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Fordítási probléma jelentése
What? It does not...
Later in the game infantry and artillery combinations take over with a large portion of damage coming from fire making cavalry too expensive for their damage.
Artillery is certainly quite important, I was mostly bringing up the half damage because it means that fire generals are not as strong as they may seem compared to shock at tech 7, when the total fire modifier of an infantry with an artillery behind it is effectively 1.05 instead of 1.55, while the shock is still .975
Create a custom nation.
Oh wait, it raises shock and fire output.
Wow, way to go not reading what I wrote....
The early units are all virtually identical. Infantry does NOT get any bonus multipliers towards damage beyond the tech ones however cavalry gets a large shock bonus AND a flanking bonus which is why shock is more important early on.
Yes infantry does shock damage too (what a shocker....) but cavalry beat them on that.
The multipliers for each tech level can be found here:
https://eu4.paradoxwikis.com/Technology#Cumulative_mil_tech_effects_to_army
It's still better to pick a shock general for infantry regiments in early game if you can choose but shock general's effect on cavalry is roughly twice as high(compared to infantry). And fire general doesn't benefit cavalry since cavalry's participation in the fire phase is nonexistent until level 11.
No, ideas in the custom nation creation tab. You can choose ideas in the game.
I honestly don't know how you registered that as cheating.
...those have limited point use tho.
Going waaay over point-limit is a whole other dimension.
I also have no idea why you guys are talking about and suggesting custom nations when OP asks about infos for shock/fire...?