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Tactics, leadership, morale and equipment were all important in battles, however, so too was the discipline of the troops. Steady troops that could hold their formation despite the punishment of the enemy would prove much more effective in combat. Damage done is multiplied by your discipline, and damage taken is reduced or increased depending on your discipline.

Discipline 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 discipline[edit | edit source]

Discipline can be increased through the following modifiers:

Discipline.png Requirement DLC
+10% Countries with Militarization mechanic at 100% militarization Rights of Man.png
+10% Nations with MarathasMarathas estate and Privilege promote maratha nobility.png Maratha Military Leadership privilege scaling to the estate's land ownership Dharma.png
+10% Zoroastrianism.png Zoroastrian countries with the Great project fire temple of ateshgah.png Baku Ateshgah monument on Great project level icon tier 3.png magnificent level Leviathan.png
+5% Totemism Totemist ruler with the Discipline.png ‘Strict’ personality Rights of Man.png + Leviathan.png
+5% Totemism Totemist countries who select an ancestor who had the Discipline.png ‘Strict’ personality Leviathan.png
+5% Advisor Commandant.png Commandant advisor
+5% 100% Absolutism.png Absolutism or Revolutionary zeal.png Revolutionary zeal
+5% Mughals with the Diwans government reform and the Lost Cultures group assimilated Dharma.png
+5% Government theocracy.png Theocracies with the Integration of the Sohei government reform
+5% Government republic.png Revolutionary Republics with the Girondists Girondist faction in power Rights of Man.png
+5% Ruler with the Discipline.png ‘Strict’ personality Rights of Man.png
+5% Government native.pngSteppe Hordes with 100% Horde unity horde unity The Cossacks.png
+5% Hinduism Hindu nations with a ruler who has chosen Hindu Deity Shakti Shakti as their patron deity Wealth of Nations.png
+5% Norse.png Norse nations with a ruler who has chosen Norse Deity Tyr Tyr as their patron deity Wealth of Nations.png
+5% Nahuatl.png Nahuatl nations that have passed the “Warrior Ranks” religious reform El Dorado.png
+5% Theravada.png Theravada, Vajrayana.png Vajrayana and Mahayana.png Mahayana nations with between −33 and +33 karma Common Sense.png
+2.5% Theravada.png Theravada, Vajrayana.png Vajrayana and Mahayana.png Mahayana nations with lower than −33 Common Sense.png
+5% Tengri Tengri nations that have Shintoism Shinto as their syncretic faith The Cossacks.png
+5% Orthodoxy Orthodox nations that commission the icon of St. Michael Third Rome.png
+5% Alcheringa.png Alcheringa nations with the Cult Cwezi.png Adnoartina story Rights of Man.png
+5% March icon.png March country with the Send Officers.png send officers subject interaction Art of War.png + Common Sense.png
+5% Possible Manchu banners.png Banner units Mandate of Heaven.png
+5% Rajputs units with the government reform “Governmental Purbias Register” Dharma.png
+2.5% Revolutionary Guard units with the “Elite Revolutionary Guard Training” decision taken Emperor
+2.5% Sikhism Sikh nations with the “Miri and Piri” teaching from Guru Hargobind
+2.5% Protestantism Protestant nations who spend Church power.png Church Power to pick the “Holy Sacraments” aspect Common Sense.png
+2.5% Coptic.png Coptic nations who choose the “Will of the Martyrs” blessing Rights of Man.png
+2.5% Fetishist Fetishist nations with the Cult Mwari.png “Mwari” cult Rights of Man.png
+2.5% Choosing "Implement the Sumptuary Laws" during the "Sumptuary Laws & Warrior Culture" event as Flag of Aztec Aztec
+2.5% Completing the "Establish the Black Guard" mission as Flag of Morocco Morocco Golden Century.png
+2.5% Completing the "Subjugate Siam " mission as Flag of Dai Viet Dai Viet Leviathan.png

Discipline.png Traditions Ideas Bonuses Policies
  • Aksumite traditions
  • Anatolian traditions
  • Asakura traditions
  • Couronian traditions
  • Finnish traditions
  • Imagawa traditions
  • Japanese traditions
  • Knights Hospitaller traditions
  • Livonian traditions
  • Nanbu traditions
  • Ottoman traditions
  • Roman traditions
  • Romanian traditions
  • Scandinavian traditions
  • Shawnee traditions
  • Teutonic traditions
  • Three Leagues traditions
  • Wallachian traditions
  • Offensive idea 7: Esprit de Corps
  • Ando idea 6: True Shogun of Oshu
  • Austrian idea 7: Hofkriegsrat
  • Bavarian idea 6: Found a Professional Army
  • Bharathi idea 4: Indian Army
  • Bregenzer idea 1: Lady of Bregenz
  • British idea 5: Reform of Commission Buying
  • Brunswicker idea 7: The Black Brunswickers
  • 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
  • Colognian idea 7: Order of St. Michael
  • Dahomey idea 5: The Amazons
  • Daimyo idea 1: Bushido
  • Deccani idea 5: Modernize the Sarf-e-Khas
  • Divine idea 1: Holy Order
  • Epirote idea 7: Unity in Strength
  • Great Ming idea 2: Revive the Three Grand Divisions
  • Hanseatic idea 3: Reform the Queen's Army
  • Hessian idea 5: Modernization of the Hessian Army
  • Holy Roman idea 6: Adopting the Goosestep
  • Hungarian idea 3: Found the Black Army
  • Icelandic idea 5: The Men of Fire and Ice
  • Imperial German idea 3: Reichsheer
  • Irish idea 7: Nationalized Gallowglass Septs
  • Iroquois idea 6: Warriors Unity
  • Israeli idea 2: National Myths Restored
  • 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
  • LPC idea 2: Tempered by Neighbors
  • Livonian Knight idea 1: Livonian Brothers of the Sword
  • Malian idea 4: Mandinka Warrior Spirit
  • Mamluk idea 4: Reform of the Army
  • Mantuan idea 5: Soldiers for Protection
  • Mapuche idea 2: Clava Clubs
  • Mewari idea 7: Reorganized Rajput Regiments
  • Mughal idea 1: The Jagir and Mansabdari Systems
  • Munster idea 4: Spanish Ties
  • Mutapan idea 1: Mwenemutapa
  • Münster idea 5: Soldiers from the Imperial Armies
  • Nubian idea 4: Military Strength
  • Oirat idea 6: Defiance of the Dzungars
  • Otomo idea 3: Loyal Retainers
  • PLC idea 7: Tempered by Neighbors
  • 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
  • Rothenburg idea 5: The Drink of War
  • Rûmi idea 1: Abul-Fath
  • Sardinian idea 7: The Order of Saint Maurice
  • Sardinian-Piedmontese idea 4: Royal Sardinian Army
  • Saxon idea 7: The Saxon Circle
  • Shimazu idea 4: Tsurinobuse
  • Southeastern Woodlands idea 7: Stomp Dancers
  • 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
  • Adalite ambition
  • Amago ambition
  • Ambition of Theodoro
  • Ansbach ambition
  • Ayyubid ambition
  • Bamberger ambition
  • Banteni ambition
  • Bayreuther ambition
  • Carib ambition
  • Dortmund ambition
  • Ethiopian ambition
  • Franconian ambition
  • French ambition
  • Hanoverian ambition
  • Hindustani ambition
  • Karamanid ambition
  • Lüneburger ambition
  • Manx ambition
  • Mysorean ambition
  • Nepali ambition
  • Ogasawara ambition
  • Papal ambition
  • Prussian ambition
  • Rajput ambition
  • Rajputana ambition
  • Ruthenian ambition
  • Ruthenian ambition
  • Siamese ambition
  • Songhai ambition
  • Spanish ambition
  • Swiss ambition
  • Timurid ambition
  • Trierian ambition
  • Tuscan ambition
  • Vermont ambition
  • Westphalian ambition
  • Yamana ambition
  • Zulu ambition
  • Economic-Quality: Weapon Quality Standards
  • Incan idea 4: Drafted Hatun Runas
  • National idea 1: Preserve Our Troops
  • Norwegian idea 7: Write New Sagas
  • Indigenous-Exploration: War on Our Terms

Comparison to other modifiers[edit | edit source]

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)

Ideas and Policies Idea groupsNational ideasPolicies
Ages and Institutions AgesInstitutions
Innovativeness and Technology InnovativenessTechnology