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Don_Quigleone

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In general, the optimum I find after ~mil 16 is 2-4 cav, and the rest half infantry and half artillery. My aim is to have slightly less artillery than my front line. The AI was playing correctly here.

While artillery is expensive, by this point in the game money isn't usually so tight. Can't say how historical it is though...
 

grommile

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I thought the champion of that school of thought was that monarch mana system, no?
As it stands now? Yes.

At release, I feel that despite its unrealities, there are several ways in which it was an improvement, under this metric, over EU3 :)
 

Mountainghost

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For me the ridiculous amounts of artillery units in later game simply is unimmersive.

I'd love for a mechanic like what we already have for cavalry-to-infantry-ratio.

Why not have a separate artillery-to-infantry-ratio? One that can also be modified via country traditions, ideas, and tech.
 
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Palbulchul

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For me the ridiculous amounts of artillery units in later game simply is unimmersive.

I'd love for a mechanic like what we already have for cavalry-to-infantry-ratio.

Why not have a separate artillery-to-infantry-ratio? One that can also be modified via country traditions, ideas, and tech.

Just so you know - by 1722, the Prussian army had 722 bronze cannon, 1,425 iron cannon, 171 bronze mortars, 128 iron mortars, 28 bronze howitzers and 27 of iron.

That would be total of what, 2500 or so? And Frederick the Great led successive campaigns during the Seven Year's war and whatnot - in EU terms, with barely 3 arty battallions!.
 

grommile

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That would be total of what, 2500 or so? And Frederick the Great led successive campaigns during the Seven Year's war and whatnot - in EU terms, with barely 3 arty battallions!.
An artillery unit is obviously not 1000 cannon. (It would cost a lot more than three times the price of an infantry unit if it was.)

What it is, beyond a fuzzy game-mechanical abstraction, is never identified.

But the notion of it being 1000 cannon is so patently ludicrous as to constitute a bad faith argument.
 
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Palbulchul

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An artillery unit is obviously not 1000 cannon. (It would cost a lot more than three times the price of an infantry unit if it was.)

What it is, beyond a fuzzy game-mechanical abstraction, is never identified.

But the notion of it being 1000 cannon is so patently ludicrous as to constitute a bad faith argument.

Believe it or not, Frederick the Great did have only two artillery battalions (one in Berlin, and the other in Berlin/Spandau) at the start of Seven Year's war. You can even stretch it to 12 companies - but it will only take you so far. I just don't see how that fits in the EU4 combined arms composition paradigm.

P.S. That two battalion thing is a pure coincidence. :/
 
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Tisifoni12

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Just so you know - by 1722, the Prussian army had 722 bronze cannon, 1,425 iron cannon, 171 bronze mortars, 128 iron mortars, 28 bronze howitzers and 27 of iron.

That would be total of what, 2500 or so? And Frederick the Great led successive campaigns during the Seven Year's war and whatnot - in EU terms, with barely 3 arty battallions!.
Were all the above attached to the field army, or does that total include guns at permanent fortifications ?
Fortified cities.

Some armies of that period decentralised some, generally the light artillery, to infantry formations; battalion guns.
 

YellowPress

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For me the ridiculous amounts of artillery units in later game simply is unimmersive.

I'd love for a mechanic like what we already have for cavalry-to-infantry-ratio.

Why not have a separate artillery-to-infantry-ratio? One that can also be modified via country traditions, ideas, and tech.
We already do, its called artillery dies super easily if in the front row
During much of this era artillery would be deployed in front of the main line . . .
And infantry would advance to be in front of it, but eu4 only has static 2 line each battlefield
 

Banedon Runestar

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During the American Civil War (1861-1865) a cannon usually had a crew of around 14 men. I have no idea how large a gun crew was during the Renaissance, but I doubt it was significantly smaller. Which would mean a unit of 1000 artillerists would roughly equal about 60-70 guns.

Still seems excessive, but there weren’t standing armies of millions in the 1700’s either, so -vOv-?
 

grommile

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Ultimately, everything about army formations in EU4 is a gameplay abstraction, everyone knows it's unreal, and fixing it to be more real/less abstract in a way that makes the game more fun is way out of scope for the current stage of EU4's lifecycle.

Discussions about it being broken are no longer interesting.

Discussions about how EU5 could/should fix it (that aren't just "all the realism no compromises" like the approach that one guy in the Vicky 3 forums took to absolutely everything) can be interesting.
 
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YellowPress

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During the American Civil War (1861-1865) a cannon usually had a crew of around 14 men. I have no idea how large a gun crew was during the Renaissance, but I doubt it was significantly smaller. Which would mean a unit of 1000 artillerists would roughly equal about 60-70 guns.

Still seems excessive, but there weren’t standing armies of millions in the 1700’s either, so -vOv-?
How much of 1k is the horses moving things about, how much metalcasters, how much the blackpowder supply train
 
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Tisifoni12

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How much of 1k is the horses moving things about, how much metalcasters, how much the blackpowder supply train
Which is why I tend to assume that a unit of cavalry is half the size of an infantry unit and that a unit of artillery is 6 or maybe 12 guns. If it is say 6 guns, Why are casualties so low ?
 

Tisifoni12

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Battles could be handled differently. I won't write in detail here, I've put suggestions in the Imperator Forum and that uses the same mechanics.

Factors; army composition and organisation, ground, morale and training, advantage in cavalry or guns, skill of general; place in pot throw in random factor, stir and get result.
 

Skoonting

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For me the ridiculous amounts of artillery units in later game simply is unimmersive.

I'd love for a mechanic like what we already have for cavalry-to-infantry-ratio.

Why not have a separate artillery-to-infantry-ratio? One that can also be modified via country traditions, ideas, and tech.
If you go over the limit, artillery could take away from infantry defense rather than add to it as it normally does, representing how they have to overstretch their line to protect the artillery.
 

Big Bad France

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The 1000 manpower cost for a cannon crew is a simplified abstraction. And I think it works. You don't need 1000 men, but you do need a great deal of resources to assemble a cannon crew. It's similar to a unit of cavalry also costing 1000 manpower despite a great deal of that cost actually being the horses. Just assume a cannon regiment has 2 or 3 guns.
 
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Tisifoni12

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The 1000 manpower cost for a cannon crew is a simplified abstraction. And I think it works. You don't need 1000 men, but you do need a great deal of resources to assemble a cannon crew. It's similar to a unit of cavalry also costing 1000 manpower despite a great deal of that cost actually being the horses. Just assume a cannon regiment has 2 or 3 guns.
Wouldn't the cost in resources largely be reflected in the cost of production, maintenance and re-build rather than the 1,000 strength value ?
If only 2 or 3 guns then the loss a gun would be a loss of 300 or 500 from 1,000.

The imbalance in losses between infantry, cavalry and guns is decidedly questionable; typically armies lose hordes of infantry, a few cavalry and almost no guns, leaving a depleted army hugely imbalanced.

Cannons come in batterys, not regiments (except perhaps for admin. purposes), batterys perhaps typically of 6, though not always.