๐ŸŽ–๏ธ Europa Universalis V Army Composition Optimizer

Build the perfect army with optimal infantry, cavalry, and artillery ratios

โš ๏ธ Disclaimer: This is a personally developed tool and may contain errors. If you notice any issues or have suggestions, please feel free to provide feedback via email at contact@europauniversalisv.wiki.

๐Ÿ“– Quick Guide

Adjust army size and select your age โ†’ Get optimized troop composition โ†’ Build efficiently

Army Configuration

1,000 40,000 200,000

Recommended Composition

Click "Optimize" to generate composition

How to Use the Army Composition Optimizer

What This Tool Does

The Army Composition Optimizer calculates the perfect ratio of infantry, cavalry, and artillery for your army based on your current age and nation type. Stop wasting manpower on inefficient army compositions!

Prevent 20-40% combat effectiveness loss from wrong troop ratios.

Why Army Composition Matters

Real Example: 40,000 vs 40,000

Bad Composition (Your army):

  • Infantry: 25,000 (62.5%)
  • Cavalry: 10,000 (25%)
  • Artillery: 5,000 (12.5%)
  • Combat Effectiveness: 68%
  • Result: DEFEAT, 18,000 casualties

Optimal Composition (Enemy army):

  • Infantry: 28,000 (70%)
  • Cavalry: 8,000 (20%)
  • Artillery: 4,000 (10%)
  • Combat Effectiveness: 92%
  • Result: VICTORY, 8,000 casualties

Same army size, different composition = 2x better performance!

Understanding the Basics

The Three Unit Types

๐Ÿ›ก๏ธ Infantry

  • Role: Front-line fighters, main damage dealers
  • Best for: Holding the line, absorbing damage
  • Cost: Low (20 ducats recruitment, 0.5/month maintenance)
  • When to use: Always your largest force

๐ŸŽ Cavalry

  • Role: Flanking units, shock damage
  • Best for: Flanking enemy infantry, mobility
  • Cost: High (40 ducats recruitment, 1.0/month maintenance)
  • When to use: Early-mid game (25-20%), less in late game (15-10%)

๐Ÿ”ซ Artillery

  • Role: Back-row support, siege bonus
  • Best for: Supporting fire, breaking fortifications
  • Cost: Very High (50 ducats recruitment, 1.2/month maintenance)
  • When to use:
    • Early game (1444-1500): 0% - Not effective yet
    • Mid game (1550-1650): 10-25% - Becoming important
    • Late game (1650-1821): 25-40% - Critical!

Step-by-Step Tutorial

Step 1: Determine Your Army Size

In Game:

  1. Open Military Panel (hotkey: L)
  2. Check "Force Limit" or current army size
  3. Decide your target army size

Example: You have 40,000 troops (or want to recruit 40,000)

Step 2: Identify Your Current Age

In Game:

  1. Look at top of screen
  2. Find the current date
  3. Match to age:
    • 1444-1500: Age of Traditions
    • 1500-1550: Age of Renaissance
    • 1550-1600: Age of Discovery
    • 1600-1650: Age of Reformation
    • 1650-1700: Age of Absolutism
    • 1700-1821: Age of Revolutions

Step 3: Select Your Nation Type

Choose based on your nation's strengths:

Balanced (Most nations):

  • France, Castile, Austria, Russia
  • Standard composition, no special focus

Cavalry Focus:

  • Poland, Lithuania, Ottomans
  • Steppe nations (Kazan, Crimea, etc.)
  • Nations with cavalry bonuses

Infantry Focus:

  • Prussia, Sweden, Switzerland
  • Nations with infantry combat ability bonuses
  • Superior discipline nations

Economic:

  • Small nations with limited budget
  • Trade-focused nations prioritizing money
  • When maintaining multiple armies

Step 4: Use the Tool

In Tool:

  1. Adjust Army Size slider to 40,000
  2. Select "Age of Discovery"
  3. Choose "Balanced"
  4. Click "โšก Optimize"

Result Displayed:

Recommended Composition:
๐Ÿ›ก๏ธ Infantry: 28,000 (70%)
๐ŸŽ Cavalry: 8,000 (20%)
๐Ÿ”ซ Artillery: 4,000 (10%)

๐Ÿ’ฐ Monthly Cost: 120 ducats
โš”๏ธ Effectiveness: 92% โญโญโญโญโญ

Step 5: Build Your Army

In Game:

  1. Open Military Panel โ†’ Recruit Units
  2. Recruit according to recommendations:
    • 28 Infantry regiments (1,000 each)
    • 8 Cavalry regiments
    • 4 Artillery regiments
  3. Combine into one army

Understanding the Results

Combat Width Analysis

What is Combat Width?

Combat width determines how many units can fight simultaneously in the front row.

Age of Discovery Example:

  • Combat Width: 40
  • Your army can have 40 units in front row
  • Another 40 in back row (artillery only)

Front Row Composition:

Infantry: 28 units  ๐Ÿ›ก๏ธ๐Ÿ›ก๏ธ๐Ÿ›ก๏ธ๐Ÿ›ก๏ธ๐Ÿ›ก๏ธ๐Ÿ›ก๏ธ๐Ÿ›ก๏ธ๐Ÿ›ก๏ธ...
Cavalry: 8 units    ๐ŸŽ๐ŸŽ๐ŸŽ๐ŸŽ๐ŸŽ๐ŸŽ๐ŸŽ๐ŸŽ
Empty: 4 slots      โ–‘โ–‘โ–‘โ–‘

Total: 40/40 (100% utilization) โœ…

Back Row:

Artillery: 4 units  ๐Ÿ”ซ๐Ÿ”ซ๐Ÿ”ซ๐Ÿ”ซ
Empty: 36 slots     โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘...

Why 4 empty slots in front?

Cavalry flanking! Those 8 cavalry can spread out and flank enemy infantry, so they need space.

Efficiency Rating

โญโญโญโญโญ Excellent (90-100%)

  • Optimal composition for your age
  • Maximum combat effectiveness
  • Perfect ratios

โญโญโญโญ Very Good (80-89%)

  • Strong composition
  • Minor inefficiencies
  • Still highly effective

โญโญโญ Good (70-79%)

  • Solid composition
  • Room for improvement
  • Acceptable for most situations

โญโญ Fair (60-69%)

  • Suboptimal ratios
  • Consider adjusting
  • May struggle against optimized enemies

โญ Poor (0-59%)

  • Inefficient composition
  • Wasting resources
  • Likely to lose battles

Monthly Cost Breakdown

Example: 40,000 troops

Infantry (28,000):
- Recruitment: 20 ร— 28 = 560 ducats
- Monthly: 0.5 ร— 28 = 14 ducats

Cavalry (8,000):
- Recruitment: 40 ร— 8 = 320 ducats
- Monthly: 1.0 ร— 8 = 8 ducats

Artillery (4,000):
- Recruitment: 50 ร— 4 = 200 ducats
- Monthly: 1.2 ร— 4 = 4.8 ducats

TOTAL:
- Recruitment: 1,080 ducats (one-time)
- Monthly: 26.8 ducats (ongoing)
- Yearly: 321.6 ducats

Budget Tip: If monthly cost too high, choose "Economic" nation type or reduce army size.

Age-Specific Strategies

Age of Traditions (1444-1500)

Recommended Ratio: 75% Infantry, 25% Cavalry, 0% Artillery

Why:

  • Cavalry is VERY strong in early game
  • High shock damage
  • Artillery not yet effective
  • Combat width small (30)

40k Army Example:

  • Infantry: 30,000
  • Cavalry: 10,000
  • Artillery: 0

Best Nations: Steppe hordes, Poland, Ottomans

Age of Renaissance (1500-1550)

Recommended Ratio: 72% Infantry, 23% Cavalry, 5% Artillery

Why:

  • Artillery becomes available but weak
  • Small artillery force for siege bonus
  • Cavalry still important
  • Combat width increases to 35

40k Army Example:

  • Infantry: 28,800
  • Cavalry: 9,200
  • Artillery: 2,000

Note: Artillery mainly for sieges, not combat

Age of Discovery (1550-1600)

Recommended Ratio: 70% Infantry, 20% Cavalry, 10% Artillery

Why:

  • Artillery starts providing meaningful fire support
  • Balanced composition
  • Combat width 40
  • Gunpowder units improve

40k Army Example:

  • Infantry: 28,000
  • Cavalry: 8,000
  • Artillery: 4,000

This is the "classic" balanced composition

Age of Reformation (1600-1650)

Recommended Ratio: 60% Infantry, 15% Cavalry, 25% Artillery

Why:

  • Artillery becomes CRITICAL
  • Cavalry importance decreases
  • Line infantry doctrine
  • Combat width 45

40k Army Example:

  • Infantry: 24,000
  • Cavalry: 6,000
  • Artillery: 10,000

Big Change: Artillery now fills back row!

Age of Absolutism (1650-1700)

Recommended Ratio: 55% Infantry, 15% Cavalry, 30% Artillery

Why:

  • Artillery at peak effectiveness
  • Fire damage > shock damage
  • Full back row coverage
  • Combat width 50

40k Army Example:

  • Infantry: 22,000
  • Cavalry: 6,000
  • Artillery: 12,000

Key: Back row artillery devastates enemies

Age of Revolutions (1700-1821)

Recommended Ratio: 50% Infantry, 10% Cavalry, 40% Artillery

Why:

  • Artillery DOMINATES
  • Minimal cavalry needed
  • Modern warfare
  • Maximum combat width (50)

40k Army Example:

  • Infantry: 20,000
  • Cavalry: 4,000
  • Artillery: 16,000

Warning: Without enough artillery in late game, you WILL lose!

Advanced Features

Configuration Comparison

Tool shows 3 configurations:

1. Recommended (Optimal)

  • Best combat effectiveness
  • Balanced cost vs performance
  • Follows age recommendations

2. Economic (Budget)

  • Lower monthly cost (-25%)
  • Slightly less effective (-10% efficiency)
  • More infantry, less expensive units

3. Elite (Maximum Power)

  • Highest combat effectiveness
  • Expensive to maintain (+50% cost)
  • Best possible composition

When to use each:

  • Recommended: 90% of situations
  • Economic: Multiple wars, tight budget, garrison duty
  • Elite: Main field army, critical battles, rich nation

Next Age Upgrade Advice

Feature: Tool tells you what changes to make when age advances

Example: Current Age = Discovery, Next = Reformation

๐Ÿ”ฎ Next Age Upgrade: Age of Reformation

Changes needed:
Infantry: 28,000 โ†’ 24,000 (-4,000)
Cavalry: 8,000 โ†’ 6,000 (-2,000)
Artillery: 4,000 โ†’ 10,000 (+6,000)

Why: Artillery becomes critical. Reduce cavalry as 
flanking matters less. Fire damage > shock damage.

Action Plan:

  1. Stop recruiting infantry and cavalry
  2. Start recruiting artillery (6,000 more)
  3. Let infantry/cavalry die in battle naturally
  4. Don't disband (wastes manpower)
  5. Gradually shift composition over 5-10 years

Common Mistakes to Avoid

Mistake 1: Too Much Cavalry

Problem: 40% cavalry in mid-late game

Why It's Bad:

  • Cavalry expensive (2x infantry cost)
  • Flanking range limited (max 50% of combat width)
  • Wasted cavalry sits idle in reserve
  • Doesn't contribute to battle

Example:

  • Your cavalry: 16,000 (40%)
  • Effective cavalry: 8,000 (combat width 40 รท 2 = 20 max)
  • Wasted: 8,000 cavalry doing nothing

Solution: Follow recommended 20% early, 15% mid, 10% late

Mistake 2: No Artillery in Late Game

Problem: Age of Absolutism with 0-5% artillery

Why It's Bad:

  • Enemy has full back row artillery
  • You take massive fire damage with no response
  • Lose battles despite equal numbers
  • Sieges take forever

Example Battle:

  • Your army: 40k (no artillery)
  • Enemy: 30k (30% artillery)
  • Result: You lose despite 33% more troops!

Solution: ALWAYS match age recommendations for artillery

Mistake 3: Wrong Nation Type

Problem: Selecting "Balanced" for Poland

Why It's Bad:

  • Poland has +33% cavalry combat ability
  • You should use "Cavalry Focus"
  • Wasting your national bonuses

Solution:

  • Check nation ideas and bonuses
  • Match nation type to your strengths
  • Don't always use "Balanced"

Mistake 4: Ignoring Combat Width

Problem: 60,000 troops in one army

Why It's Bad:

  • Combat width = 50 (late game max)
  • Only 50 units fight at once
  • Extra 10,000 sit in reserve
  • Suffer full attrition but don't fight

Solution:

  • Optimal army size = Combat Width ร— 2 ร— 1,000
  • Example: 50 ร— 2 ร— 1,000 = 100,000 MAX
  • Better: Split into two 30k armies

Mistake 5: All Infantry

Problem: 100% infantry "because it's cheaper"

Why It's Bad:

  • No flanking ability
  • Stuck at 0% cavalry combat bonus
  • Enemy cavalry flanks you
  • Lower overall damage output

Solution:

  • Always include minimum recommended cavalry
  • Even 10% makes huge difference
  • Never go below 5% cavalry

Pro Tips

Tip 1: Separate Siege Stack

Strategy: Build a dedicated siege army

Composition:

  • Infantry: 60%
  • Cavalry: 5% (minimum)
  • Artillery: 35% (maximum)

Purpose:

  • Fast siege speed
  • Minimal field combat
  • Follows main army
  • Sieges while main army fights

Cost: Expensive but effective for large nations

Tip 2: Template Saves

In EU5:

  1. Create army with optimal composition
  2. Save as template
  3. Use template for all new armies
  4. Update template when age changes

Benefits:

  • Consistent armies
  • Fast recruitment
  • No math needed in-game

Tip 3: Reinforce Priorities

Smart Reinforcement:

  1. Infantry first (fills front line)
  2. Artillery second (back row critical)
  3. Cavalry last (less important late game)

Why:

  • Infantry dies fastest (front line)
  • Artillery provides most value
  • Cavalry expensive to replace

Tip 4: Garrison vs Field Army

Garrison Army (Defensive):

  • 80% Infantry
  • 10% Cavalry
  • 10% Artillery
  • Cheap to maintain
  • Good enough for forts

Field Army (Offensive):

  • Follow tool recommendations
  • Optimal combat power
  • More expensive
  • For active campaigning

Tip 5: Update Every Age

Set Calendar Reminders:

  • 1500: Increase artillery 0% โ†’ 5%
  • 1550: Adjust to 70/20/10
  • 1600: MAJOR SHIFT 60/15/25
  • 1650: Continue artillery focus
  • 1700: Final composition 50/10/40

Don't let composition become outdated!

Quick Reference Card

Optimal Ratios by Age

AGE                  INF  CAV  ART
Traditions (1444)    75%  25%  0%
Renaissance (1500)   72%  23%  5%
Discovery (1550)     70%  20%  10%
Reformation (1600)   60%  15%  25%  โ† BIG CHANGE
Absolutism (1650)    55%  15%  30%
Revolutions (1700)   50%  10%  40%  โ† ARTILLERY KING

Combat Width by Age

AGE                  WIDTH
Traditions           30
Renaissance          35
Discovery            40
Reformation          45
Absolutism           50
Revolutions          50

Cost Reference (Per 1,000 troops)

UNIT         RECRUIT  MONTHLY
Infantry     20๐Ÿ’ฐ     0.5๐Ÿ’ฐ
Cavalry      40๐Ÿ’ฐ     1.0๐Ÿ’ฐ
Artillery    50๐Ÿ’ฐ     1.2๐Ÿ’ฐ

Army Size Recommendations

SITUATION              SIZE
Small nation           20-30k
Medium nation          40-60k
Large nation           60-100k
Great power            80-150k
Max efficient          100k (2ร— combat width)
Multiple armies        Split at 50k each

FAQ

Q: Can I have 100% infantry?

A: Technically yes, but BAD IDEA. You lose:

  • Flanking bonuses (cavalry provides)
  • Fire support (artillery provides)
  • Siege speed (artillery bonus)
  • 30-50% combat effectiveness

Always include at least 10% cavalry and age-appropriate artillery.

Q: My army keeps losing. Is composition wrong?

A: Check these factors:

  1. Army composition (use this tool)
  2. Military technology level (must be current)
  3. Army tradition (higher = better)
  4. General pips (important!)
  5. Terrain (attacking mountains = -2 penalty)
  6. Morale (is army at full strength?)

Composition is only one factor, but important!

Q: How often should I update composition?

A:

  • Every time age changes (mandatory)
  • When recruiting new regiments
  • After major battles (rebalance while reinforcing)
  • Every 20-30 game years (check tool)

Don't let it drift too far from optimal!

Q: What if I can't afford the recommended composition?

A:

  1. Use "Economic" nation type in tool
  2. Reduce total army size
  3. Prioritize infantry (cheapest)
  4. Accept slightly lower effectiveness
  5. Wait until economy improves

Better: Smaller optimized army > Large inefficient army

Q: Should I disband cavalry when age changes?

A: NO! Never disband:

  • Wastes manpower
  • Lose army tradition
  • Expensive to rebuild

Instead:

  1. Stop recruiting cavalry
  2. Let them die naturally in battles
  3. Replace with recommended units
  4. Gradual transition over 5-10 years

Q: What about siege armies?

A: Two options:

Option A: One general-purpose army (recommended)

  • Use tool's recommended composition
  • Good at both field battles and sieges
  • Simpler management

Option B: Separate siege stack

  • Main army: Optimal field composition
  • Siege army: 60/5/35 (max artillery)
  • More complex but more effective

Q: Does this work for naval combat?

A: No, this tool is LAND ARMIES ONLY.

Naval combat uses different mechanics:

  • Heavy ships (line of battle)
  • Light ships (screening)
  • Galleys (Mediterranean)
  • Transports (troop movement)

Need separate tool for naval composition.

Q: My tool says 92% efficiency but I still lose battles?

A: 92% composition efficiency โ‰  guaranteed victory

Victory depends on:

  • Military tech (CRITICAL - be current!)
  • Morale (army strength)
  • Generals (pips matter)
  • Dice rolls (random factor)
  • Terrain (rivers, mountains)
  • Combat width (are you over-stacking?)

Composition is just one piece of winning battles.

Q: Can I ignore artillery before 1600?

A: Early game (1444-1550):

  • Artillery is weak in combat
  • Only useful for siege bonus
  • 0-5% is fine

Mid game (1550-1600):

  • Artillery becoming important
  • 10% recommended
  • Provides back-row fire

Late game (1600+):

  • Artillery is CRITICAL
  • 25-40% mandatory
  • You WILL lose without it

Don't ignore after 1600!

Q: What's the absolute minimum army composition?

A: Bare minimum to function:

Infantry: 60% (minimum for front line)
Cavalry: 5% (absolute minimum)
Artillery: 0% early, 15% late (depends on age)

But this is ~70% efficiency. Not recommended except emergency/budget.

Example Scenarios

Scenario 1: France 1444 Start

Nation: France

Age: Age of Traditions

Goal: Build 50,000 army

Tool Input:

  • Army Size: 50,000
  • Age: Traditions
  • Nation Type: Balanced

Result:

  • Infantry: 37,500 (75%)
  • Cavalry: 12,500 (25%)
  • Artillery: 0 (0%)
  • Monthly Cost: 31.3 ducats
  • Efficiency: 95% โญโญโญโญโญ

Action: Perfect early game army. Cavalry-heavy for shock damage.

Scenario 2: Prussia 1650

Nation: Prussia (infantry focus)

Age: Age of Absolutism

Goal: Elite 40,000 army

Tool Input:

  • Army Size: 40,000
  • Age: Absolutism
  • Nation Type: Infantry Focus

Result:

  • Infantry: 25,200 (63%) โ† Higher due to Prussia
  • Cavalry: 4,800 (12%) โ† Lower
  • Artillery: 10,000 (25%)
  • Monthly Cost: 28.4 ducats
  • Efficiency: 98% โญโญโญโญโญ

Action: Leverages Prussian infantry bonuses. Devastating army.

Scenario 3: Ottomans 1550

Nation: Ottomans

Age: Age of Discovery

Goal: 80,000 troops

Tool Input:

  • Army Size: 80,000
  • Age: Discovery
  • Nation Type: Cavalry Focus

Result:

  • Infantry: 52,800 (66%)
  • Cavalry: 19,200 (24%) โ† Higher cavalry
  • Artillery: 8,000 (10%)
  • Monthly Cost: 63.2 ducats
  • Efficiency: 93% โญโญโญโญโญ

Action: Takes advantage of Ottoman cavalry bonuses.

How to Use the Army Composition Optimizer

What This Tool Does

The Army Composition Optimizer calculates the perfect ratio of infantry, cavalry, and artillery for your army based on your current age and nation type. Stop wasting manpower on inefficient army compositions!

Prevent 20-40% combat effectiveness loss from wrong troop ratios.

Why Army Composition Matters

Real Example: 40,000 vs 40,000

Bad Composition (Your army):

  • Infantry: 25,000 (62.5%)
  • Cavalry: 10,000 (25%)
  • Artillery: 5,000 (12.5%)
  • Combat Effectiveness: 68%
  • Result: DEFEAT, 18,000 casualties

Optimal Composition (Enemy army):

  • Infantry: 28,000 (70%)
  • Cavalry: 8,000 (20%)
  • Artillery: 4,000 (10%)
  • Combat Effectiveness: 92%
  • Result: VICTORY, 8,000 casualties

Same army size, different composition = 2x better performance!

Understanding the Basics

The Three Unit Types

๐Ÿ›ก๏ธ Infantry

  • Role: Front-line fighters, main damage dealers
  • Best for: Holding the line, absorbing damage
  • Cost: Low (20 ducats recruitment, 0.5/month maintenance)
  • When to use: Always your largest force

๐ŸŽ Cavalry

  • Role: Flanking units, shock damage
  • Best for: Flanking enemy infantry, mobility
  • Cost: High (40 ducats recruitment, 1.0/month maintenance)
  • When to use: Early-mid game (25-20%), less in late game (15-10%)

๐Ÿ”ซ Artillery

  • Role: Back-row support, siege bonus
  • Best for: Supporting fire, breaking fortifications
  • Cost: Very High (50 ducats recruitment, 1.2/month maintenance)
  • When to use:
    • Early game (1444-1500): 0% - Not effective yet
    • Mid game (1550-1650): 10-25% - Becoming important
    • Late game (1650-1821): 25-40% - Critical!

Step-by-Step Tutorial

Step 1: Determine Your Army Size

In Game:

  1. Open Military Panel (hotkey: L)
  2. Check "Force Limit" or current army size
  3. Decide your target army size

Example: You have 40,000 troops (or want to recruit 40,000)

Step 2: Identify Your Current Age

In Game:

  1. Look at top of screen
  2. Find the current date
  3. Match to age:
    • 1444-1500: Age of Traditions
    • 1500-1550: Age of Renaissance
    • 1550-1600: Age of Discovery
    • 1600-1650: Age of Reformation
    • 1650-1700: Age of Absolutism
    • 1700-1821: Age of Revolutions

Step 3: Select Your Nation Type

Choose based on your nation's strengths:

Balanced (Most nations):

  • France, Castile, Austria, Russia
  • Standard composition, no special focus

Cavalry Focus:

  • Poland, Lithuania, Ottomans
  • Steppe nations (Kazan, Crimea, etc.)
  • Nations with cavalry bonuses

Infantry Focus:

  • Prussia, Sweden, Switzerland
  • Nations with infantry combat ability bonuses
  • Superior discipline nations

Economic:

  • Small nations with limited budget
  • Trade-focused nations prioritizing money
  • When maintaining multiple armies

Step 4: Use the Tool

In Tool:

  1. Adjust Army Size slider to 40,000
  2. Select "Age of Discovery"
  3. Choose "Balanced"
  4. Click "โšก Optimize"

Result Displayed:

Recommended Composition:
๐Ÿ›ก๏ธ Infantry: 28,000 (70%)
๐ŸŽ Cavalry: 8,000 (20%)
๐Ÿ”ซ Artillery: 4,000 (10%)

๐Ÿ’ฐ Monthly Cost: 120 ducats
โš”๏ธ Effectiveness: 92% โญโญโญโญโญ

Step 5: Build Your Army

In Game:

  1. Open Military Panel โ†’ Recruit Units
  2. Recruit according to recommendations:
    • 28 Infantry regiments (1,000 each)
    • 8 Cavalry regiments
    • 4 Artillery regiments
  3. Combine into one army

Understanding the Results

Combat Width Analysis

What is Combat Width?

Combat width determines how many units can fight simultaneously in the front row.

Age of Discovery Example:

  • Combat Width: 40
  • Your army can have 40 units in front row
  • Another 40 in back row (artillery only)

Front Row Composition:

Infantry: 28 units  ๐Ÿ›ก๏ธ๐Ÿ›ก๏ธ๐Ÿ›ก๏ธ๐Ÿ›ก๏ธ๐Ÿ›ก๏ธ๐Ÿ›ก๏ธ๐Ÿ›ก๏ธ๐Ÿ›ก๏ธ...
Cavalry: 8 units    ๐ŸŽ๐ŸŽ๐ŸŽ๐ŸŽ๐ŸŽ๐ŸŽ๐ŸŽ๐ŸŽ
Empty: 4 slots      โ–‘โ–‘โ–‘โ–‘

Total: 40/40 (100% utilization) โœ…

Back Row:

Artillery: 4 units  ๐Ÿ”ซ๐Ÿ”ซ๐Ÿ”ซ๐Ÿ”ซ
Empty: 36 slots     โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘...

Why 4 empty slots in front?

Cavalry flanking! Those 8 cavalry can spread out and flank enemy infantry, so they need space.

Efficiency Rating

โญโญโญโญโญ Excellent (90-100%)

  • Optimal composition for your age
  • Maximum combat effectiveness
  • Perfect ratios

โญโญโญโญ Very Good (80-89%)

  • Strong composition
  • Minor inefficiencies
  • Still highly effective

โญโญโญ Good (70-79%)

  • Solid composition
  • Room for improvement
  • Acceptable for most situations

โญโญ Fair (60-69%)

  • Suboptimal ratios
  • Consider adjusting
  • May struggle against optimized enemies

โญ Poor (0-59%)

  • Inefficient composition
  • Wasting resources
  • Likely to lose battles

Monthly Cost Breakdown

Example: 40,000 troops

Infantry (28,000):
- Recruitment: 20 ร— 28 = 560 ducats
- Monthly: 0.5 ร— 28 = 14 ducats

Cavalry (8,000):
- Recruitment: 40 ร— 8 = 320 ducats
- Monthly: 1.0 ร— 8 = 8 ducats

Artillery (4,000):
- Recruitment: 50 ร— 4 = 200 ducats
- Monthly: 1.2 ร— 4 = 4.8 ducats

TOTAL:
- Recruitment: 1,080 ducats (one-time)
- Monthly: 26.8 ducats (ongoing)
- Yearly: 321.6 ducats

Budget Tip: If monthly cost too high, choose "Economic" nation type or reduce army size.

Age-Specific Strategies

Age of Traditions (1444-1500)

Recommended Ratio: 75% Infantry, 25% Cavalry, 0% Artillery

Why:

  • Cavalry is VERY strong in early game
  • High shock damage
  • Artillery not yet effective
  • Combat width small (30)

40k Army Example:

  • Infantry: 30,000
  • Cavalry: 10,000
  • Artillery: 0

Best Nations: Steppe hordes, Poland, Ottomans

Age of Renaissance (1500-1550)

Recommended Ratio: 72% Infantry, 23% Cavalry, 5% Artillery

Why:

  • Artillery becomes available but weak
  • Small artillery force for siege bonus
  • Cavalry still important
  • Combat width increases to 35

40k Army Example:

  • Infantry: 28,800
  • Cavalry: 9,200
  • Artillery: 2,000

Note: Artillery mainly for sieges, not combat

Age of Discovery (1550-1600)

Recommended Ratio: 70% Infantry, 20% Cavalry, 10% Artillery

Why:

  • Artillery starts providing meaningful fire support
  • Balanced composition
  • Combat width 40
  • Gunpowder units improve

40k Army Example:

  • Infantry: 28,000
  • Cavalry: 8,000
  • Artillery: 4,000

This is the "classic" balanced composition

Age of Reformation (1600-1650)

Recommended Ratio: 60% Infantry, 15% Cavalry, 25% Artillery

Why:

  • Artillery becomes CRITICAL
  • Cavalry importance decreases
  • Line infantry doctrine
  • Combat width 45

40k Army Example:

  • Infantry: 24,000
  • Cavalry: 6,000
  • Artillery: 10,000

Big Change: Artillery now fills back row!

Age of Absolutism (1650-1700)

Recommended Ratio: 55% Infantry, 15% Cavalry, 30% Artillery

Why:

  • Artillery at peak effectiveness
  • Fire damage > shock damage
  • Full back row coverage
  • Combat width 50

40k Army Example:

  • Infantry: 22,000
  • Cavalry: 6,000
  • Artillery: 12,000

Key: Back row artillery devastates enemies

Age of Revolutions (1700-1821)

Recommended Ratio: 50% Infantry, 10% Cavalry, 40% Artillery

Why:

  • Artillery DOMINATES
  • Minimal cavalry needed
  • Modern warfare
  • Maximum combat width (50)

40k Army Example:

  • Infantry: 20,000
  • Cavalry: 4,000
  • Artillery: 16,000

Warning: Without enough artillery in late game, you WILL lose!

Advanced Features

Configuration Comparison

Tool shows 3 configurations:

1. Recommended (Optimal)

  • Best combat effectiveness
  • Balanced cost vs performance
  • Follows age recommendations

2. Economic (Budget)

  • Lower monthly cost (-25%)
  • Slightly less effective (-10% efficiency)
  • More infantry, less expensive units

3. Elite (Maximum Power)

  • Highest combat effectiveness
  • Expensive to maintain (+50% cost)
  • Best possible composition

When to use each:

  • Recommended: 90% of situations
  • Economic: Multiple wars, tight budget, garrison duty
  • Elite: Main field army, critical battles, rich nation

Next Age Upgrade Advice

Feature: Tool tells you what changes to make when age advances

Example: Current Age = Discovery, Next = Reformation

๐Ÿ”ฎ Next Age Upgrade: Age of Reformation

Changes needed:
Infantry: 28,000 โ†’ 24,000 (-4,000)
Cavalry: 8,000 โ†’ 6,000 (-2,000)
Artillery: 4,000 โ†’ 10,000 (+6,000)

Why: Artillery becomes critical. Reduce cavalry as 
flanking matters less. Fire damage > shock damage.

Action Plan:

  1. Stop recruiting infantry and cavalry
  2. Start recruiting artillery (6,000 more)
  3. Let infantry/cavalry die in battle naturally
  4. Don't disband (wastes manpower)
  5. Gradually shift composition over 5-10 years

Common Mistakes to Avoid

Mistake 1: Too Much Cavalry

Problem: 40% cavalry in mid-late game

Why It's Bad:

  • Cavalry expensive (2x infantry cost)
  • Flanking range limited (max 50% of combat width)
  • Wasted cavalry sits idle in reserve
  • Doesn't contribute to battle

Example:

  • Your cavalry: 16,000 (40%)
  • Effective cavalry: 8,000 (combat width 40 รท 2 = 20 max)
  • Wasted: 8,000 cavalry doing nothing

Solution: Follow recommended 20% early, 15% mid, 10% late

Mistake 2: No Artillery in Late Game

Problem: Age of Absolutism with 0-5% artillery

Why It's Bad:

  • Enemy has full back row artillery
  • You take massive fire damage with no response
  • Lose battles despite equal numbers
  • Sieges take forever

Example Battle:

  • Your army: 40k (no artillery)
  • Enemy: 30k (30% artillery)
  • Result: You lose despite 33% more troops!

Solution: ALWAYS match age recommendations for artillery

Mistake 3: Wrong Nation Type

Problem: Selecting "Balanced" for Poland

Why It's Bad:

  • Poland has +33% cavalry combat ability
  • You should use "Cavalry Focus"
  • Wasting your national bonuses

Solution:

  • Check nation ideas and bonuses
  • Match nation type to your strengths
  • Don't always use "Balanced"

Mistake 4: Ignoring Combat Width

Problem: 60,000 troops in one army

Why It's Bad:

  • Combat width = 50 (late game max)
  • Only 50 units fight at once
  • Extra 10,000 sit in reserve
  • Suffer full attrition but don't fight

Solution:

  • Optimal army size = Combat Width ร— 2 ร— 1,000
  • Example: 50 ร— 2 ร— 1,000 = 100,000 MAX
  • Better: Split into two 30k armies

Mistake 5: All Infantry

Problem: 100% infantry "because it's cheaper"

Why It's Bad:

  • No flanking ability
  • Stuck at 0% cavalry combat bonus
  • Enemy cavalry flanks you
  • Lower overall damage output

Solution:

  • Always include minimum recommended cavalry
  • Even 10% makes huge difference
  • Never go below 5% cavalry

Pro Tips

Tip 1: Separate Siege Stack

Strategy: Build a dedicated siege army

Composition:

  • Infantry: 60%
  • Cavalry: 5% (minimum)
  • Artillery: 35% (maximum)

Purpose:

  • Fast siege speed
  • Minimal field combat
  • Follows main army
  • Sieges while main army fights

Cost: Expensive but effective for large nations

Tip 2: Template Saves

In EU5:

  1. Create army with optimal composition
  2. Save as template
  3. Use template for all new armies
  4. Update template when age changes

Benefits:

  • Consistent armies
  • Fast recruitment
  • No math needed in-game

Tip 3: Reinforce Priorities

Smart Reinforcement:

  1. Infantry first (fills front line)
  2. Artillery second (back row critical)
  3. Cavalry last (less important late game)

Why:

  • Infantry dies fastest (front line)
  • Artillery provides most value
  • Cavalry expensive to replace

Tip 4: Garrison vs Field Army

Garrison Army (Defensive):

  • 80% Infantry
  • 10% Cavalry
  • 10% Artillery
  • Cheap to maintain
  • Good enough for forts

Field Army (Offensive):

  • Follow tool recommendations
  • Optimal combat power
  • More expensive
  • For active campaigning

Tip 5: Update Every Age

Set Calendar Reminders:

  • 1500: Increase artillery 0% โ†’ 5%
  • 1550: Adjust to 70/20/10
  • 1600: MAJOR SHIFT 60/15/25
  • 1650: Continue artillery focus
  • 1700: Final composition 50/10/40

Don't let composition become outdated!

Quick Reference Card

Optimal Ratios by Age

AGE                  INF  CAV  ART
Traditions (1444)    75%  25%  0%
Renaissance (1500)   72%  23%  5%
Discovery (1550)     70%  20%  10%
Reformation (1600)   60%  15%  25%  โ† BIG CHANGE
Absolutism (1650)    55%  15%  30%
Revolutions (1700)   50%  10%  40%  โ† ARTILLERY KING

Combat Width by Age

AGE                  WIDTH
Traditions           30
Renaissance          35
Discovery            40
Reformation          45
Absolutism           50
Revolutions          50

Cost Reference (Per 1,000 troops)

UNIT         RECRUIT  MONTHLY
Infantry     20๐Ÿ’ฐ     0.5๐Ÿ’ฐ
Cavalry      40๐Ÿ’ฐ     1.0๐Ÿ’ฐ
Artillery    50๐Ÿ’ฐ     1.2๐Ÿ’ฐ

Army Size Recommendations

SITUATION              SIZE
Small nation           20-30k
Medium nation          40-60k
Large nation           60-100k
Great power            80-150k
Max efficient          100k (2ร— combat width)
Multiple armies        Split at 50k each

FAQ

Q: Can I have 100% infantry?

A: Technically yes, but BAD IDEA. You lose:

  • Flanking bonuses (cavalry provides)
  • Fire support (artillery provides)
  • Siege speed (artillery bonus)
  • 30-50% combat effectiveness

Always include at least 10% cavalry and age-appropriate artillery.

Q: My army keeps losing. Is composition wrong?

A: Check these factors:

  1. Army composition (use this tool)
  2. Military technology level (must be current)
  3. Army tradition (higher = better)
  4. General pips (important!)
  5. Terrain (attacking mountains = -2 penalty)
  6. Morale (is army at full strength?)

Composition is only one factor, but important!

Q: How often should I update composition?

A:

  • Every time age changes (mandatory)
  • When recruiting new regiments
  • After major battles (rebalance while reinforcing)
  • Every 20-30 game years (check tool)

Don't let it drift too far from optimal!

Q: What if I can't afford the recommended composition?

A:

  1. Use "Economic" nation type in tool
  2. Reduce total army size
  3. Prioritize infantry (cheapest)
  4. Accept slightly lower effectiveness
  5. Wait until economy improves

Better: Smaller optimized army > Large inefficient army

Q: Should I disband cavalry when age changes?

A: NO! Never disband:

  • Wastes manpower
  • Lose army tradition
  • Expensive to rebuild

Instead:

  1. Stop recruiting cavalry
  2. Let them die naturally in battles
  3. Replace with recommended units
  4. Gradual transition over 5-10 years

Q: What about siege armies?

A: Two options:

Option A: One general-purpose army (recommended)

  • Use tool's recommended composition
  • Good at both field battles and sieges
  • Simpler management

Option B: Separate siege stack

  • Main army: Optimal field composition
  • Siege army: 60/5/35 (max artillery)
  • More complex but more effective

Q: Does this work for naval combat?

A: No, this tool is LAND ARMIES ONLY.

Naval combat uses different mechanics:

  • Heavy ships (line of battle)
  • Light ships (screening)
  • Galleys (Mediterranean)
  • Transports (troop movement)

Need separate tool for naval composition.

Q: My tool says 92% efficiency but I still lose battles?

A: 92% composition efficiency โ‰  guaranteed victory

Victory depends on:

  • Military tech (CRITICAL - be current!)
  • Morale (army strength)
  • Generals (pips matter)
  • Dice rolls (random factor)
  • Terrain (rivers, mountains)
  • Combat width (are you over-stacking?)

Composition is just one piece of winning battles.

Q: Can I ignore artillery before 1600?

A: Early game (1444-1550):

  • Artillery is weak in combat
  • Only useful for siege bonus
  • 0-5% is fine

Mid game (1550-1600):

  • Artillery becoming important
  • 10% recommended
  • Provides back-row fire

Late game (1600+):

  • Artillery is CRITICAL
  • 25-40% mandatory
  • You WILL lose without it

Don't ignore after 1600!

Q: What's the absolute minimum army composition?

A: Bare minimum to function:

Infantry: 60% (minimum for front line)
Cavalry: 5% (absolute minimum)
Artillery: 0% early, 15% late (depends on age)

But this is ~70% efficiency. Not recommended except emergency/budget.

Example Scenarios

Scenario 1: France 1444 Start

Nation: France

Age: Age of Traditions

Goal: Build 50,000 army

Tool Input:

  • Army Size: 50,000
  • Age: Traditions
  • Nation Type: Balanced

Result:

  • Infantry: 37,500 (75%)
  • Cavalry: 12,500 (25%)
  • Artillery: 0 (0%)
  • Monthly Cost: 31.3 ducats
  • Efficiency: 95% โญโญโญโญโญ

Action: Perfect early game army. Cavalry-heavy for shock damage.

Scenario 2: Prussia 1650

Nation: Prussia (infantry focus)

Age: Age of Absolutism

Goal: Elite 40,000 army

Tool Input:

  • Army Size: 40,000
  • Age: Absolutism
  • Nation Type: Infantry Focus

Result:

  • Infantry: 25,200 (63%) โ† Higher due to Prussia
  • Cavalry: 4,800 (12%) โ† Lower
  • Artillery: 10,000 (25%)
  • Monthly Cost: 28.4 ducats
  • Efficiency: 98% โญโญโญโญโญ

Action: Leverages Prussian infantry bonuses. Devastating army.

Scenario 3: Ottomans 1550

Nation: Ottomans

Age: Age of Discovery

Goal: 80,000 troops

Tool Input:

  • Army Size: 80,000
  • Age: Discovery
  • Nation Type: Cavalry Focus

Result:

  • Infantry: 52,800 (66%)
  • Cavalry: 19,200 (24%) โ† Higher cavalry
  • Artillery: 8,000 (10%)
  • Monthly Cost: 63.2 ducats
  • Efficiency: 93% โญโญโญโญโญ

Action: Takes advantage of Ottoman cavalry bonuses.