80 100
14  1545  1.75     180 105   100   5    80 100
15  1550  1.75     180 105   100   5    80 100
16  1565  1.75     180 105   100   5    80 100
17  1585  2.50     200 105   100   5   100 100
18  1600  2.50     200 107   100   7   100 100
19  1610  2.50     210 110   110  10   100 100
20  1620  2.50     210 110   110  10   100 100

GALLEON ERA
                Fire+Shock   -Fire--   -Shock-
Lv  Date  Morale   War Gal   War Gal   War Gal
21  1625  2.50     210 110   110  10   100 100
22  1636  2.50     210 110   110  10   100 100
23  1644  2.50     230 120   130  20   100 100
24  1655  2.50     250 140   140  30   110 110
25  1660  2.50     260 140   150  30   110 110

LATIN SAIL ERA
                Fire+Shock   -Fire--   -Shock-
Lv  Date  Morale   War Gal   War Gal   War Gal
26  1675  2.75     285 140   175  30   110 110
27  1690  2.75     285 140   175  30   110 110
28  1700  2.75     295 150   175  30   120 120
29  1709  2.75     310 150   190  30   120 120
30  1714  2.75     310 150   190  30   120 120

BATTERY ERA
                Fire+Shock   -Fire--   -Shock-
Lv  Date  Morale   War Gal   War Gal   War Gal
31  1719  3.00     340 180   190  30   150 150
32  1723  3.00     350 180   200  30   150 150
33  1725  3.00     375 190   200  30   175 160
34  1727  3.00     395 210   220  50   175 160
35  1730  3.00     400 220   220  50   180 170
36  1732  3.00     440 220   250  50   190 170
37  1735  3.00     420 220   230  50   190 170
38  1737  3.00     420 220   230  50   190 170
39  1743  3.00     430 220   240  50   190 170
40  1747  3.00     430 220   240  50   190 170
41  1750  3.00     440 220   240  50   200 170
42  1755  4.00     450 220   250  50   200 170

VAISSEAUX ERA
                Fire+Shock   -Fire--   -Shock-
Lv  Date  Morale   War Gal   War Gal   War Gal
43  1760  4.00     450 220   250  50   200 170
44  1765  4.00     450 220   250  50   200 170
45  1770  4.00     460 220   260  50   200 170
46  1775  4.00     460 220   260  50   200 170
47  1780  4.00     480 220   260  50   220 170
48  1785  4.00     490 220   260  50   230 170
49  1790  5.00     490 220   260  50   230 170
50  1791  5.00     490 220   260  50   230 170

TROIS-PONTS ERA
                Fire+Shock   -Fire--   -Shock-
Lv  Date  Morale   War Gal   War Gal   War Gal
51  1792  5.00     490 220   260  50   230 170
52  1795  5.00     490 220   260  50   230 170
53  1798  5.00     490 220   260  50   230 170
54  1801  5.00     490 220   260  50   230 170
55  1805  5.00     500 220   270  50   230 170
56  1809  5.00     500 220   270  50   230 170
57  1812  5.00     500 220   270  50   230 170
58  1813  5.00     500 220   270  50   230 170
59  1815  5.00     500 220   270  50   230 170
60  9999  5.00     510 220   280  50   230 170
Galleys are superior in all ways to warships during the early Galley era. At tech 5, warships (and transports) begin to speed up, and are thus superior for most uses. On a per-ship-power basis, warships match galleys at naval 11. From roughly the Galleon era (naval 21) onward, a warship has about twice the combat power of a galley.

Note that galleys are always considerably cheaper than warships - less than one half the price. Thus right until the end of the game, for combat power that doesn't need to move fast, galleys are superior to warships.


[size=+1]Note on Data Extraction[/size]

Some of the data in the tables above can be semi-automatically extracted from various files in the EU2 installation. You'll need the "awk" system utility found on most unix-like systems. (On Windows you can get GNU Awk compiled with DJGPP here.) The command lines given assume you are in the root of the EU2-installed directories; if you list the directory you should see EU2.exe, directories db, config, ai, etc.

After extracting the data you'll still have to manipulate it in an editor to add column headers.

CRT:
Code:
awk -F";" 'BEGIN {i=1;} { printf("%2d   %2d/%4.2f  %2d/%4.2f  %2d/%4.2f  %2d/%4.2f  %2d/%4.2f\n", i, $1, $2, $3, $4, $5, $6, $7, $8, $9, $10); i=i+1}' < db/combat/CRT.csv

Army Power and Morale:
Code:
awk -F";" '{ printf("%2d  %s  %3.1f     %3d %3d %5.1f   %3d %2d %3d   %3d %3d %4.1f\n", $1, $2, $10, $3+$6, $4+$7, ($5+$8)/100.0, $3, $4, $5/100, $6, $7, $8/100.0)}' < db/LAND.CSV

Naval Power and Morale:
Code:
awk -F";" '{ printf("%2d  %s  %4.2f  %3.1f     %3d %3d   %3d %3d   %3d %3d\n", $1, $2, $8, $7, $3+$4, $5+$6, $3, $5, $4, $6)}' < db/NAVAL.CSV
 

KaRei

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CRT - Simple explanation if you want to modify it

Were you interested how are battles calculated in Eu2? Did you want to modify battle stats, but you didn't understand battle calculations from FAQ?

This is simple graphical explanation of a battle calculations.
You can easily see here from where is game taking the values and where they are then used.
Tell me if it's incorrect.
Only morale calculations are missing, can somebody help me?

battlecorrected.jpg
 

KaRei

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Dec 27, 2005
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Tutorial of battle modifications ...

CRT.csv file

We can say that CRT table is a table of "damage levels". Column A could be the strongest level and column E could be the weakest level. This is good to keep an order in the file.

What I'm calling damage level? I'll explain it on an example:
Let have three soldiers. One of them is in plate armour, the second has only a T-Shirt, and the third has a sword and will attack them. He will surely make less damage to the man in armour, and make higher damage to the brave "idiot" in T-Shirt.
So against the armour the soldier will use lower damage level (column E for example) than against the T-Shirt (column A).

Each line in the column is representing abilities (and luck) of the attacker.
Say, the soldier with sword is unexperienced and in his bad luck the man in T-Shirt will jump aside in front of the sword, so the soldier won't hit the man (although he is still using column A, he's now using the first line of the column).
On the otherside takes the sword a swordmaster and make a direct hit (he is also using column A, but now he's taking line 16).

In each column are two numbers. The first one is casualties moddifier and the second one is morale moddifier. (On the picture are these two numbers swapped (I'll correct it sometime)).
By increasing the morale modifier (2nd, 4th, 6th, ... number in line in the CRT file) you will make the morale dropping down faster during the battles. I was trying to increase it 10x. Each battle then took only one or two days, because morale was down almost immediately. On the other side I reduced it 10x and the soldiers were fighting then until their death and none of the battles ended by morale loss.
By increasing the casualties modifier (1st, 3rd, 5th, ... number in line in the CRT file) you will make the soldiers dieing quicklier. Increasing it 10x could make the battles short, but destructive (20k army can die during few days). On the other side reduce it 10x will make the soldiers almost immortal.

So this was CRT. By modifiyng it you can change the duration of battles, balance between importance of Morale/Casualties, and how different will be power used against different tech levels.

Landfire/Landshock/etc .csv file

Most of things were said in above, so this will be short. Landfire/Landshock/Navyfire/etc. are files that has a table defining which damage level (column from CRT file) will be used by soldiers of one tech level against another. On the left side of the table are tech levels of soldiers causing casualties and on the top of the table are tech levels of soldiers recieving casualties. With knowledge from the part about CRT I think that you needn't more explanations of these tables and you will read them (and modify) without problems.

For those who want some good explanation:
If you remember the soldier with sword, each line in this file is for soldier with different weapon. In vanilla Eu2 the first line are soldiers with swords, the 4th for example are soldiers with muskets (I'm not counting the line where are names of tech).
And do you remember the T-Shirt? Then each row in this file is for man with different T-Shirt, suit or shield.
Now you must use your knowledge of the weapons and suits/shields of the period for which you're making the modification and place these weapons/suits in your mind to right tech levels.
Then use your imagination and in mind try to use each weapon against each suit. Write letters closer to A when the damage by the attack should be like massacre, and write letters closer to E when the attack should be not so bloody.

So here you can modify how bloody will be attacks (the damage of attacks) of soldiers with different tech levels against soldiers with another tech levels.