![]() ![]() Here is a table of combat width by military technology level. The combat width used in a battle will be that of the highest value among the participants. All countries other than Native Americans start with tech level 2 or 3, so their starting combat width will be 20. As military technology advances, a country's combat width increases, allowing them to use more soldiers effectively at once. For every 1 combat width, 1 additional regiment can be placed in the front and back rows, if sufficient troops are available. To maximize the effectiveness of an army, a proper mixture of troops is important.Ĭombat width determines how many units can actively participate in a battle at one time. It was last verified for version 1.24.Īrmy composition Main article: Army#Composition Please help with verifying or updating this section. This order is based on the tag order (see Countries). ![]() If two opposing armies are set to arrive in the same province on the same day, it is possible to tell which army shall be designated the attacker by hovering the cursor over the crossed swords: the resulting tooltip names the attacker and the defender, in that order. This does not reset the ticking down for the next siege tick. ![]() If a sieging army wins a battle on a province where they're sieging, an immediate bonus siege tick is triggered. The player can take this into account when building forts, as well as when choosing which provinces to siege and which besieged provinces to prioritize sending their troops to. This even applies if the army is not actually sieging or if the fort is hostile to both armies. Attacker penalties from terrain are applied to the "siege" army, while attacker penalties from river/strait crossings are nullified regardless of any leaders' maneuver pips. However, if a given army is in a province which contains a hostile fort, the roles are switched: the army which was in the province first is treated as the "attackers", and those which arrive afterwards are the "defenders" as they are attempting to break the siege. Normally, the "attacker" is defined as whichever side moves into a given province last, while the "defender" is whichever one was already occupying the area. The check on leader maneuver rating is performed daily, so a high maneuver leader can still swing the tide of battle even if he joins an engagement late.īattles in a province under siege All crossing penalties are removed if the attacking leader has a higher maneuver rating than the defending leader. This includes an attack from sea or a landing directly with ships at port.įor attackers that originate from multiple provinces, they will all receive the crossing penalty if any one of them would normally receive it alone. Mousing over this icon will show which neighboring provinces require a river to be crossed in order for an army to reach the province. The presence of a river in between a province and its neighbors is indicated in the province window, through a small river icon. Here is a list of the types of terrain and the modifiers which they grant.Ĭrossing penalties Ī crossing penalty that reduces all dice rolls is applied to the attacker under the following circumstances: Some terrain imposes a movement speed penalty to armies traveling in the province in addition to a negative rough terrain modifier to the attacking army, with different types of terrain having different modifiers. Terrain shows a natural-looking map, while simple terrain color-codes each province by its terrain type both have tooltips showing terrain type, fort level, and the current winter, if any. Terrain for each province is shown in both the terrain and simple terrain mapmodes. Border pixels belong to the province to their southeast. ![]()
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