Ideal army composition for every tech
Mil tech Combat width Infantry Cavalry Cannons Total Comments
0 15 17 4 0 21 For the reasoning behind this, see
2 20 22 4 0 26 Or this video by darkfireslide
5 22 24 4 0 28 If you find yourself to be a horde y
6 24 26 4 0 30 Also, if you have insane cavalry c
7 24 26 4 4 34
9 25 28 4 4 36 If you have any sense of army ae
11 27 30 4 10 44
14 29 32 4 16 52
16 30 34 4 30 68 Only from this tech onwards will a
18 32 36 4 32 72 Flanking range increases to 3, ma
20 34 40 6 34 80
22 36 48 6 36 90
24 38 54 6 38 98
26 40 62 8 40 110
Best unit type for every tech and tech group According to Zwirbaum Yellow cells contain notes with nu
(Groups are sorted alphabetically after Western)
Western
Tech 0-4 5-8 9-11 12-14 15-18 19-22
Infantry Latin Galloglaigh Condotta Free Shooter Maurician Gustavian
Tech 0-9 10-13 14-17 18-22 23-25 26-27
Cavalry Chevauchée Schwarze ReiterLatin Caracole Gallop Latin Hussars Uhlan
Tech 7-9 10-12 13-15 16-17 18-19 20-21
Artillery Large Cast Culverin Small Cast Chambered Demi Leather Swivel
African
Tech 0-4 5-11 12-14 15-22 23-25 26-29
Infantry Clubmen South Plains South Central East
Tech 0-9 10-13 14-17 18-22 23-25 26-27
Cavalry Abyssinian Tuareg Abyssinian Hussar Swarm Dragoon
Tech 7-9 10-12 13-15 16-17 18-19 20-21
Artillery Large Cast Culverin Small Cast Chambered Demi Leather Swivel
Anatolian
Tech 0-4 5-8 9-11 12-18 19-22 23-25
Infantry Yaya Azab Janissary Sekban Janissary Nizami-Cedid
Tech 0-5 6-9 10-17 18-22 23-25 26-27
Cavalry Musellem Timariot Spahi Reformed Spahi Toprakli Skirmisher
Tech 7-9 10-12 13-15 16-17 18-19 20-21
Artillery Large Cast Culverin Small Cast Chambered Demi Leather Swivel
Chinese
Tech 0-4 5-8 9-11 12-14 15-18 19-25
Infantry Spearmen Offensive Asian Banner Mass Musketeer
Tech 0-5 6-9 10-13 14-16 17-22 23-27
Cavalry East Asian Asian Steppe Reformed Charge Banner Dragoons
Tech 7-9 10-12 13-15 16-17 18-19 20-21
Artillery Large Cast Culverin Small Cast Chambered Demi Leather Swivel
Eastern
Tech 0-4 5-8 9-11 12-14 15-18 19-22
Infantry Bardiche Eastern Militia Pike Infantry Offensive Soldaty Saxon
Tech 0-5 6-9 10-13 14-21 22-25 26-27
Cavalry Eastern Stratioti Eastern Hussar Cossacks Hussar Lancers
Tech 7-9 10-12 13-15 16-17 18-19 20-21
Artillery Large Cast Culverin Small Cast Chambered Demi Leather Swivel
Indian
Tech 0-4 5-8 9-11 12-17 18-22 23-25
Infantry Footsoldier Arquebussier Toofangchis South Indian Deccani Telingas
Tech 0-5 6-9 10-13 14-16 17-22 23-27
Cavalry Elephant Cavalry Archers Mansabdar Mansabdar Maratha Deccani
Tech 7-9 10-12 13-15 16-17 18-19 20-21
Artillery Large Cast Culverin Small Cast Chambered Demi Leather Swivel
Muslim
Tech 0-4 5-8 9-11 12-14 15-22 23-25
Infantry Footsoldier Duel Shamshir Musketeer Afsharid Reformed
Tech 0-5 6-9 10-13 14-17 18-22 23-27
Cavalry Muslim Shayhanid Qzilbash Qzilbash Charge Ali Bey
Tech 7-9 10-12 13-15 16-17 18-19 20-21
Artillery Large Cast Culverin Small Cast Chambered Demi Leather Swivel
Native American
Tech 0-4 5-9 10-13 14-18 19-25 26-29
Meso Inf Spearmen Hill Reformed Hill Hill Musketeers Guerilla Warfare Plains
Tech 0-4 5-9 10-13 14-18 19-25 26-29
North Inf. Clubmen Tomahawk Mountain Native American Rifle Scout Guerillas
Tech 0-4 5-9 10-13 14-18 19-25 26-29
South Inf. Spearmen Slingshots South Reformed Incan Guerilla W. Incan
Tech 0-32
Cavalry Each new unit unlocked will be upgrade over previous ones, so always pick new units.
Tech 7-9 10-12 13-15 16-17 18-19 20-21
Artillery Large Cast Culverin Small Cast Chambered Demi Leather Swivel
Nomad
Tech 0-32
Infantry Each new unit unlocked will be upgrade over previous ones, so always pick new units.
Tech 0-9 10-32
Cavalry Swarm Each new unit unlocked will be upgrade over previous ones, so always pick new units.
Tech 7-9 10-12 13-15 16-17 18-19 20-21
Artillery Large Cast Culverin Small Cast Chambered Demi Leather Swivel
the reasoning behind this, see Zwirbaum's great unit guide.
his video by darkfireslide
ou find yourself to be a horde you may want to ignore all this and go full cavalry; I'm not sure if that's better or worse than these composition
o, if you have insane cavalry combat ability (eg. Poland) you can consider adding more cavalry.
ou have any sense of army aesthetics, add one inf to odd numbers for when you split the army up to avoid attrition.
y from this tech onwards will artillery deal more damage than infantry in fire phase. That doesn't mean it's bad to get them earlier, but they s
nking range increases to 3, making 2 more cavalry useful
ow cells contain notes with nuances Red cells mean you stick with old units
23-25 26-27 28-29 30-32
Line Frederickan Impulse Drill Infantry
28-32
Latin Lancers
22-24 25-28 29-32
Coehorn Royal Flying Battery
30-32
Westernized East African Infantry
28-32
Cuirassier
22-24 25-28 29-32
Coehorn Royal Flying Battery
26-29 30-32
Carabineer New Model
28-32
Lancers
22-24 25-28 29-32
Coehorn Royal Flying Battery
26-32
Reformed
28-32
Reformed
22-24 25-28 29-32
Coehorn Royal Flying Battery
23-25 26-29 30-32
Petrine Green Coat Mass
28-32
Cuirassiers
22-24 25-28 29-32
Coehorn Royal Flying Battery
26-29 30-32
Sepoy Drill
28-32
Sowars
22-24 25-28 29-32
Coehorn Royal Flying Battery
26-29 30-32
Mass Mass
28-32
Durrani
22-24 25-28 29-32
Coehorn Royal Flying Battery
30-32
Central
30-32
Westernized
30-32
R. W. Incan
22-24 25-28 29-32
Coehorn Royal Flying Battery
s pick new units.
22-24 25-28 29-32
Coehorn Royal Flying Battery
worse than these compositions.
o get them earlier, but they spike in efficiency here.