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On December 07 2015 01:41 Bojas wrote: wat.
It takes you 100 years to conquer a chunk of Asia, Europe, Africa and to take care of remaining natives.
I haven't played in ages, but I guess you got the huge amount of monarch points required by razing provinces? Doesn't razing also lower development? It would make it cheaper to core as wel if that is the case.
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what are the best ideas to take as the ottomans? gonna have to restart my game since i was playing on iron man and made one really stupid choice that completely fucked me.
how are late game armies supposed to be composed? commonwealth+ venice had like 20k cannons in an army and were destroying me even though i had double sometimes triple their army count in the battle :S
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On December 07 2015 13:50 arb wrote: what are the best ideas to take as the ottomans? gonna have to restart my game since i was playing on iron man and made one really stupid choice that completely fucked me.
how are late game armies supposed to be composed? commonwealth+ venice had like 20k cannons in an army and were destroying me even though i had double sometimes triple their army count in the battle :S
In my ottomans WC attempt before the patch I went humanist->offensive->admin->quantity. Humanist+offensive gives you a policy that further reduces national unrest and separatism, at that point newly conquered provinces will only have like 3% unrest when you're at 100% overextension aka you will never fight rebels ever. You could go religious instead of humanist and just convert everything plus get the deus vult casus belli but I think overall humanist is just OP. So either one of those two or admin (for the coring cost reduction) as your first idea group and then go from there.
As for army composition after you reach a certain tech you should have as many cannons as you have infantry in each army. I think its around military tech 11 or 13 cannons get a massive boost, before that they don't do much in battle so you only need a few for the siege bonus. During battle cannons not only attack from the back, but also provide a defense bonus to infantry in front of them.
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If you really want to optimize your army, you need as many cannons as necessary to fill the back line of your army, 2 horses, and then fill up the rest with infantry. At least fill the front line, but some backup is helpful for longer battles. If you fight a crazy gigantic battle, it might even be helpful to have groups of infantry that you can rotate in and out to replenish in a nearby province. This basically never happens, though.
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tried to take corfu+ that other tiny island province now ive faced more war int his campaign than any ive tried
basically gave up on my other one after having to cede so much territory bc i fucked up. i was running like 100g a turn but my force limit was only like 110/300 i think if id maxed out then went to war i coulda turned it around with pure numbers but idk.
im unsure what direction to expand, taking the mamluk thing last time got me named caliph which was a pretty big boost, but the provinces in that area(the peninsula esp) arent worth dick shit but i think i make enough gold off temple spam + my starting zones to be able to fight pretty well.
is a big ass navy required too?
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For Ottomans i love to go admin, influence, religious(though humanist instead of religious is also very good).
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I'd go for admin, influence, quantity and after that humanist.
Navy is pretty important as Ottomans because otherwise they'll cut you off at Constantinople. You can build a ton of galleys since they're cheap and they get a bonus for fighting in inland seas like the med.
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early game small stack combat 20k or so i can win just fine when it gets to 60-80k i just die
fml
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Make sure you keep up in military tech.
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Early game Ottoman infantry is stronger than the other tech groups iirc.
To optimize combat you need enough infantry to form a solid frontline. If the enemy comes with a stack of 14/4/0 for example you would want 18 infantry to fill the front line and 2-4 cavalry (depending on your income) to flank. 16/6/0 would also be fine, but 2 of your cavalry units would suffer losses in combat now (more expensive to reinforce). This also depends on combat width of course, if you are fighting in mountains half of this example stack wouldn't be fighting at all and just losing morale until they can fill a gap in the frontline.
Once you reach mil tech 13 you should have as many cannons as you can afford to fill the backline. so a 18/2/20 stack would be ideal as a basic example. A cannon for every frontline unit is the key here, you probably won't have 40supply limit in a lot of provinces, so don't just build stacks like this^^
In fights with cannons you also need to track how well you armies are doing. If you are fighting someone of equal tech with strong military bonuses, you may need to add additional infantry, because your frontline will die quickly and then your cannons move forward to fill the frontline. Therefore, you need additional infantry to take the place of the units that died and keep your cannons in the backline.
Another thing to consider is your leader and what terrain you are fighting in. Hills, marsh, mountains and jungle you don't want to attack into unless you are certain of your military advantage, instead you should use terrain like that to provoke defensive fights. River crossing penalty also affects combat rolls. You can check in a province window where an entering army would cross a river or not, if you attack over a river and have equal or less maneuver than the enemy leader, you will get a -1 roll for river crossing. Crossing a strait or landing from a boat will always give a -2 roll, so don't do that unless you are certain of your advantage.
Furthermore, the general pips can be very important. Early game when cavalry counts, shock is king. Once the backline gets filled with more and more artillery, fire becomes more and more important. Shock always stays relevant on a general of course, but say you have 18/2/20 stacks at tech 18 or whatever, then I would certainly pick a 6/1/3/0 over a 1/6/6/0 general.
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On December 07 2015 20:51 arb wrote: early game small stack combat 20k or so i can win just fine when it gets to 60-80k i just die
fml
Since you mentioned that earlier, cannons are REALLY important at that point. Not all of your 80 guys can fight at once, you have a combat width which you can see near your military tech in the research screen. That is the amount of units that fit into your frontline. All the others just hang around until one of the frontline units runs away, at which point they fill the spot. Now, if you have cannons, they a) buff the defense of infantry right inf front of them and b) shoot the enemy. So not only are you doing less dmg if the enemy has cannons and you don't, they are also fighting with a lot more troops at once.
At some point, your 80k guys will just run in, get shot to smithereens within a turn or two, and run away again, quickly eating all of your army because the enemy has cannons.
This is not the case early on, cannons are pretty shit at the start, and you don't have multiple times your combat width in an army anyways. Being wider than the enemy is much more important early on, because that means that you can destroy their outside forces (Once again, more of your troops hitting theirs at once). Horses help because they can attack further to their sides
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Cannons are always worth it though imo as long as you filled out your combat width. Even at lower tech levels since they bring extra damage and give half? of their pips to the unit in front of it. The only limiting factor is cash which should not be that much of a problem as Ottomans. After tech 13 cannons become pretty essential though like you guys said.
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formed russia, survived westernizing getting good colonies in siberia, still poor as fuck.
fml. owe two 400ducat loans, but dont make shit
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Russia isn't poor. I don't know where this comes from... Russia has other issues, being poor isn't one of them.
To the east you got easy to conquer opponents with decent goods and later nice colonies and even later filthy rich China. To the south you got Qara/Persia within reach, wich is a rich area. You can also easily meddle with the northern HRE that also isn't poor.
If your Russia is poor, your doing it wrong (hint, use the development button just 1-2 times on provinces with awesome goods and you'll notice big effects). You won't be the richest Country ever, but "poor" is something entirely diffrent.
Russias issues are army quality due to very one dimensional quantity focussed ideas and religious unity problems that slow you down in the beginning.
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Too much patriarche authority, inflation? You can mothball Your forts (on even dispose of thos You dont need), You can also lower maintenance of Your army during peace time. And also make sure You dont use advisors that are too expansive for Your eceonomy. Going over forcelimits or colony limit also might contribute so check that.
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You can raise development forcefully? how?
actually had forgot id hired a like 20 gold advisor when i was doing whatever possible to make it through westernization(had time of troubles and was running out of stability + my monarch is ass, 001(lol))
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Russian Federation3631 Posts
yes, remember that forts are like 90% useless in singleplayer and you should delete most/all of them
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are they useful in multiplayer?
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On December 09 2015 07:57 arb wrote: You can raise development forcefully? how?
actually had forgot id hired a like 20 gold advisor when i was doing whatever possible to make it through westernization(had time of troubles and was running out of stability + my monarch is ass, 001(lol))
If you're going to westernize as russia you should use the free decision to westernize. If not just use western arms trade. Manually westernizing is a huge waste of time/mp/ducats.
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On December 09 2015 07:57 arb wrote: You can raise development forcefully? how?
Paid DLC.
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