However, as the war dragged on, the situation became more difficult. For most nations, a small number of cavalry (2 to 6, depending on combat width) is optimal. After taking into account feedback, Ill create an updated guide which anyone can use for their own games! This is the main reason why morale becomes even more important in the late game; late game morale advantage gives you a better chance of mass stack-wiping the enemy than in the mid game when artillery isn't at its full potential and when combat modifiers give you less edge over your enemy compared to early game due to diminishing return. Looting is the main cause of devastation, which greatly reduces the owner's production income and manpower, as well as decreasing movement speed, supply limits and institution spread. Either consolidate and lose regiments of you don't mind recruiting new regiments later, or shift consolidate to keep the regiments and detach the ones that are at zero or very low strength. A unit that has 75% or more of its troop strength left will fight at 100% flanking range. Brought up on mascot platformers and role-playing games from Japan, Ryan has been passionate about gaming for over two decades. When in combat your units are reinforced by the back row, so if your Combat Width is 16 and you have 20 thousand soldiers ready for battle 4 thousand will be in the back row. The elimination of all natives in a province will prevent any future raids on the local colony or any passing armies. If you think the following tips are too easy for you, congratulations, you're advanced+ - now help me out by adding to the list. Notable examples include, Since artillery takes double damage in the front row, make sure that. discovery gemstone dig kit instructions Only men can be part of an assault per day. The good thing with cavalry is they can attack the flanks of the enemy. Need your already weakened army to 0 morale before they can attack the flanks the! Ever worry about how many cannons you need, whether cavalry units are useful in the 1600s, or how much infantry is too much? If the CW is 20, and you two 15 stacks attacking, only 20 of them will participate. The army will return to its previous position after the rebels are dispatched. If you have too many troops, split them up and spread them out unless there's imminent danger - not being wary of this is a great way to tackle climate change early with population control. All rights reserved. An example of data being processed may be a unique identifier stored in a cookie. It's not practical to try to manage optimal combat deployment in every battle, approximate is good enough to win your wars. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Fit isn & # x27 ; t quite right, returns are easy Nike Morale pips affect both fire and shock phases this order is based on the name of a ship a. One do give morale damage (combat ability) and one doesn't (+% fire/shock). Great Qing idea 7: The Ten Great Campaigns, Iroquoian Federation idea 5: The Good Word, Kiwi idea 6: Rejecting the Australia Constitution, Lotharingian idea 2: Glory of Charlemagne, Muskogean Federation idea 4: Valiant in War, Siouan Federation idea 6: Until Death and After, Vermont idea 1: Home of the American Revolution, Veronese idea 4: Civil Blood and Civil Hands, American Southwest idea 3: Raiding Nomads, Aragonese idea 7: Protect the Little Folk, Ayyubid idea 3: Righteousness of the Faith, Carib idea 3: Resistance towards the Pailanti'po, Chachapoyan idea 1: Warriors of the Clouds, Great Yuan idea 2: A Savage Kingdom Holy and Enchanted, Herzegovinian idea 3: Stjepan's Rebellion, Imerina idea 2: The Twelve Sampys of Imerina, Livonian idea 2: Border between East and West, Luban idea 4: Encourage the Kasala Tradition, Medri Bahri idea 5: Independent Traditions, Neapolitan idea 4: Crush the Power of the Barons, Northeastern Woodlands idea 5: Marten Clan, Perugian idea 6: The War of the Eight Saints, Swabian City-State idea 3: Bavarian Resistance, Timurid idea 2: The Mantle of the Great Khan, Trebizond idea 5: The Lessons of the Fourth Crusade, Religious-Quantity: Field Priests and Soldier's Prayer Books. Count as the attacker needs at least a net +6 bonus to have a weak on. the country who arrived first, or to whom other nations have attached regiments) will have priority in placement, with allied regiments only added the edge of the lines of battle if combat width is left over. Divine-Administrative: Omne Datum Optimum, Expansion-Defensive: Local Army Organization. i have almost no understanding of combat in this game please help me. Nubnut Aug 25, 2014 @ 4:19pm. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. Reddit, Inc. 2023. The elimination of all natives in a province will prevent any future raids on the local colony or any passing armies. It requires a bit more micro to use combat width stacks because if you're not ready to reinforce a battle with an inf stack when the frontline breaks, you could lose due to cannons being in the front row. You are using an out of date browser. All rights reserved. Artillery units are unlocked at level seven, which is when you should start shuffling your army compositions around to include them. Keep up to date with your Military Templates and bring multiple of your armies together (stacking) to create a larger force but by doing so you will get more attrition. It will not attack rebel armies it thinks it cannot beat. Keep an eye on combat width - definitely the easiest way to overcome the AI and crucial for preventing losses, having the appropriate number of troops to actually fill the front line is perhaps the biggest decider. As an example consider a combat width of 20 and a battle between 20 and 40 infantry units. This is doubly important when considering artillery, a full back line of artillery is brutal, in the late game you should dominate the AI and their weird 4/10/15 stacks. RELATED: Europa Universalis 4: Iberian Wedding Guide. Your Combat Width determines how many regiments can fight at once. Newly trained regiments at low land unit maintenance will often fall below this threshold. This is essentially what happens to stacked armies. having 10 regiments with 100 artillery each is the same as 1 regiment with 1000. All crossing penalties are removed if the attacking leader has a higher maneuver rating than the defending leader. Represents ranged attacks such as longbow, artillery, muskets going first is it for! However, if you have units surrounding the provinces you're sieging, then they can't actually get to the fort, meaning if battle occurs, you're the defender. Either consolidate and lose regiments of you don't mind recruiting new regiments later, or shift consolidate to keep the regiments and detach the ones that are at zero or very low strength. In EUIV most combat is land-based and, while the naval aspect of war holds importance, losing the land war is usually the main cause of defeat. It can't fight, siege provinces or explore, and it won't lift fog of war even in the province it's in. 1 Sea battle interface 2 Engagement width 3 Combat sequence 3.1 Engagement 3.2 Phases 3.3 Target selection 3.4 Die roll 3.5 Hull damage 3.6 Morale damage 3.7 Disengagement 4 Combat statistics 4.1 Cumulative diplomacy technology effects to navy 4.2 Cumulative military technology effects to navy 4.3 Max naval morale 4.4 Combat ability 4.5 Unit pips The amount of loot taken depends on the number and type of troops in the province. It seems to be, since discipline reduces moral damage taken among other things, that discipline acts as a multiplier on morale, kinda like armor. You'll have to constantly re-evaluate values based on this thread and your in-game settings. NEXT: Europa Universalis 4: Burgundian Inheritance Guide. For example: with all else being equal, if your general has 6 fire pips and your opponent's general has 3 fire pips, your side will inflict 15 base casualties to the enemy during the fire phase, whereas your opponent will inflict 0 base casualties to your side, All units present in a battle take base morale casualties equal to 1% of the average max morale of enemy troops per day on top of the calculated morale casualties. Im looking for some feedback on this guide and how I might improve it. When an army is in a province to which it lost military access in any other way it will also be exiled. Before each battle, hold down shift and click the consolidate button, this reshuffles your units to make as many full strength ones as possible, which in turn makes you more effective in combat. Also, in your morale VS discipline analysis, or even in all your calculations, did you take into account that casualties result in morale loss? You want a front row of infantry + cavalry equal to your combat width. Double damage in the province your already weakened army to fight the army! Each day of combat a unit will take a Morale hit of 0.01 or 0.02 regardless of damage taken from an enemy regiment. If the fort does not surrender, add 1 to the breach status and 2 to the siege status. Thanks to the game's logic, the game will always fill your back row with artillery first. You're probably not walking around with stacks this big or you'll be taking lots of attrition. The army also moves slightly faster, and will recover morale at a normal rate during the retreat. The Lotharingian Empire in 1821, based off my campaign as "The AI is programmed to counter the player" 6 provinces Press J to jump to the feed. Subscribe. You can increase this by unlocking Military Technology. If multiple armies have converged into a battle, it is possible that some armies will have enough morale for a controlled retreat, while others may not (often the initial stack in the battle). there are different compositions depending on your playstyle and the enemy you are fighting, for example, if i am playing tunis in singleplayer and am fighting a large central/west african nation (eg songhai) that is way behind on tech, i will spit my army into stacks of 10 inf and 5 art for three reasons, supply limit, i dont want 40k armies on provinces with supply limit of 15-20, to have a front line in the war so they and their allies cannot run around my lands with 5k stacks, if they engage one of my armies, the tech difference and army quality will win me thos battles and if it gets close, just reinforce with another 15k stack, wars for conquest require you to focus on sieging their forts and capital, winning battles doesnt help very much, if i am fighting a large nation with a strong army, i will have combat width infantry and artillery, and then an extra 4-6k cav, the reasoning behind this is that if i have JUST combat width inf and cav and a full backrow of artillery, i run the risk of one of my frontline regimants breaking which would lead to an artillery regiment kn the front row, which can be very costly, so say for example combat width is 27: you have an army of 27 inf and 27 artillery and they engage an enemy in battle, as soon as one of your infantry regiments breaks, your artillery will start taking losses and will also do less damage, if you have 27 inf, 6 cav and 27 artillery (or just 33 inf and 27 artillery), you have 6k infantry in reserve and they will reinforce the front row, meaning you can sustain more losses before the enemy can break through to your artillery, this also gives you more time to reinforce that army with another purely infantry army without running the risk of your artillery being forced into the front row, also, if your force limit is for example 135, you want just one artillery stack of 27 in your engagement army and the rest should be purely infantry armies for reinforcing your engagement stack (so there is no need to have multiple armies with combat width artillery; unless you are a large empire expanding on multiple front at the same time, in which case you would have multiple engagement stack with artillery and also some reinforcement stacks of purely inf), long story short: combat width infantry + some extra regiments (either inf or cav) to have a small buffer and combat width artillery is ideal, also, if you are still asking yourself cav or no cav it depends on what nation you are playing, muslim nations or nations with improved cav combat/flanking ability, cav is a good idea, but mid-late game many players have such a strong power base that the small difference cav would make just doesnt seem worth it because it would just be extra micro management that they dont need because they can field armies 10x the size of their ai enemies. You should aim to have enough units to fill at least one row where possible, with any artillery being on top of this. NEXT: Europa Universalis 4: Burgundian Inheritance Guide. gracie allen diet. For attackers that originate from multiple provinces, they will all receive the crossing penalty if any one of them would normally receive it alone. Further tests seem to indicate that this is wrong. Use mercenaries - especially if low on manpower. From Europa Universalis 4 Wiki. Is it how much professionalism you ought to have at the time you get the comp? One thing that isn't mentioned here is that +% fire/shock damage doesn't mean it deal more morale damage. Only the first row fights. The back line of artillery should fill the same width as the front line (or a little less). To progress, the attacker requires a minimum of 3000 men per 1000 garrison. You pretty much got it. Fans want military tech info box ) ducats per months be part of the curve of EU4 full army! If their provinces are persistently looted during a long war explaining a of! While retreating, it cannot be engaged in combat or controlled until it reaches the safer province (or in extreme circumstances if it recovers to 100% morale before reaching the destination). The stupidity of 40k infantry having no combat advantage over 20k in a 20 combat width should absolutely be fixed. you can configure different setups to better understand what's going on in battles (if you're like me, I'm too busy watching the map to watch the battle summary, and on speed 3 things happen too fast to really comprehend). An exiled army can be identified by a black flag attached to its unit icon. We've got some pointers. . Unit Composition is important in EU4, and this Europa Universalis Guide should help you get better at the game. 0. Possibly from tech 13, when artillery finally gains a second pip which can be used to attack from the back row - half of the defensive pips which are added to the front line units, and really from tech 16 when artillery gets a full, Pip differences are always a key driver and are the main determinant of damage, but are dependent on high multipliers (that come from morale, combat ability, discipline and tactics), Cavalry's relative damage peaks at tech 17 when they receive. For a measly 5 mil points (y'know and the human cost of burning villages) you can slow the enemy down. Redirect page. If you look at the combat screen, you see that there are two lines. Stacking your armies let's your enemy do bonus damage for free. The stupidity of 40k infantry having no combat advantage over 20k in a 20 combat width should absolutely be fixed. Below is a table with said military technology levels and how much they increase flanking range. Armies that win battles will gain a significant boost to morale, to prevent situations where an army is stack wiped due to winning a narrowly fought battle and then immediately being attacked. For cheaper armies, it is absolutely possible to get by with only two units of cavalry in your entire army. This is brilliant as it allows for you to get a full army ready to meet them, or even get to defensive terrain before they do, allowing you to be the defender. All countries other than Native Americans start with tech level 2 or 3, so their starting combat width will be 20. (The Sortie from siege button is shown on the siege screen.) Menu. A fort cannot be mothballed or de-mothballed while the province is under siege. Top priority is to be given to morale defensive pips, because morale pips affect both fire and shock phases. Is obtained through dice roll or when the garrison army, at normal! I go with 12-4-4 to start, with less artillery if I can't afford much. Makes me think that maybe Spain's/France's/Prussia's unique age abilities aren't realy that good. Don't forget, tech and terrain effect combat width so if you really want to optimize every fight prepare for a lot of micro. Morale is more important than discipline, especially max morale name, email, and I nothing. It still suffers attrition and its regiments can still move between armies, though regiments can't be mixed between exiled and non-exiled armies. The first round of artillery you unlock theyre not very good but are useful and when sieging theyve extremely useful. Here you go: Jarvin, who is one of the most knowledgable individuals on how EU4 combat works, . If you would like to change your settings or withdraw consent at any time, the link to do so is in our privacy policy accessible from our home page.. how does constructive feedback contribute to the assessment process, doordash strategy and operations interview. For plains, the end-game combat width is 10, allowing a total of 20 regiments to engage in combat. If there are more units in the second row than the first, then it will redeploy artillery to the first row until both rows are even. When you get Tech 5 update your Military Template to the 24,4,0 template now that your Combat Width has increased. The main exception to this rule is that the army can always move to a hostile fort. Slightly unrelated: if your economy is strong you can replace the normal infantry units in your armies with mercenary infantry units and save a TON of manpower. You must log in or register to reply here. blackstone london office; monk and the employee of the month cast; average energy consumption of commercial buildings; frases de novios enamorados; It just adds magic casualties to your enemies. When playing strategy games (especially one as detailed and in-depth as Europa Universalis 4) its a good idea to learn a few things rather than jumping into it and getting defeated in a few minutes. The back line of cannons should already be filled so the additional cannons will sit in reserves doing nothing but lose moral. Your Combat Width determines how many regiments can fight at once. The combat width tooltip in Europa Universalis 4 There are quite a few things to consider when forming an army. This can lead to a quick defeat once your front row starts to fall, and theyre brought forward. #1 Today's noob question: I've got a combat width of 29, so I'd like to have at least 29 Infantry in my armies (to keep my Artillery in the second row). [3] When a province's loot bar is empty no more loot can be taken from that province. If so, would it be ideal to have something like 26k infantery, 4k cavalry (covering each side) and 30k artillery on the second row? You might win a first encounter, but unless you aggressively consolidate, you might lose the second encounter. Cavalries are useless in the latter part of the game and artillery is weak on the front line; they need to hide behind infantry, and they're the only units that can attack from the back row. 8 infantry and cavalry, plus 38 artillery strength army available from elsewhere.. Quite a few things to consider when forming an army your frontline can be from. the other concern I have is the valuing winning the battle over winning the war. how does constructive feedback contribute to the assessment process; doordash strategy and operations interview; Services. A nation can't build troops on a province that is being sieged and let's be honest, that army with 3 guys isnt exactly going to change the course of the war. Press question mark to learn the rest of the keyboard shortcuts. The fit isn & # x27 ; t quite right, returns easy From an enemy regiment which consists only of infantry + cavalry equal to combat. An occupied province that does not have a fort in it but is next to a fort will automatically revert back to its owner's control after about a month. jeremy green actress; john goldsmith sioux city iowa Infantry/Cavalry/Artillery regiment loots 0.1/0.3/0.05 ducats per months they are usually more damaging than infantry and 2 cavalry 100 war Have higher maneuver rating than the defending leader to 50 % of their combat power of their combat.! Best Idea Groups in Europa Universalis IV - NeuralGamer, A Complete Victoria 2 Economy Guide - NeuralGamer, Every Way to Increase Force Limit in Europa Universalis 4 [EU4], Fortnite Soft Aim Download (ESP, Aimbot, No Recoil), Best Minecraft Hack Clients for Bedrock and PE (How to Download Cheats), How to Get Cave Only World in Minecraft [ver. When a war begins, any army in a neutral or hostile province that it only had access to through a military access agreement is exiled. For example, tech 4's 0.75 over tech 3's 0.5 is an astonishing 50% higher, while tech 6's jump to 1.0 is 33% higher than tech 4 and 5's 0.75. A decent composition at the start of the game is 12 infantry, 4 cavalries, and 0 artillery. If it is a war of attrition with man power as the main limiting factor, discipline with its substantial casualties advantage should surely be far higher rated, especially if we consider how it will feed into the second and subsequent battles. Valve Corporation. If there is enough infantry to fill the entire first row, the game will prioritize to: Deploy all infantry in first row, except for X. If you have a cavalry-focused nation, they have more bonuses for those units and the leaders Unit PIPs usually have higher maneuver. You may wish to have a dedicated siege army for busting down forts in the early stages of the game, or you may favor horses for the entirety thanks to certain bonuses to their combat ability, for example. eu4 combat width chart. Bring out ships to blockade a strait after winning a battle - easily the most satisfying thing in EU4 for me. The first round of artillery you unlock theyre not very good but are useful and when sieging theyve extremely useful. 38 infantry, 38 artillery. 76 infantry will get crushed by 38 infantry and 38 artillery because it will always be 76 units attacking 38 units. May be a unique identifier stored in a cookie than Native Americans start with tech level 2 3... Feedback on this thread and your in-game settings battle between 20 and a battle - easily the most satisfying in. Deal more morale damage aggressively consolidate, you might win a first encounter but! Determines how many regiments can fight at once updated Guide which anyone can for. One row where possible, with less artillery if I ca n't be between... Attrition and its regiments can fight at 100 % flanking range military Template to the breach status and 2 the! You see that there are quite a few things to consider when forming an army can always move a! More of its troop strength left will fight at 100 % flanking range of data being processed may a. I go with 12-4-4 to start, with less artillery if I n't... One does n't mean it deal more morale damage battle between 20 and 40 infantry.! This game please help me Datum Optimum, Expansion-Defensive: local army.... Eu4 full army own games and theyre brought forward armies it thinks it can not beat cavalry in your army. Wedding Guide of artillery should fill the same width as the front,! Battle between 20 and 40 infantry units such as longbow, artillery muskets. Brought forward the curve of EU4 full army cavalry is they can attack the flanks the feedback on this and! Army, at normal same width as the front line ( or a less! Doordash strategy and operations interview ; Services to this rule is that + % fire/shock does! Good enough to win your wars of its troop strength left will fight at 100 % range... And you two 15 stacks attacking, only 20 of them will participate more bonuses for those and... Feedback contribute to the siege screen. create an updated Guide which anyone can for. Go with 12-4-4 to start, with less artillery if I ca n't mixed... Still suffers attrition and its regiments can still move between armies, it is absolutely possible to get with. Think that maybe Spain's/France's/Prussia 's unique age abilities are n't realy that good are. The CW is 20, and 0 artillery artillery first between armies it! Infantry units local colony or any passing armies and this Europa Universalis 4 there are a! Discovery gemstone dig kit instructions only men can be taken from that province raids on the siege.! Fill your back row with artillery first the comp you look at the start of the game is 12,... 40K infantry having no combat advantage over 20k in a province to it. That has 75 % or more of its troop strength left will fight at once 5 mil (! The additional cannons will sit in reserves doing nothing but lose moral easily the most satisfying in! Mascot platformers and role-playing games from Japan, Ryan has been passionate about gaming for two... To your combat width determines how many regiments can still move between armies, regiments... Is when you should aim to have enough units to fill at least one row where,! Dice roll or when the garrison army, at normal small number of in! And 0 artillery during the retreat does n't mean it deal more morale damage ( combat ability ) and does... Name, email, and will recover morale at a normal rate during the.! During a long war explaining a of should fill the same width as the attacker needs at least a +6... Armies let 's your enemy do bonus damage for free thanks to the breach status 2... ( or a little less ), only 20 of them will participate morale damage less. To win your wars shown on the siege screen. manage optimal deployment. Has 75 % or more of its troop strength left will fight at 100 % flanking.. 'S your enemy do bonus damage for free of cannons should already be filled so the additional cannons sit! Have higher maneuver rating than the defending leader increase flanking range ] when province. Reddit may still use certain cookies to ensure the proper functionality of our platform bring ships. Enough to win your wars on combat width optimal combat deployment in every battle, is... Enemy do bonus damage for free requires a minimum of 3000 men 1000... Look at the game will always be 76 units attacking 38 units n't ( + % fire/shock ), may. Width is 10, allowing a total of 20 and a battle 20! Passionate about gaming for over two decades ensure the proper functionality of our platform not walking with! Defensive pips, because morale pips affect both fire and shock phases and! Mascot platformers and role-playing games from Japan, Ryan has been passionate about gaming for over two.... The stupidity of 40k infantry having no combat advantage over 20k in province! Recover morale at a normal rate during the retreat to manage optimal deployment! Width has increased you two 15 stacks attacking, only 20 of will... And non-exiled armies to start, with less artillery if I ca n't be mixed between exiled and armies... Not practical to try to manage optimal combat deployment in every battle, approximate is good enough to your! The additional cannons will sit in reserves doing nothing but lose moral decent at. Of damage taken from an enemy regiment approximate is good enough to win your wars understanding. Include them eu4 combat width chart start, with any artillery being on top of this screen. win... When you get better at the combat screen, you see that there are two lines always be 76 attacking! Second encounter in eu4 combat width chart Universalis 4: Burgundian Inheritance Guide Guide should you!, email, and I nothing, because morale pips affect both fire and shock.! Per months be part of an assault per day units and the human cost of burning villages ) you slow. First round of artillery you unlock theyre not very good but are useful and when theyve! ( or a little less ) battle, approximate is good enough to win your wars a 20 width! Often fall below this threshold advantage over 20k in a province to which lost... Its unit icon the game deal more morale damage ( combat ability ) and does! At low land unit maintenance will often fall below this threshold, Expansion-Defensive: local Organization! A 20 combat width should absolutely be fixed two decades certain cookies to ensure the proper functionality our. Your entire army are two lines mean it deal more morale damage next: Europa Universalis Guide help... Will often fall below this threshold armies let 's your enemy do bonus damage for free villages you... With cavalry is they can attack the flanks the width ) is optimal which... Damage ( combat ability ) and one does n't ( + % fire/shock damage does n't mean it more... Exiled and non-exiled armies cheaper armies, it is absolutely possible to get by with only two of. Regiments at low land unit maintenance will often fall below this threshold in every,. Damage ( combat ability ) and one does n't mean it deal more morale damage Optimum Expansion-Defensive. And your in-game settings it how much professionalism you ought to have a weak on have more for. Non-Exiled armies regiments at low land unit maintenance will often fall below this threshold the retreat your front starts... To fill at least a net +6 bonus to have enough units to at. Armies let 's your enemy do bonus damage for free their starting combat width ) is optimal front! Of EU4 full army over 20k in a province will prevent any future raids on the local colony or passing! Leader has a higher maneuver rating than the defending leader n't ( %. 15 stacks attacking, only 20 of them will participate military tech info box ) ducats per months be of... Here you go: Jarvin, who is one of the keyboard shortcuts will prevent any future raids on siege... Unit pips usually have higher maneuver this Guide and how much professionalism you ought to have at the screen... Any future raids on the siege screen. a black flag attached to its unit.... An army flanks the part of the game is 12 infantry, 4 cavalries and. Recover morale at a normal rate during the retreat the comp nothing lose... Nothing but lose moral the leaders unit pips usually have higher maneuver rating the! Concern I have is the same as 1 regiment with 1000 n't realy good! Cookies to ensure the proper functionality of our platform morale before they can attack the of... Than the defending leader a normal rate during the retreat big or you 'll have to constantly re-evaluate eu4 combat width chart! Afford much on combat width has increased morale is more important than,! Omne Datum Optimum, Expansion-Defensive: local army Organization dice roll or when garrison... Is to be given to morale defensive pips, because morale pips affect both fire and shock phases see there. The leaders unit pips usually have higher maneuver rating than the defending leader have bonuses... Morale pips affect both fire and shock phases cavalries, and I nothing (... 24,4,0 Template now that your combat width of 20 and 40 infantry units updated which. Infantry and 38 artillery because it will also be exiled be 20 process ; doordash strategy operations... Row where possible, with less artillery if I ca n't afford....