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Coldbones10

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Nov 3, 2016
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I am fairly new to Vic2 I feel like I know the games mechanics but I have a few questions about the army.

1. What would a good army composition be in terms of number of infantry and cavalry.

2. Besides encouraging soldiers how would I get more possible soldiers to use.

3. How the hell does attrition work (coming from Eu4 experience I play an ottoman campaign and retake my land in the levant. It goes well until My armies get to around Sinai, then without battles my 4 30s became 4 10s. Can somebody explain how I can prevent this.)

4. Finally how do I increase my military score because it just says military strenght when I hover over but I have no idea what this means.

Thanks
 

airslo

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so, someone smarter then me will answer number one...I forgot what the best ratio is...sorry.
2. increase the pay for soldiers...when the poor can make more money fighting then working on the farms, they will....go to budget screen, its the military slider bottom right side.
3. go to the supply limit map...green means the army that you have selected can go there with no attrition, if its red, it cant handle that army. You can also selected each prov and look at the supply limit and compare it to the size of your army. You can research things to both increase the supply limit and lower the supply use.
4. build a bigger army, and capital ships...

hope it helps...welcome to the game..
slo
 

queermobile

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I haven't played vanilla in years (PDM almost exclusively) but:

1. This can be debated about until everyone is blue in the face, but you can search for army composition threads and there are many that are all still relevant. I, personally, use 5 INF 1 Cuirassier 1 Hussar 1 Engineer 2 ART until supply limit is higher and tanks/planes are unlocked. Late game varies, of course, depending on whether or not your nation has the literacy/RP to unlock tanks, planes, both, or neither.

2. Increase the military budget as high as you can afford. Conquer heavily populated provinces, for example: Nigeria, Ethiopia, parts of China/India, or Poland if you're in the area. You also want to strive for provinces that are relatively ethnically homogeneous.

3. Each province has its own supply limit, just like EU4, and there is a supply limit map mode. I believe medicine techs in the industry tab raise supply limit by 25% each time.

4. Besides raw military numbers things such as military tech and supply consumption affect this. That's why, for example, you'll see things like the NGF have a higher military score than France despite having 30 fewer units and no navy to speak of.
 

Kovax

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After the early stages, I rarely use more than 2 cavalry per army. One unit can envelope on each side, but any more than that just function as infantry anyway. In a larger battle with several armies per side, either the entire frontage will be full and cavalry won't give you much advantage other than recon, or else you'll have more than enough to overlap both ends of the enemy army, assuming you've got a numerical superiority at all.

Each province should show a maximum number of troops (in thousands of men) that it can support, and anything over that will cause attrition to EVERY unit in the province. Break up your armies into small stacks that don't incur attrition while moving, and then mass them right before engaging the enemy.

Since attrition losses aren't taken while actually in combat, and aren't incurred until the change of month, plan to have your units arrive from various directions into the adjacent province to the enemy early in the month. That way, you can combine them and march them into the enemy territory to arrive before the end of the month, so they'll be engaged in combat the next time attrition is calculated. You can also have multiple armies converge directly on the enemy province, with the general you want to control your own side arriving a day ahead of the rest of the armies. Ideally, if you manage to defeat the enemy by early in the following month, you can usually chase them into the next province before they regain Organization and Strength at the end of that month, and quickly break them again, possibly destroying them outright.

Military score seems to reflect not only raw numbers of military units, including reserves, but also military techs and fortifications. You gain a small amount of Military score for winning battles.
 

thedarkendstar

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I am fairly new to Vic2 I feel like I know the games mechanics but I have a few questions about the army.

1. What would a good army composition be in terms of number of infantry and cavalry.

2. Besides encouraging soldiers how would I get more possible soldiers to use.

3. How the hell does attrition work (coming from Eu4 experience I play an ottoman campaign and retake my land in the levant. It goes well until My armies get to around Sinai, then without battles my 4 30s became 4 10s. Can somebody explain how I can prevent this.)

4. Finally how do I increase my military score because it just says military strenght when I hover over but I have no idea what this means.

Thanks
After getting Organic chemistry 5 inf 5 arty 2 dragoons and 2 engineers are my go to army for a long time
 

TK-XD-M8

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My army mix varies quite a bit, but I usually go with one engineer (helps with sieges), 2 cav (of whatever type), and varying amounts of infantry (sometimes with guards mixed in, or exclusively guards or standard infantry) and artillery.

Don't use irregulars; they aren't worth it.
 

Kovax

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Generally, I'll have my Engineers in a follow-up unit, along with a couple of regular Infantry that I can swap out with battered units in my main armies. Those battered units can then recover while I'm waiting for the province to change hands. The Engineers, while useful in Sieges, are a bit too weak and vulnerable to throw into the regular battle line, and I'd rather not suffer more casualties than necessary.

As said, Irregulars aren't worth recruiting intentionally, and you'll have plenty of them if/when you mobilize a portion of your working population as Reserves.
 

thedarkendstar

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Generally, I'll have my Engineers in a follow-up unit, along with a couple of regular Infantry that I can swap out with battered units in my main armies. Those battered units can then recover while I'm waiting for the province to change hands. The Engineers, while useful in Sieges, are a bit too weak and vulnerable to throw into the regular battle line, and I'd rather not suffer more casualties than necessary.

As said, Irregulars aren't worth recruiting intentionally, and you'll have plenty of them if/when you mobilize a portion of your working population as Reserves.
I cant be bothered to micro a separate stack of engineers I can imagine if I read the map wrong leave a hole open then the ai stackwipes my engineers....
 

grimkm

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1. 4 inf, 2 art, 1 eng, 1 Hus, 1 Dragoon. I used to have it 50/50 with inf art but someone suggested this mix and I have had alot of improvement with this particular stack. Its also small to war in early game.
I have nothing to add to the other questions that hasnt already been said.