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Discipline.pngDiscipline is a value that measures how well troops of a nation can hold their formations despite punishment from the enemy. Regiments that are able to keep their formation prove far more effective than those that break. Discipline both amplifies the damage done to enemy troops and reduces the damage received. When calculating damage done, both raw casualties inflicted and the morale cost of these casualties is increased by discipline, in the same way that tactics reduce casualties and morale cost. Discipline reduces damage received because it increases the military tactics value, which in turn decreases the amount of damage a unit takes.

Discipline starts off at 100% and can be changed through idea groups, advisors and events. Having at least 125% discipline is an Age Objective in the Age of Revolutions.

The longer a battle goes on and the more troops are involved in a battle, the higher discipline is needed to prevent manpower loss. In early stages of the game, one might prefer advisors that give higher morale to advisors that give discipline as early in the game, battles are mostly won by reducing the other side's morale to 0 resulting in them retreating. As the game goes on and firearms become deadlier, battles are more dictated by the amount of casualties on either side. As discipline both increases enemy casualties and decreases your own losses, it is a very important value. Furthermore, due to a lesser drain on manpower discipline will also indirectly help a nation's ability to wage war more than just in battles.

For example:

  • Example 1: If an army would normally have dealt 40 casualties, and 40 morale damage to enemy troop before discipline is accounted for, and the nation has 125% discipline, they will instead deal 50 casualties, and 50 morale damage (notice that +25% discipline means +25% casualty and +25% morale damage to enemy troop).
  • Example 2: If an army would normally have suffered 40 casualties, and 40 morale damage for own troop before discipline is accounted for, and the nation has 125% discipline, they will instead suffer 32 casualties, and 32 morale damage (notice that +25% discipline means 1/1.25=0.8 -> -20% casualty and -20% morale damage for own troop).

Increasing disciplineEdit

Discipline can be increased through the following modifiers:

  Requirement DLC
+10% Prussian Monarchy with 100% militarization of state  
+5%   Commandant advisor
+5% 100%   Absolutism
+5%   Revolutionary Republics with the   Girondist faction in power  
+5% Ruler with the   ‘Strict’ personality  
+5%  steppe horde with 100%   horde unity  
+5%   Sikh nations with the Guru Hargobind and Guru Gobind Singh
+5%   Hindu nations with a ruler who has chosen   Shakti as their patron deity  
+5%   Norse nations with a ruler who has chosen   Tyr as their patron deity   or from converted Crusader Kings II saves
+5%   Nahuatl nations that have passed the “Warrior Ranks” religious reform  
+5%   Theravada,   Vajrayana and   Mahayana nations with between −25 and +25 karma  
+2.5%   Theravada,   Vajrayana and   Mahayana nations with lower than −25 or higher than +25  
+5%   Tengri nations that have   Shinto as their syncretic faith  
+2.5%   Protestant nations who spend   Church Power to add the “Holy Sacraments” Aspect to their national church Aspects  
+2.5%   Coptic nations who choose the “Will of the Martyrs” blessing  
+2.5%   Fetishist nations with the   “Mwari” cult  
+5%   Orthodox nations that commission the icon of St. Michael  
+5% Banner units  

  Traditions Ideas Bonuses Policies
  • Anatolian traditions
  • Asakura traditions
  • Couronian traditions
  • Finnish traditions
  • Imagawa traditions
  • Japanese traditions
  • Knights Hospitaller traditions
  • Nanbu traditions
  • Ottoman traditions
  • Roman traditions
  • Romanian traditions
  • Shawnee traditions
  • Teutonic traditions
  • Wallachian traditions
  • Offensive idea 7: Esprit de Corps
  • Ando idea 6: True Shogun of Oshu
  • Bavarian idea 6: Found a Professional Army
  • Bharathi idea 4: Indian Army
  • British idea 5: Reform of Commission Buying
  • Burgundian idea 4: Reform of the Feudal Army
  • Butua idea 5: Regular Training
  • Byzantine idea 6: The New Imperial Army
  • Candarid idea 5: Legacy of the Candar Corps
  • Chosokabe idea 4: 100 Article Code
  • Dahomey idea 5: The Amazons
  • Daimyo idea 1: Bushido
  • Deccani idea 5: Modernize the Sarf-e-Khas
  • Divine idea 1: Holy Order
  • Hessian idea 5: Modernization of the Hessian Army
  • Hungarian idea 3: Found the Black Army
  • Irish idea 7: Nationalized Gallowglass Septs
  • Iroquois idea 6: Warriors Unity
  • Jerusalem idea 3: Frontier State
  • Kaffan idea 6: King of Kings
  • Kangra idea 7: Tigers of the Himalayas
  • Khmer idea 5: European Mercenaries
  • Kongo idea 7: Defend Against the Colonists
  • Malian idea 4: Mandinka Warrior Spirit
  • Mamluk idea 4: Reform of the Army
  • Mapuche idea 2: Clava Clubs
  • Mewari idea 7: Reorganized Rajput Regiments
  • Ming idea 2: Revive the Three Grand Divisions
  • Mughal idea 1: The Jagir and Mansabdari Systems
  • Munster idea 4: Spanish Ties
  • Münster idea 5: Soldiers of the Imperial Armies
  • Mutapan idea 1: Mwenemutapa
  • Oirat idea 6: Defiance of the Dzungars
  • Otomo idea 3: Loyal Retainers
  • Pacific Northwest idea 1: Great Whale Hunts
  • Persian idea 3: Found the Ghulams
  • Polish idea 6: Found the Foreign section
  • Punjabi idea 7: Reforming the Punjabi Army
  • Rigan idea 7: Restore the Brothers of the Sword
  • Rûmi idea 1: Abul-Fath
  • Saxon idea 7: The Saxon Circle
  • Shimazu idea 4: Tsurinobuse
  • Swedish idea 2: Swedish Steel
  • Tibetan idea 6: The Way of the Ancients
  • Tokugawa idea 3: Hatamoto
  • Uesugi idea 6: Agakita-shu
  • Vijayanagar idea 7: An Army for the City of Victory
  • Full Quality
  • Amago ambition
  • Ansbach ambition
  • Ayyubid ambition
  • Carib ambition
  • French ambition
  • Hanoverian ambition
  • Hindustani ambition
  • Karamanid ambition
  • Manx ambition
  • Mysorean ambition
  • Nepali ambition
  • Ogasawara ambition
  • Papal ambition
  • Prussian ambition
  • Rajput ambition
  • Rajputana ambition
  • Ruthenian ambition
  • Songhai ambition
  • Spanish ambition
  • Swiss ambition
  • Ambition of Theodoro
  • Timurid ambition
  • Tuscan ambition
  • Yamana ambition
  • Economic-Quality: Weapon Quality Standards
  • Austrian idea 7: Hofkriegsrat
  • Incan idea 4: Drafted Hatun Runas
  • National idea 1: Preserve Our Troops
  • Norwegian idea 7: Write New Sagas

Comparison to other modifiersEdit

Bonus Effect
Discipline Increases morale- and regular damage dealt, decreases morale- and regular damage taken
Tactics Decreases amount of damage taken
Combat ability Increase morale- and regular damage dealt
Infantry(etc.) shock(fire) multiplier Increase morale- and regular damage dealt
Max morale Increase morale damage dealt and morale damage receivable before retreating
Having more offensive pips* than enemy unit's defensive pips Increases morale- and regular damage dealt
Having more defensive pips* than enemy unit's offensive pips Decreases morale- and regular damage taken
  • (*) Pip is sum of unit pip/general pip/terrain modifiers.
  • (**) With -2/-1/0/1/2 advantage (offensive pips of attacker - defensive pips of defender)