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.
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.
- 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).
Discipline can be increased through the following modifiers:
|+10%||Prussian Monarchy with 100% militarization of state|
|+5%||Mughals with the Diwans government reform and the Lost Cultures group assimilated|
|+5%||Theocracies with the Integration of the Sohei government reform|
|+5%||Revolutionary Republics with the Girondist faction in power|
|+5%||Ruler with the ‘Strict’ personality|
|+5%||Steppe Hordes 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|
|+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|
|+5%||Orthodox nations that commission the icon of St. Michael|
|+2.5%||Revolutionary Guard units with the "Elite Revolutionary Guard Training" decision taken|
|+2.5%||Protestant nations who spend Church Power to pick the “Holy Sacraments” aspect|
|+2.5%||Coptic nations who choose the “Will of the Martyrs” blessing|
|+2.5%||Fetishist nations with the “Mwari” cult|
|+2.5%||Choosing "Implement the Sumptuary Laws" during the "Sumptuary Laws & Warrior Culture" event as Aztec|
|+2.5%||Completing the "Establish the Black Guard" mission as Morocco|
Comparison to other modifiers
Please help with verifying or updating this section. It was last verified for version 1.26.
|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)