EU4 1.33 Combat Update: Army Composition & Units
Table of Contents
- Morale changes & combat pips
- Ideal Army Composition
- Artillery & Unit Tables
- Regional Infantry & Cavalry Mappings
- Notes & References
---
Morale changes & combat pips
1.33 Combat Update Fire and Shock pips now affect morale damage as well. From testing, we know an attack pip does casualties in addition to doing the same morale damage the morale pip would. Backrow troops now take 40% of the regular morale damage. The morale change also buffs defensive pips since it means you are losing less morale as well as taking less damage. (Damage is attack pips minus defense pips)
Practical Example Old spreadsheet prefers small cast cannon over the large cast cannon for tech 13 because it has one more offensive morale pip.
That makes sense before 1.33, now, the large variant will inflict more casualties on top of acting same otherwise. Same for the first western infantry and a few others across tech groups.
Ideal Army Composition
Ideal Army Composition Ideal General (Damage source) Mil tech Combat Width Infantry Cavalry Cannons Total
0 15 12 4 0 16 Fire No cavalry units for nations that start with tech level 1. If custom, refer to modifiers on the tech screen.
2 20 16 4 0 20 Shock
5 22 18 4 0 22 Shock
6 24 20 4 0 24 Shock
9 25 22 4 0 26 Shock
11 27 24 4 0 28 Shock From tech 13 onwards it can be worthwhile to start building artillery while not being cost effective, from tech 16 onwards they take over as the damage source.
14 29 26 4 0 30 Shock, Fire Infantry gets 1.1x to fire and 1.15x to shock here. If you have cavalry bonuses or you still have too few artillery, prefer shock.
16 30 26 4 30 60 Fire A western nation with no bonuses to cavalry can drop cavalry from this point on.
18 32 26 6 32 64 Fire Flanking range 3
20 34 28 6 34 68 Fire
22 36 30 6 36 72 Fire
23 36 28 8 36 72 Fire Flanking range 4
24 38 30 8 38 76 Fire
26 40 32 8 40 80 Fire Closest numbers to fill the combat width, split with the S key in game for equal stacks. Only use cannons in your combat stack(s), for the rest just keep enough cannons for siege bonuses. See the link for siege roll bonuses by fort level. https://eu4.paradoxwikis.com/Land_warfare#Dice_roll Best Unit Type
Artillery Artillery units are shared across all tech groups.
Tech 7-9 10-12 13-15 16-17 18-19 20-21 22-24 25-28 29-32 Unit Large Cast Culverin Large Cast Chambered Leather Swivel Coehorn Royal Flying Battery
Western
Tech 0-4 5-8 9-11 12-14 15-18 19-22 23-25 26-27 28-29 30-32
Infantry Halberd Galloglaigh Condotta Free Maurician Gustavian Line Frederickian Impulse Jaeger
Tech 0-9 10-13 14-17 18-22 23-25 26-27 28-32 Cavalry Chevauchée Schwarze Latin Gallop Armee Carabiners Lancers
* https://i.imgur.com/qYJniJk.jpg
* Reformed also viable
Aboriginal
Tech 1-4 5-9 10-13 14-18 19-25 26-32
Infantry Spearman Ritual Outback Offensive Frontier Black War
No alternatives for cavalry units.
African
Tech 0-4 5-11 12-14 15-22 23-25 26-29 30-32
Infantry Clubmen South* Plains South Central East Western
Tech 0-9 10-13 14-17 18-22 23-25 26-27 28-32 Cavalry Abyssinian Tuareg Abyssinian Hussar Swarm Dragoon Cuirassier
* North as the defensive choice is viable.
Anatolian
Tech 0-4 5-8 9-11 12-18 19-22 23-25 26-29 30-32
Infantry Yaya Azab Janissary Sekban Janissary Nizami Carabineer Don't change*
Tech 0-5 6-9 10-17 18-22 23-25 26-27 28-32 Cavalry Musellem Timariot Spahi Reformed Spahi Toprakli Skirmisher Lancers
* Tech 26 unit has one more fire pip while the tech 30 unit gets an offensive and defensive morale pip. In 1.33 this leaves only defensive morale as an upgrade which isn't worth losing doing more damage in the fire phase.
Chinese
Tech 0-4 5-8 9-11 12-14 15-18 19-25 26-32
Infantry Longbow* Offensive Asian Banner Mass Musketeer Reformed
Tech 0-5 6-9 10-13 14-16 17-22 23-27 28-32 Cavalry East Asian Asian Steppe Reformed Charge Banner Dragoons Reformed
* Now that the offensive shock does morale damage as well, there's no reason to switch to spearmen at tech 4.
Eastern
Tech 0-4 5-8 9-11 12-14 15-18 19-22 23-25 26-29 30-32
Infantry Eastern Eastern Pike Offensive Soldaty Saxon Petrine Green Coat Mass
Tech 0-5 6-9 10-13 14-21 22-25 26-27 28-32 Cavalry Eastern Stratioti Eastern Southern Winged Lancers Eastern
High American Custom nation group with no unit choices.
Indian
Tech 0-4 5-8 9-11 12-17 18-22 23-25 26-29 30-32
Infantry Footsoldier Arquebussier Toofangchis South Indian Deccani Telingas Sepoy Drill
Tech 0-5 6-9 10-13 14-16 17-22 23-27 28-32 Cavalry Elephant Cavalry Archers Mansabdar Mansabdar Maratha Deccani Mysorean
Muslim
Tech 0-4 5-8 9-11 12-14 15-22 23-25 26-29 30-32
Infantry Footsoldier Duel Shamshir Musketeer Afsharid Reformed Mass Mass
Tech 0-5 6-9 10-13 14-17 18-22 23-27 28-32 Cavalry Charge Shayhanid Qzilbash Qzilbash Charge Ali Bey Durrani
Native American No unit choices for cavalry.
Tech 0-4 5-9 10-13 14-18 19-25 26-29 30-32 Meso Spearmen Forest Reformed Hill Hill Musketeers Guerilla Warfare Plains Central
North Clubmen Plains Mountain Native American Rifle Scout Guerillas Westernized South Spearmen Slingshots South Reformed Incan Guerilla W. Incan R. W. Incan
Nomad
First cavalry choice is swarm. No unit alternatives beyond that in this group.
Polynesian No unit choices in this group.
---
Artillery & Unit Tables
Artillery units are shared across all tech groups.
Tech 7-9 10-12 13-15 16-17 18-19 20-21 22-24 25-28 29-32 Unit Large Cast Culverin Large Cast Chambered Leather Swivel Coehorn Royal Flying Battery
Western
Tech 0-4 5-8 9-11 12-14 15-18 19-22 23-25 26-27 28-29 30-32
Infantry Halberd Galloglaigh Condotta Free Maurician Gustavian Line Frederickian Impulse Jaeger
Tech 0-9 10-13 14-17 18-22 23-25 26-27 28-32 Cavalry Chevauchée Schwarze Latin Gallop Armee Carabiners Lancers
* https://i.imgur.com/qYJniJk.jpg
* Reformed also viable
Aboriginal
Tech 1-4 5-9 10-13 14-18 19-25 26-32
Infantry Spearman Ritual Outback Offensive Frontier Black War
No alternatives for cavalry units.
African
Tech 0-4 5-11 12-14 15-22 23-25 26-29 30-32
Infantry Clubmen South* Plains South Central East Western
Tech 0-9 10-13 14-17 18-22 23-25 26-27 28-32 Cavalry Abyssinian Tuareg Abyssinian Hussar Swarm Dragoon Cuirassier
* North as the defensive choice is viable.
Anatolian
Tech 0-4 5-8 9-11 12-18 19-22 23-25 26-29 30-32
Infantry Yaya Azab Janissary Sekban Janissary Nizami Carabineer Don't change*
Tech 0-5 6-9 10-17 18-22 23-25 26-27 28-32 Cavalry Musellem Timariot Spahi Reformed Spahi Toprakli Skirmisher Lancers
* Tech 26 unit has one more fire pip while the tech 30 unit gets an offensive and defensive morale pip. In 1.33 this leaves only defensive morale as an upgrade which isn't worth losing doing more damage in the fire phase.
Chinese
Tech 0-4 5-8 9-11 12-14 15-18 19-25 26-32
Infantry Longbow* Offensive Asian Banner Mass Musketeer Reformed
Tech 0-5 6-9 10-13 14-16 17-22 23-27 28-32 Cavalry East Asian Asian Steppe Reformed Charge Banner Dragoons Reformed
* Now that the offensive shock does morale damage as well, there's no reason to switch to spearmen at tech 4.
Eastern
Tech 0-4 5-8 9-11 12-14 15-18 19-22 23-25 26-29 30-32
Infantry Eastern Eastern Pike Offensive Soldaty Saxon Petrine Green Coat Mass
Tech 0-5 6-9 10-13 14-21 22-25 26-27 28-32 Cavalry Eastern Stratioti Eastern Southern Winged Lancers Eastern
High American Custom nation group with no unit choices.
Indian
Tech 0-4 5-8 9-11 12-17 18-22 23-25 26-29 30-32
Infantry Footsoldier Arquebussier Toofangchis South Indian Deccani Telingas Sepoy Drill
Tech 0-5 6-9 10-13 14-16 17-22 23-27 28-32 Cavalry Elephant Cavalry Archers Mansabdar Mansabdar Maratha Deccani Mysorean
Muslim
Tech 0-4 5-8 9-11 12-14 15-22 23-25 26-29 30-32
Infantry Footsoldier Duel Shamshir Musketeer Afsharid Reformed Mass Mass
Tech 0-5 6-9 10-13 14-17 18-22 23-27 28-32 Cavalry Charge Shayhanid Qzilbash Qzilbash Charge Ali Bey Durrani
Native American No unit choices for cavalry.
Tech 0-4 5-9 10-13 14-18 19-25 26-29 30-32 Meso Spearmen Forest Reformed Hill Hill Musketeers Guerilla Warfare Plains Central
North Clubmen Plains Mountain Native American Rifle Scout Guerillas Westernized South Spearmen Slingshots South Reformed Incan Guerilla W. Incan R. W. Incan
Nomad
First cavalry choice is swarm. No unit alternatives beyond that in this group.
Polynesian No unit choices in this group.
---
Regional Infantry & Cavalry Mappings
Western
Tech 0-4 5-8 9-11 12-14 15-18 19-22 23-25 26-27 28-29 30-32
Infantry Halberd Galloglaigh Condotta Free Maurician Gustavian Line Frederickian Impulse Jaeger
Tech 0-9 10-13 14-17 18-22 23-25 26-27 28-32 Cavalry Chevauchée Schwarze Latin Gallop Armee Carabiners Lancers
* https://i.imgur.com/qYJniJk.jpg
* Reformed also viable
Aboriginal
Tech 1-4 5-9 10-13 14-18 19-25 26-32
Infantry Spearman Ritual Outback Offensive Frontier Black War
No alternatives for cavalry units.
African
Tech 0-4 5-11 12-14 15-22 23-25 26-29 30-32
Infantry Clubmen South* Plains South Central East Western
Tech 0-9 10-13 14-17 18-22 23-25 26-27 28-32 Cavalry Abyssinian Tuareg Abyssinian Hussar Swarm Dragoon Cuirassier
* North as the defensive choice is viable.
Anatolian
Tech 0-4 5-8 9-11 12-18 19-22 23-25 26-29 30-32
Infantry Yaya Azab Janissary Sekban Janissary Nizami Carabineer Don't change*
Tech 0-5 6-9 10-17 18-22 23-25 26-27 28-32 Cavalry Musellem Timariot Spahi Reformed Spahi Toprakli Skirmisher Lancers
* Tech 26 unit has one more fire pip while the tech 30 unit gets an offensive and defensive morale pip. In 1.33 this leaves only defensive morale as an upgrade which isn't worth losing doing more damage in the fire phase.
Chinese
Tech 0-4 5-8 9-11 12-14 15-18 19-25 26-32
Infantry Longbow* Offensive Asian Banner Mass Musketeer Reformed
Tech 0-5 6-9 10-13 14-16 17-22 23-27 28-32 Cavalry East Asian Asian Steppe Reformed Charge Banner Dragoons Reformed
* Now that the offensive shock does morale damage as well, there's no reason to switch to spearmen at tech 4.
Eastern
Tech 0-4 5-8 9-11 12-14 15-18 19-22 23-25 26-29 30-32
Infantry Eastern Eastern Pike Offensive Soldaty Saxon Petrine Green Coat Mass
Tech 0-5 6-9 10-13 14-21 22-25 26-27 28-32 Cavalry Eastern Stratioti Eastern Southern Winged Lancers Eastern
High American Custom nation group with no unit choices.
Indian
Tech 0-4 5-8 9-11 12-17 18-22 23-25 26-29 30-32
Infantry Footsoldier Arquebussier Toofangchis South Indian Deccani Telingas Sepoy Drill
Tech 0-5 6-9 10-13 14-16 17-22 23-27 28-32 Cavalry Elephant Cavalry Archers Mansabdar Mansabdar Maratha Deccani Mysorean
Muslim
Tech 0-4 5-8 9-11 12-14 15-22 23-25 26-29 30-32
Infantry Footsoldier Duel Shamshir Musketeer Afsharid Reformed Mass Mass
Tech 0-5 6-9 10-13 14-17 18-22 23-27 28-32 Cavalry Charge Shayhanid Qzilbash Qzilbash Charge Ali Bey Durrani
Native American
No unit choices for cavalry.
Tech 0-4 5-9 10-13 14-18 19-25 26-29 30-32
Meso Spearmen Forest Reformed Hill Hill Musketeers Guerilla Warfare Plains Central
North Clubmen Plains Mountain Native American Rifle Scout Guerillas Westernized South Spearmen Slingshots South Reformed Incan Guerilla W. Incan R. W. Incan
Nomad
First cavalry choice is swarm. No unit alternatives beyond that in this group.
Polynesian
No unit choices in this group.
---
Notes & References
- The siege roll bonuses by fort level are referenced in the Mil tech 26 row in the Ideal Army Composition.
- Original data sources include discussions and community spreadsheets and the Paradox wiki on Land Warfare dice rolls. See https://eu4.paradoxwikis.com/Land_warfare#Dice_roll for siege roll bonuses by fort level.