Eu4 Ottoman Unit Pips at Josh Ester blog

Eu4 Ottoman Unit Pips. The top table is all tech groups, all tables below are. The unit pips should be related to casualties (shock/fire, like discipline or the modifier combat ability) or to how fast the unit. On top of that you also benefit much more from generals with a lot of shock pips and the +1 leader shock from offensive ideas with cav. The ottomans only have one more pip than equivalent units in the eastern tech group. That's 73% more offensive pips. Orc religion giving a very temporary activation for huge +shock damage + foreign rec cav that has. Note that mods like anbennar (ex: In the late game, at military tech 19 (for infantry) and tech 18 (for cavalry) the ottoman units will have less unit pips compared to the western tech group. I've manualy input all total pip amounts per tech level, for each tech group (before leviathan). Pips aren't everything, remember i have 73% cav combat ability.

Europa universalis 4 ottoman whseochseo
from whseochseo.weebly.com

I've manualy input all total pip amounts per tech level, for each tech group (before leviathan). Note that mods like anbennar (ex: Orc religion giving a very temporary activation for huge +shock damage + foreign rec cav that has. Pips aren't everything, remember i have 73% cav combat ability. On top of that you also benefit much more from generals with a lot of shock pips and the +1 leader shock from offensive ideas with cav. In the late game, at military tech 19 (for infantry) and tech 18 (for cavalry) the ottoman units will have less unit pips compared to the western tech group. The ottomans only have one more pip than equivalent units in the eastern tech group. The unit pips should be related to casualties (shock/fire, like discipline or the modifier combat ability) or to how fast the unit. The top table is all tech groups, all tables below are. That's 73% more offensive pips.

Europa universalis 4 ottoman whseochseo

Eu4 Ottoman Unit Pips Orc religion giving a very temporary activation for huge +shock damage + foreign rec cav that has. The top table is all tech groups, all tables below are. Pips aren't everything, remember i have 73% cav combat ability. In the late game, at military tech 19 (for infantry) and tech 18 (for cavalry) the ottoman units will have less unit pips compared to the western tech group. Orc religion giving a very temporary activation for huge +shock damage + foreign rec cav that has. That's 73% more offensive pips. On top of that you also benefit much more from generals with a lot of shock pips and the +1 leader shock from offensive ideas with cav. Note that mods like anbennar (ex: I've manualy input all total pip amounts per tech level, for each tech group (before leviathan). The unit pips should be related to casualties (shock/fire, like discipline or the modifier combat ability) or to how fast the unit. The ottomans only have one more pip than equivalent units in the eastern tech group.

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