

Then you must fill that width with cavalry and infantry - early game use as much cavalry as you can as to not invoke a penalty. My composition: I start with 12/4, then 12/4/4 when cannons become available and 12/4/8 when I get around tech 15 or something and cannons are better First you must know your combat width, which is 15+tech bonus. Usually this is with a roughly 2:1 ratio of infantry - Artillery equal to ~66% of my combat width, infantry equal to ~150%. Given a general with 3 manoeuvre pips, you're still 27 over the. Even following the basic ratio, you're going to want to fight with a total of 60 regiments (not counting reserves). At that point in the game you'll likely have military technology giving you a line width of 30 as well. Let's take an reasonable mid-game enemy province giving you a supply limit of around 30. So while the spreadsheet is not wrong, it is impractical for regular gameplay and shouldn't be used to set up your armies, only as a guideline You can counter this somewhat by adding more infantry to the composition, but this usually involves hitting supply issues. Even without Econ, the cost would only be 21% higher, while your damage increase and manpower saved will far outweights the 21% cost This is the perfect army composition when you want to win a battle and are not constrained by force limit, money, manpower, attrition and other stuff that you might want to do with the army (sieging). Aristocratic, Aristocratic-Econ, Trading in Livestock/Iron, and no-Syncretic Tengri, will cut down the cost from 10/25/30 to 7.5/11.25/22.5, or 12.5% more cost on 0/1/1 vs 1/0/1. This video explains the best EU4 Army Composition by Century starting from your 1444 army to the 1821 end date, with an army reform every 50 years or so. Late game you want to have as many artillery regiments as you can.

However from the back line of combat they have a 0.5x damage multiplier, so at mil tech 15 their fire multiplier is effectively 0.7 and they have just one or two pips - imo at this point they aren't worth the money to keep aside from siege bonuses. Artillery are a lot more expensive to maintain than infantry or cavalry but late game they are monstrously powerful due to having a 8.4x fire multiplier and 5 flanking range.
