![]() Above 40, you're literally adding pure cannon fodder that will not attack until someone has died.Īnything ranged has constant damage. Between 6 and 15 troops in a stack, each marginal troop added only adds. Infantry get 1.2 damage each in groups of 5 or less. ![]() If this doc has already been posted before, feel free to remove it. This google doc can help you play more efficiently it certainly helped me when I used to play.Ĭredit where credit is due - thank you Alexiel Lucien for creating this back in 2018. ![]() That's not entirely true (though it's mostly true). I've seen people asking about how they can win and is this purely a game of numbers. Can still split stacks that contain artillery such that the original army (which is automatically targeted) only contains 1-2 infantry while the new army (with a new number) contains all the artillery and most of the infantry. Overkill change is actually a benefit to artillery baiting strategies. I'm going to leave the comment below as a testament to the good old days. With these changes, 5 splits are disadvantageous. Overkill: Armies do not gain extra damage anymore when exceeding enemy damage values by a lot.Īll the bolded stuff directly weakened large stacks and benefitted small stacks and now it's out of the game. Last Stand: Smaller armies do not take reduced damage anymore. Morale units no longer gain or lose extra morale for inflicting or suffering casualties.įlowering Exploit: It is no longer beneficial to split melee armies into many smaller armies, as damage caps cannot be circumvented this way anymore. Mobilization: Unit’s movement speed and strength is no longer lowered on the first game days. "at war" morale penalty: Declaring war is not inducing morale penalties anymore. Size Factors: Units don’t have individual damage limitations when stacking multiple units of the same type together.Ĭorruption: Money production is no longer decreased when owning many provinces. ![]() Edit 2: Stack splitting is dead per this update, specifically:
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