All EW4 rankings
Jun 10, 2021 12:37:55 GMT
𝘛𝘳𝘰𝘵𝘴𝘬𝘺, Friedrich “Fried Rice” Paulus, and 6 more like this
Post by John Marston on Jun 10, 2021 12:37:55 GMT
I know that there are already a handful of all general analyses, but I wanted to do one of my own. Moreover, I was bored at home, having nothing to do. So I have decided to do something different. This one will be similar to Friedrich “Fried Rice” Paulus ’s rankings, which include skills too. But I have decided to go one notch ahead and probably try to rank the items too. Picture credits also goes to Friedrich “Fried Rice” Paulus. Any suggestions and criticisms are welcome and points to further improve this one are the ones most welcome . So let’s get started.
The Colour code -
Purple - Must have
Blue - Very Good
Green - Good. But alternatives exist
Yellow - Average. Not recommended
Orange - Bad. Highly not recommended
Red - Worst. Seriously?
Skills
Items
Princesses
IAPs
Tier 2 Generals
Scharnhorst : Must have
Sulkowski : A last slot filler if you ask me
Merveldt : Excellent as a move trainer, awful as a general.
Golitsyn : Very Good
Berthier : Too expensive! But great damage dealer once fully regrouped
Raevsky : Good starting general
Savary : Downgraded Sulkowski. Not bad though.
Ushakov : Treville of Tier 2
Kosciuszko : Good but not recommended as he is replaced by Arnold
Dobeln : Good but not recommended
Hood : Just get Ushakov
Yermolov : Expensive
Oudinot : Good but not recommended
Sidney : Good naval, but bad land general
Duckworth : An expensive Hood
Collingwood : Good but expensive
Picton : Bad
Gravina : Bad
Jourdan : Overpriced
Grouchy : Bad
Wittgenstein : Very Bad
Other Tier 2 generals can be described by one word - BAD!!
Tier 1 Generals
The Colour code -
Purple - Must have
Blue - Very Good
Green - Good. But alternatives exist
Yellow - Average. Not recommended
Orange - Bad. Highly not recommended
Red - Worst. Seriously?
Skills
1. Architecture - This skill reduces the cost to improve the level of the cities by 40%. It is a very good skill in conquest. A general with Architecture must keep moving to as many cities as possible. Good
2.Economic Expert : Increases the resources produced by a city/town/port by 40%. Great for Non-combat economic generals, but bad for a combat general.
3.Economic Master : Increases the resources produced by a city/town/port by 80%. Great for Non-combat economic generals, but Bad for a combat general.
4. Nobility - This skill increases the speed of ranking up the nobility level of a general. However, it is known to have very little bonus. Really Bad. Check here for more info
5. War Master : Same as nobility, but instead of increasing the nobility level, it increases the rank level by 80%
6. War Expert : Same as War Master but bonus is 40%
7. Navigation : +1 movement on ships. However, ships are rarely used and movement of ships usually doesn’t matter
8. Steersman : Reduces the damage received on ships by 10%. Great
9. Sailor : Negates the negative effect on land units when they fight in water. Good, but not needed.
10. Spy : +50% damage dealt to forts. A great one
11. Strike/Bugle/Accurate - Negates the evasion due to terrain, trenches, etc. Very Good.
12. Geography : Negates the movement of Cavalry and Artillery units due to terrain. Great for speedrunning conquests. Does not work on infantry though.
13. Surprise/Formation/Explosive - Increases the Maximum damage done by one. However, that equals to half a star so 2-3 extra but consistent damage.
14. Banner : It improves the stats (+1 or 2 Attack/Defense/Supply) of the units which surround the general having a flag. However, it is expensive and the medals can be put to use somewhere else.
15. Engineering : +2 Movement for artillery units (only?). Really great as though artillery are a strong firepower source, they move slowly.
16. Mobility/Infantry Tactics/Ballistics - Increases the minimum attack by 1. However, min attack is not known to work so...useless.
17. Assault Art :20% chance of increasing the damage AA in fight triggers in fight 2, 5, 8 and 46. It seems to be a timer inflicted - If a general is longer not used, AA seems to trigger with a higher probability!. Though it’s great, it is inconsistent.
18. Defense Art : 10% chance that the damage taken to a unit is reduced to 1. Highly inconsistent but good.
19. Mass Fire : The Health of the general does not affect the damage output. In other words, he is equally devastating when he has full HP and 1 HP. (Works only for Infantry!)
20. Leadership : Prevents dropping of Morale due to food shortage/in game events/ flanking. Coupling it with the right other skills makes this more effective.
21. Logistics : Your general’s unit does not consume food. But rarely this happens, unless you play as a small nation. Not recommended.
22. Siege Master : Eliminates the defense bonus of utilities (city, stable, factory, port). Great
23. Fireproof : Extinguishes fire. Bad on land units. Great on ships
24. Trench/Barrier/Transport : Reduces the cost for building trenches/other defensive structures/ship facilities. Trench and Barrier are broken. They don't work. Transport works only once.
25. Trainer : When regrouped, it increases the number of stars of the other general by 1. Great for a cheap general. Absolutely useless for an expensive general.
2.Economic Expert : Increases the resources produced by a city/town/port by 40%. Great for Non-combat economic generals, but bad for a combat general.
3.Economic Master : Increases the resources produced by a city/town/port by 80%. Great for Non-combat economic generals, but Bad for a combat general.
4. Nobility - This skill increases the speed of ranking up the nobility level of a general. However, it is known to have very little bonus. Really Bad. Check here for more info
5. War Master : Same as nobility, but instead of increasing the nobility level, it increases the rank level by 80%
6. War Expert : Same as War Master but bonus is 40%
7. Navigation : +1 movement on ships. However, ships are rarely used and movement of ships usually doesn’t matter
8. Steersman : Reduces the damage received on ships by 10%. Great
9. Sailor : Negates the negative effect on land units when they fight in water. Good, but not needed.
10. Spy : +50% damage dealt to forts. A great one
11. Strike/Bugle/Accurate - Negates the evasion due to terrain, trenches, etc. Very Good.
12. Geography : Negates the movement of Cavalry and Artillery units due to terrain. Great for speedrunning conquests. Does not work on infantry though.
13. Surprise/Formation/Explosive - Increases the Maximum damage done by one. However, that equals to half a star so 2-3 extra but consistent damage.
14. Banner : It improves the stats (+1 or 2 Attack/Defense/Supply) of the units which surround the general having a flag. However, it is expensive and the medals can be put to use somewhere else.
15. Engineering : +2 Movement for artillery units (only?). Really great as though artillery are a strong firepower source, they move slowly.
16. Mobility/Infantry Tactics/Ballistics - Increases the minimum attack by 1. However, min attack is not known to work so...useless.
17. Assault Art :
18. Defense Art : 10% chance that the damage taken to a unit is reduced to 1. Highly inconsistent but good.
19. Mass Fire : The Health of the general does not affect the damage output. In other words, he is equally devastating when he has full HP and 1 HP. (Works only for Infantry!)
20. Leadership : Prevents dropping of Morale due to food shortage/in game events/ flanking. Coupling it with the right other skills makes this more effective.
21. Logistics : Your general’s unit does not consume food. But rarely this happens, unless you play as a small nation. Not recommended.
22. Siege Master : Eliminates the defense bonus of utilities (city, stable, factory, port). Great
23. Fireproof : Extinguishes fire. Bad on land units. Great on ships
24. Trench/Barrier/Transport : Reduces the cost for building trenches/other defensive structures/ship facilities. Trench and Barrier are broken. They don't work. Transport works only once.
25. Trainer : When regrouped, it increases the number of stars of the other general by 1. Great for a cheap general. Absolutely useless for an expensive general.
Items
Check here for Items location and more info. Credits - 𝘛𝘳𝘰𝘵𝘴𝘬𝘺
I. Consumables
II. All units items
III. Infantry Items
IV. Cavalry Items
V. Artillery Items
VI. Navy Items
VII. Fort
VIII. Flags
IX. Item's in game description
The in game descriptions:
I. Consumables
1. Gold Star : Used for increasing the stats of the troops. However, it's not recommended to do so. Instead, use a 5 star business general/princess to get 4 medals for every star. In this way, it's invaluable.
2. Wine : Neutralizes bad morale. Not recommended as morale can heal itself.
3. Sprit : Boosts morale to a high. Medals can be invested elsewhere. Not recommended.
4. Medkits/Medkit Large : Gives +65 HP/+135 HP. If you want Medkits, buy first aid box. I do not recommend them.
5. First Aid Box : Not to be used in campaigns, extremely useful in Princess rushing conquests as it saves the generals from sitting in the cities.
2. Wine : Neutralizes bad morale. Not recommended as morale can heal itself.
3. Sprit : Boosts morale to a high. Medals can be invested elsewhere. Not recommended.
4. Medkits/Medkit Large : Gives +65 HP/+135 HP. If you want Medkits, buy first aid box. I do not recommend them.
5. First Aid Box : Not to be used in campaigns, extremely useful in Princess rushing conquests as it saves the generals from sitting in the cities.
II. All units items
1. Warhorse : Works as "Geography" skill. Extremely useful for Artillery/Cavalry generals. Useless for infantry as terrain does not affect them.
2. Snare Drum : Works as "Mass Fire" for any unit. Useful for all units.
3. Armored Carrier : Works as "Sailor" for any unit. It is situational, so you can buy them with spare medals.
4. Pumper : Works as "Fireproof" for any unit. Useless for land units. Extremely useful for navy generals.
5. Crown : +300% bonus when grinding nobility. Very Good.
6. Golden Staff : +100% bonus when grinding nobility. Useless when you have Crown.
7. On War : +200% bonus when grinding for Rank. Very Good
8. Art of War : +100% bonus when grinding Rank. Useless when you have On War.
9. Napoleonic Code : +100% Production (Food/Iron/Gold). Very Good
10. Encyclopedia : +50% Production. Very Good
11. Military Camp : +6 health every round. Very Good
12. Army Tent : +4 health every round. Good
13. Army Tent : +2 health every round. +2 is negligible.
2. Snare Drum : Works as "Mass Fire" for any unit. Useful for all units.
3. Armored Carrier : Works as "Sailor" for any unit. It is situational, so you can buy them with spare medals.
4. Pumper : Works as "Fireproof" for any unit. Useless for land units. Extremely useful for navy generals.
5. Crown : +300% bonus when grinding nobility. Very Good.
6. Golden Staff : +100% bonus when grinding nobility. Useless when you have Crown.
7. On War : +200% bonus when grinding for Rank. Very Good
8. Art of War : +100% bonus when grinding Rank. Useless when you have On War.
9. Napoleonic Code : +100% Production (Food/Iron/Gold). Very Good
10. Encyclopedia : +50% Production. Very Good
11. Military Camp : +6 health every round. Very Good
12. Army Tent : +4 health every round. Good
13. Army Tent : +2 health every round. +2 is negligible.
III. Infantry Items
1. Tall Boots : +2 movement. Extremely useful for generals like Dobeln/Lannes/Suvorov
2. Gaiters : +1 movement. Almost negligible
3. Combat Uniform : +4 defense. Extremely Useful
4. Bearskin Cap : +2 defense. Very Good
5. Ferguson Rifle : +6 Attack. Best infantry item
6. Baker Rifle : +4 attack. Very Good. Use it until you get Ferguson Rifle.
7. Brown Bess : +2 attack. Meh, just buy any of the above 2.
8. Bayonet Charge : +1 Attack. What! +1!? No!
2. Gaiters : +1 movement. Almost negligible
3. Combat Uniform : +4 defense. Extremely Useful
4. Bearskin Cap : +2 defense. Very Good
5. Ferguson Rifle : +6 Attack. Best infantry item
6. Baker Rifle : +4 attack. Very Good. Use it until you get Ferguson Rifle.
7. Brown Bess : +2 attack. Meh, just buy any of the above 2.
8. Bayonet Charge : +1 Attack. What! +1!? No!
IV. Cavalry Items
1. Quality Saddle : +2 movement. Extremely useful for low movement generals.
2. Brass Horseshoe : +1 movement. Just buy Quality Saddle
3. Gliding Cuirass : +4 defense. Extremely Useful
4. Cuirass : +2 defense. Very Good
5. Cavalry Pistol : +6 Attack. Best cavalry item
6. Cavalry Sword : +4 attack. Very Good. Use it until you get Cavalry Pistol
7. Blucher Saber : +2 attack. Meh, just buy any of the above 2.
8. Trooper Saber : +1 Attack. What! No way again!?
2. Brass Horseshoe : +1 movement. Just buy Quality Saddle
3. Gliding Cuirass : +4 defense. Extremely Useful
4. Cuirass : +2 defense. Very Good
5. Cavalry Pistol : +6 Attack. Best cavalry item
6. Cavalry Sword : +4 attack. Very Good. Use it until you get Cavalry Pistol
7. Blucher Saber : +2 attack. Meh, just buy any of the above 2.
8. Trooper Saber : +1 Attack. What! No way again!?
V. Artillery Items
1. Horse Artillery : +2 movement. Extremely useful for low movement generals.
2. Oak Wheel : +1 movement. Very useful for artillery generals as they are slower than others.
3. Helmet : +4 defense. Extremely Useful
4. Canvas Coat : +2 defense. Very Good
5. Potent Gunpowder : +6 Attack. Best cavalry item
6. Powder Mixture : +4 attack. Very Good. Use it until you get Potent Gunpowder
7. Pressed Gunpowder : +2 attack. Meh, just buy any of the above 2.
8. Brown Gunpowder : +1 Attack. What! Not again!
2. Oak Wheel : +1 movement. Very useful for artillery generals as they are slower than others.
3. Helmet : +4 defense. Extremely Useful
4. Canvas Coat : +2 defense. Very Good
5. Potent Gunpowder : +6 Attack. Best cavalry item
6. Powder Mixture : +4 attack. Very Good. Use it until you get Potent Gunpowder
7. Pressed Gunpowder : +2 attack. Meh, just buy any of the above 2.
8. Brown Gunpowder : +1 Attack. What! Not again!
VI. Navy Items
1. Propeller : +1 movement. Ships don't have much use of movement.
2. Figurehead : +2 defense. It's useless if ships lie in the port to heal and Figurehead's +2 defense comes in very handy.
3. Bow Chaser : +4 attack. Best naval item. Needed in the SNS Campaign.
4. Ram Stem : +2 attack. Useful when you don't have Bow Chaser
2. Figurehead : +2 defense. It's useless if ships lie in the port to heal and Figurehead's +2 defense comes in very handy.
3. Bow Chaser : +4 attack. Best naval item. Needed in the SNS Campaign.
4. Ram Stem : +2 attack. Useful when you don't have Bow Chaser
VII. Fort
1. Concrete : +2 defense. Very useful, but forts have absolutely no use except for very few missions. Buying it is a waste of medals.
VIII. Flags
All flags are expensive and can be used only with the generals/princess having the Banner skill. Not recommended.
IX. Item's in game description
The in game descriptions:
Star | Medals rewarded to war hero can upgrade army level. |
War Horse | Best of breed. Can run on various terrains. |
Golden Staff | Staff representing royal authority. Can boost promotion of rank. |
Crown | Crown is the symbol of King's authority. Can greatly boost promotion of rank. |
Art Of War | Masterpiece of military theory. General can get more experience in battle. |
On War | Classic masterpiece of military theory. General can get much more experience in battle. |
Encyclopedia | Most authoritative encyclopedia. Can boost income of general's area. |
Napoleonic Code | Code formulated by Napoleon. Can greatly boost income of general's area. |
Snare Drum | Sound of drum can inspire the troop, keep maximum fighting ability even suffered loss. |
Tent Tentage | Ordinary tent. Supply +2 when stationed in wild. |
Army Tentage | Professional tent. Supply +4 when stationed in wild. |
Military Camp | Top class military tent. Supply +6 when stationed in wild. |
Spirit | High degree alcohol. Greatly increase troop's morale. |
Wine | Delicious wine. Recover low morale. |
Medikit | Can heal injured troop a little bit. |
Medikit L | Can heal injured troop effectively. |
First Aid Box | Can heal injured troop massively. |
Tall Boots | Might and comfortable boots. Infantry movement +2. |
Gaiters | Increase soldier's expeditionary ability. Infantry movement +1. |
Combat Uniform | Uniform made of tenacious material. Infantry defense +4. |
Bearskin Cap | Durable bearskin cap. Infantry defense +2. |
Ferguson Rifle | Advanced Ferguson rifle with extremely high firing rate. Infantry attack +6 |
Baker Rifle | Rifle with a rifled bore. More accurate than musket. Infantry attack +4. |
Brown Bess | Musket with good performance. Infantry attack +2. |
Bayonet | Sharp edge for melee fight. Infantry attack +1. |
Quality Saddle | Saddle empowering full ability of horse. Cavalry movement +2. |
Brass Horseshoe | Durable horseshoe. Cavalry movement +1. |
Gilding Cuirass | Cuirass made of high grade material. Cavalry defense +4. |
Cuirass | Can protect cavalry effectively. Cavalry defense +2. |
Cavalry Pistol | Small gun facilitates cavalry to shoot on horse. Calvary attack +6. |
Cavalry Sword | Sword made of high grade steel. Calvary attack +4. |
Blucher Sabre | Very sharp sabre. Calvary attack +2. |
Trooper Sabre | Sabre specially designed for cavalry. Calvary attack +1. |
Horse Artillery | Artillery transported by horse. Artillery movement +2. |
Oak Wheel | Artillery wheel made of oak. Artillery movement +1. |
Helmet | Durable iron helmet. Artillery defense +4. |
Canvas Coat | Heavy and tenacious coat. Artillery defense +2. |
Potent Gunpowder | Top gunpowder with best explosive effect. Artillery attack +6. |
Powder Mixture | Mixed gunpowder with outstanding explosive effect. Artillery attack +4. |
Pressed Powder | High performance gunpowder made of special technique. Artillery attack +2. |
Brown Gunpowder | Improved gunpowder with stable burning effect. Artillery attack +1. |
Armored Carrier | Carrier equipped with armor. Allow land troop battle on the sea without disadvantage. |
Figurehead | Figurehead installed at bow of ship. Ship defense +2. |
Propeller | Propeller boosted by steam engine. Ship movement +1. |
Bow Chaser | Cannon at bow, for chasing enemy. Ship attack +4. |
Ram Stem | Ram stem can crash enemy. Ship attack +2. |
Concrete | Construction material with high strength. Fortress defense +2. |
Eagle flag | increases supply of neighboring troops. Supply +2. |
Bear flag | increases supply of neighboring troops. Supply +1. |
Dragon flag | increases attack of neighboring troops. Attack +2. |
Lions flag | increases defense of neighboring troops. Defense +2. |
Tiger flag | increases defense of neighboring troops. Defense +1. |
Wolf flag | increases attack of neighboring troops. Attack +1. |
Pumper | Best fire extinguisher. Can prevent fire disaster. |
Princesses
Sophia : Must Have
Isabella : Must Have
Lan : Must Have
Victoria : Must Have
Fathima : Good
Kate : Very Good
Sakurako : Very Good
Maria : Absolutely Not
Isabella : Must Have
Lan : Must Have
Victoria : Must Have
Fathima : Good
Kate : Very Good
Sakurako : Very Good
Maria : Absolutely Not
IAPs
Davout : Must Have
Lannes : Must Have
Nelson : Must Have
Washington : Must Have
Dombrowski : Very Good
Radetzky : Very Good
Poinatowski : Good
Suvorov : Good
Murat : Good
Wellesley : Not Recommended
Kutuzov : Alternatives Exists
Soult : Not Recommended
Lassale : No!
Archduke.C : Not Recommended
Desaix : Not Recommended
Dearborn : Bad
Moreau : Bad
Brock : Bad
Jervis : Bad
Napoleon : Bad
Massena : Not Recommended
Cotton : Bad
Barclay : Really Bad
Bagration : Bad
Paget : Really Bad again
Treville : Absolutely not
Suchet : Really Bad 2.0
AlexanderI : Not this one Johnny
Jackson : Probably the worst general
Lannes : Must Have
Nelson : Must Have
Washington : Must Have
Dombrowski : Very Good
Radetzky : Very Good
Poinatowski : Good
Suvorov : Good
Murat : Good
Wellesley : Not Recommended
Kutuzov : Alternatives Exists
Soult : Not Recommended
Lassale : No!
Archduke.C : Not Recommended
Desaix : Not Recommended
Dearborn : Bad
Moreau : Bad
Brock : Bad
Jervis : Bad
Napoleon : Bad
Massena : Not Recommended
Cotton : Bad
Barclay : Really Bad
Bagration : Bad
Paget : Really Bad again
Treville : Absolutely not
Suchet : Really Bad 2.0
AlexanderI : Not this one Johnny
Jackson : Probably the worst general
Tier 2 Generals
Scharnhorst : Must have
Sulkowski : A last slot filler if you ask me
Merveldt : Excellent as a move trainer, awful as a general.
Golitsyn : Very Good
Berthier : Too expensive! But great damage dealer once fully regrouped
Raevsky : Good starting general
Savary : Downgraded Sulkowski. Not bad though.
Ushakov : Treville of Tier 2
Kosciuszko : Good but not recommended as he is replaced by Arnold
Dobeln : Good but not recommended
Hood : Just get Ushakov
Yermolov : Expensive
Oudinot : Good but not recommended
Sidney : Good naval, but bad land general
Duckworth : An expensive Hood
Collingwood : Good but expensive
Picton : Bad
Gravina : Bad
Jourdan : Overpriced
Grouchy : Bad
Wittgenstein : Very Bad
Other Tier 2 generals can be described by one word - BAD!!
Tier 1 Generals
Best Tier 1 -
1. Marmont : Marmont is the best artillery general in this Tier and he is probably in the top 5 of the best artillery generals in the entire game. A very good buy for a cheap price and he arguably deals the same amount of damage as the likes of Napoleon, Davout and Soult.
2. Junot : Best cavalry general in this tier. This guy is very tough when he has a lot of health and has the ability to deal good damage. However, he loses his sheen when he takes damage. Very good general.
3. Sokolnicki : A very good Artillery general with some expertise on cavalry too. Good buy
4. Charles : I will pull my "HUH! And people prefer Poinatowski" card in his defense again. A good buy with a speciality to crack cities. Lack of Strike hurts though.
5. Kutaisov : Basically Sophia without Spy, but with artillery trainer as the extra skill along with an extra star. Cheapest artillery general and has fine fighting potenial.
6. Blasius : Probably the best Tier 1 infantry general.
7. Arnold : Why? Check here to know
Generals to consider -
1. Carteaux : Basically Napoleon without Banner. Second best Tier 1 artillery general after Marmont.
2. Rowland : A great infantry general for his price. Leadership gives him fine defending potenial, especially for his price.
3. Chichagov : A price performer if you need an ok Navy/Artillery hybrid.
4. Brueys : Even cheaper than Chichagov, same potenial on waters, but no land ability.
5. Hull : Expensive general, but not bad fighting ability.
1. Marmont : Marmont is the best artillery general in this Tier and he is probably in the top 5 of the best artillery generals in the entire game. A very good buy for a cheap price and he arguably deals the same amount of damage as the likes of Napoleon, Davout and Soult.
2. Junot : Best cavalry general in this tier. This guy is very tough when he has a lot of health and has the ability to deal good damage. However, he loses his sheen when he takes damage. Very good general.
3. Sokolnicki : A very good Artillery general with some expertise on cavalry too. Good buy
4. Charles : I will pull my "HUH! And people prefer Poinatowski" card in his defense again. A good buy with a speciality to crack cities. Lack of Strike hurts though.
5. Kutaisov : Basically Sophia without Spy, but with artillery trainer as the extra skill along with an extra star. Cheapest artillery general and has fine fighting potenial.
6. Blasius : Probably the best Tier 1 infantry general.
7. Arnold : Why? Check here to know
Generals to consider -
1. Carteaux : Basically Napoleon without Banner. Second best Tier 1 artillery general after Marmont.
2. Rowland : A great infantry general for his price. Leadership gives him fine defending potenial, especially for his price.
3. Chichagov : A price performer if you need an ok Navy/Artillery hybrid.
4. Brueys : Even cheaper than Chichagov, same potenial on waters, but no land ability.
5. Hull : Expensive general, but not bad fighting ability.