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Also take good care about where you're attacking the enmy, many kinds of terrain give a penalty to the attacker. Often it's better to lure the enemy into attacking you.
The chosen ideas as well as the national ideas have a huge influence too, Ottomans and Brandenburg for example get a huge combat bonus from their national ideas alone, not to mention military ideas they picked.
Your best bet is to pause theg ame during a battle and take a look at the modifiers and numbers. How do your morale/discipline/military tactics compare to the enemies', how good are the leaders, and so on.
There are so very many things influencing battles that it's hard to tell, but generally the actual numbers don't matter anymore past a certain point.
The combat width determines how many soldiers can fight at any one point, Infantry and Cavalry in the first row, artillery also from the 2nd row. Every regiment past that just sits around and watches their comrades die until full regiments get destroyed so that they can step up. Usually either side either breaks or retreats before that happens though.
Also note that it determines the number of fighting regiments, not the number of fighting men. If you have lots of understrength regiments you are very far behind right from the start, regardless of the total numbers.
First, check discipline and military ideas. France, for example, can easily get 150% disciple through quality and offensive ideas and their nationals. Even equivilent tech levels will get shreaded at 100% discipline vs. 150%, and I don't think castelle gets any discipline bonuses by nessecity. Additionally, quality idea tree can give you @ 10% bonuses to all units as well. Basically, you might be facing 160% boosted units at least!
Second, military tech. As the guy above said, that's your problem here, probably moreso then ideas.
Combine the two, you can end up with over 200% combat effective units against someone only one tech level behind you.
If you want to be a strong military nation you need to put it all into ideas pertaining to the military, like quality, offensive, defensive are the 3 staples to being a sucessful military power.
(Combat Width) * 1.2 Infantry
4 Cavalry
(Combat Width) Artillery
For example, if you're expacting battles in a plains-like terrain with a Combat Width of 28:
33 Infantry
4 Cavalry
28 Artillery
You'll have enough Infantry to fill the entire front row, with a few cavalry on the flanks, and a large number of infantry reserves to fill for your casualties. Plus, and most importantly, you'll have a large row of Artillery on your backline. Artillery can fire from the back row, and their help defending units in the front row, so it's ideal to have enough of them.
Do note that Cavalry is a lot more relevant earlier in the game, so you might want to have a bit more of them earlier on.