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
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:
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:
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:
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:
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:
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:
Army Power and Morale:
Naval Power and Morale:
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
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]
[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
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