Military leader

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Choosing a leader in the army leader tab

Military leaders come in two types: land and naval. Land leaders can be placed in command of armies and come in two subtypes – generals and conquistadors. Naval leaders can be placed in command of navies and come also in two subtypes – admirals and explorers.

  • Conquistadors and explorers can only be recruited if the nation has taken Quest for the New World, the first idea from the Exploration idea group. They are the only leaders capable of exploring Terra Incognita.
  • A male ruler of a nation with a monarchic government or a government reform that can be made into a land leader at any time. It does not cost monarch points to do so, but the chance of dying increases slightly. Female monarchs may not be made into leaders.
  • A male heir in a monarchy can be made into an army leader after he has reached maturity (age 15). It does not cost monarch points to do so but the chance of dying increases slightly. Female heirs may not be made into leaders.

A leader's skill is dependent on the army or navy tradition at the time they are hired. A monarch's or heir's skill is additionally affected by their military rating.

The odds of a general or admiral dying from combat are fairly low. Most leaders last around 12 years before dying.

Land leaders that drill armies may get an increase to their pips at times. A leader may increase more than once if they continue drilling. Leaders that win a battle may be awarded a special trait that enhances their performance.

Having at least one 3-star general or admiral is an age objective in the ‘Age of Revolutions’.

Recruiting cost[edit | edit source]

Leaders can be recruited any time. Recruiting cost of military leaders is computed as follows:

The base cost for recruiting a leader are 50 monarch power - Military power.png miltary power for land leaders and Diplomatic power.pngdiplomatic power for naval leaders.

Recruiting cost modifiers[edit | edit source]

The recruiting cost of leaders may be affected by general and type-specific modifiers which are summed.

General modifier [edit | edit source]

The general modifier ‘leader cost’ reduces the cost of all types of leaders.

Leader cost.png Conditions
−20% Divine idea group.png Divine idea 3 “Friends in High Places”
−10% Reform legion of honor.png The Legion of Honor government reform (tier 2 Government monarchy.png monarchy)
Gov nobleman.png Nobles of the Robe government reform (tier 4 Government monarchy.png monarchy)
Gov chieftain.png Great Man government reform (tier 1 Government tribal.png tribal government)
+20% Privilege promote purbias.png Noblility privilege “Command of the Military”

Type-specific modifiers[edit | edit source]

Type-specific modifiers reduce only the cost of one leader type.

General [edit | edit source]
General cost.png Conditions
−50% with Army professionalism.png 100% army professionalism
−10% with Privilege promote purbias.png ‘Nobility in Officer Corps’ privilege granted to Nobility.png Nobility estate
with Privilege conscript cossack elite.png ‘Guaranteed Leadership of Host’ privilege granted to Tribes Tribes estate
General cost Traditions Ideas Bonuses Policies
−33%
  • Afghan ambition
−10%
  • Aristocratic idea 5: International Nobility
Admiral [edit | edit source]
Admiral cost.png Conditions
−25% with Privilege admiral.png ‘Burghers in the Admirality’ privilege granted to Burghers.png Burghers estate
Admiral cost Traditions Ideas Bonuses Policies
−25%
  • Maritime idea 6: Seahawks

Assigning and recalling leaders[edit | edit source]

Generals and conquistadors can only be assigned to armies that are not in battle, hostile territory, or embarked at sea. They can be assigned in provinces that are owned, allied, neutral, or uncolonized. Exiled units may assign leaders in the same circumstances non-exiled units are able to. Admirals and explorers can be assigned to any fleets within supply range that are not in battle. When assigning leaders to armies and fleets, it is possible to select leaders that are already assigned to another unit, if that unit is not in battle, in hostile territory, or on an Exploration mission. In this case, the chosen leader will immediately teleport over to lead the currently selected unit regardless of where he was previously located.

The requirement for recalling leaders is the same as that for assigning them, although generals can be effectively recalled from embarked armies by reassigning them.

Abilities[edit | edit source]

Leaders are rated on a scale of 0-6 for each of four skills: fire, shock, maneuver, and siege.[1] Note that all leaders will have at least one pip in total.[2]

Land leader fire.pngNaval leader fire.png Fire[edit | edit source]

Like leader shock, leader fire is added to the dice roll during the fire phase.

Land leader shock.pngNaval leader shock.png Shock[edit | edit source]

The leader's shock ability is added to the dice roll during the shock phase.

Land leader maneuver.pngNaval leader maneuver.png Maneuver[edit | edit source]

The leader's maneuver affects the movement speed of the army or fleet it is assigned to.

Each point of Land leader maneuver.png land leader maneuver:

  • reduces unit supply weight by 1, reducing attrition in low supply provinces. (This does not negate base attrition from sieges, winters, or "Attrition for Enemies" modifiers.)
  • increases local Reinforce speed.png reinforce speed by 10% in unowned (occupied, ally, subject or enemy) terrain, but not beyond 100%.
  • River and strait crossing penalties can be negated if the attacking general has at least 1 more maneuver than the defending general.
  • increases movement speed of armies by 5% for each pip. up to a maximum of 30%.
  • increases the amount of units the Backline can reinforce per day by +1 per 2 maneuver pips of commanding general.

Each point of Naval leader maneuver.png naval leader maneuver:

  • increases Engagement width.png engagement width by 10%.
  • increases fleet Trade power.png trade power by 5%.

Leader siege.png Siege[edit | edit source]

Siege pips have different effects for land and naval leaders:

  • For land leaders, each siege pip adds +1 to the siege roll, making sieges go faster.
  • For naval leaders, each siege pip adds +10% to the amount of development the fleet can effectively blockade.[3]

Even with very high tradition, very few leaders have high siege pips, since siege pips are allocated a third as often as other pips (see below for details).

Ideas that improve leaders' abilities[edit | edit source]

The following ideas improve new leaders' abilities (up to the usual maximum of 6):

  • land leader fire
Land leader fire.png Traditions Ideas Bonuses Policies
+1
  • Offensive idea 3: Superior Firepower
  • Great Ming idea 7: The Red Cannon
  • Rajput idea 6: Martial Ethos
  • Smolenskian idea 5: Hold The Line
  • Bohemian ambition
  • Mori ambition
  • Oda ambition
  • Qara Qoyunlu ambition
  • Utsunomiya ambition
  • Expansion-Quality: The Mining Act
  • land leader shock
Land leader shock.png Traditions Ideas Bonuses Policies
+1
  • Manchu traditions
  • Qara Qoyunlu traditions
  • Scottish traditions
  • Shirvani traditions
  • Timurid traditions
  • Offensive idea 1: Bayonet Leaders
  • Ajuuraan idea 6: Expelling the Infidel
  • Aq Qoyunlu idea 1: The White Sheep
  • Arawak idea 7: Jungle Warfare
  • Bengal Sultanate idea 5: Conquest of the Gangetic Plain
  • Charruan idea 3: Bolas Warfare
  • Chiba idea 5: Katori Jingu
  • Cilli idea 2: Mercenary Captains
  • Crimean idea 4: Despoilers
  • Epirote idea 1: Legacy of Pyrrhus
  • Hatakeyama idea 2: Indomitable Generals
  • Hojo idea 2: Night Combat
  • Horde idea 4: Steppe Leaders
  • Iwi idea 6: Te Moko
  • Jerusalem idea 5: Crusader Aristocracy
  • Jurchen idea 3: Foreign Service
  • LPC idea 1: Warlord Dukes
  • Lithuanian idea 1: Warlord Dukes
  • Lithuanian idea 1: Warlord Dukes
  • Mexican idea 6: Heroes of the Revolution
  • Mongolian idea 7: The Kheshig
  • Norse idea 3: A Wall of Shields for the King
  • Oda idea 3: Oda Generals
  • Rassid idea 6: Like Salt Dissolves in Water
  • Shan idea 5: Raiders
  • Shoni idea 5: Bear of Hizen
  • Tibetan idea 2: Bön Influence.
  • Tyrconnell idea 5: Lessons of Knockavoe
  • Wallachian idea 5: Legacy of the Impaler
  • Yamana idea 4: The Western Army
  • Air ambition
  • Arabian ambition
  • Oirat ambition
  • Swedish ambition
  • Tiwi ambition
  • Humanist-Quantity: Inspirational Leaders
  • land leader maneuver
Land leader maneuver.png Traditions Ideas Bonuses Policies
+2
  • Evenk idea 6: Love of the Forest
  • Shawnee ambition
+1
  • Ainu traditions
  • Burmese traditions
  • Carib traditions
  • Crimean traditions
  • Herzegovinian traditions
  • Norman traditions
  • Ulmer traditions
  • Defensive idea 3: Improved Maneuver
  • Air idea 6: Nomadic Traditions
  • Albanian idea 2: Land of Ambushers
  • Arabian idea 6: Clan Loyalties
  • Brabant idea 2: Marsh Warfare
  • Caucasian idea 3: Hit and Run
  • Kazani idea 5: Steppe Warfare
  • Mongolian idea 6: Mongolian Mobility
  • Nagpuri idea 2: Exploit Harsh Terrain
  • North Western Native idea 6: Canoe People
  • Oirat idea 1: Fearsome Warriors of Tumu
  • Permian idea 5: Warriors of the Taiga
  • Qara Qoyunlu idea 4: Dynamic Warfare
  • Romanian idea 2: Skilled Commanders
  • Tapuian idea 5: The Way of the Jaguar
  • Tyrone idea 6: Ambush Warfare
  • Zaporozhian idea 4: Hit And Run
  • Lithuanian ambition
  • Lithuanian ambition
  • Quantity-Exploration: Hired Adventurers
  • leader siege
Leader siege.png Traditions Ideas Bonuses Policies
+1
  • Nepali idea 7: Envelopment and Blockade
  • Oda idea 4: Influential Strongholds
  • Full Aristocracy
  • Cilli ambition
  • Meath ambition
  • Sonoran ambition
  • Urbinate ambition
  • Innovative-Offensive: Modern Siege Weapons
  • naval leader fire
Naval leader fire.png Traditions Ideas Bonuses Policies
+2
  • Dutch idea 4: Instructie voor de Admiraliteiten
+1
  • Naval idea 3: Naval Cadets
  • Ferraran idea 7: The Ferraran Arsenal
  • Norman idea 7: Great Commanders
  • Tunisian idea 5: Board of Captains
  • Corsican ambition
  • Madyas ambition
  • Navarran ambition
  • Court-Naval: Naval Competence Act
  • Naval-Innovative: The Nautical Education Act
  • naval leader shock
Naval leader shock.png Traditions Ideas Bonuses Policies
+1
  • Naval idea 1: Boarding Parties
  • Danish idea 5: Naval Heroes
  • Madyas idea 4: Masters of Maritime Warfare
  • Norse idea 3: A Wall of Shields for the King
  • Naval-Religious: Zealous Captains
  • naval leader maneuver
Naval leader maneuver.png Traditions Ideas Bonuses Policies
+1
  • Madyas traditions
  • British idea 7: Britannia Rules the Waves
  • Hawaiian idea 7: Legendary Voyagers
  • Mahri idea 4: Pilots of the Arabian Sea
  • Mogadishan idea 2: Somali sailors
  • Omani idea 6: Skilled Captains
  • Somalian idea 4: Zeila and Berbera
  • Swahili idea 2: Monsoon Season
  • Court-Naval: Naval Competence Act
  • Innovative-Maritime: New Naval Tactics
  • Maritime-Offensive: Hold the Weather Gauge

Formulas for stars[edit | edit source]

The formula that gives the total number of stars on a general is:

where refer to the general's pips.

Formulas for point distribution[edit | edit source]

This section is based on actual game code, not experimentation.

Summed up, a pool of points is generated, and then semi-randomly distributed between the different abilities.

Pool[edit | edit source]

First, a pool of points is generated using the following process:

  1. Start with .
  2. (effective tradition)% chance of +1.
  3. (effective tradition − 20)% chance of +1.
  4. (effective tradition − 40)% chance of +1.
  5. (effective tradition − 60)% chance of +1.
  6. (effective tradition − 80)% chance of +1.
  7. 50% chance of +1.

Effective tradition is computed as follows:

Leader type Effective tradition
Generals Army tradition
Conquistadors 0.8 × army tradition[4]
Rulers/heirs 0.5 × army tradition + 7 × military skill
Admirals navy tradition
Explorers 0.8 × navy tradition[5]

Below is the ranges, mean values and probabilities for pool generation a number of different military tradition levels:

Tradition Min Max Mean Percentage probability of rolling pool of at least:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
0% 1 7 4 100 91.67 75 58.33 41.67 25 8.33 0 0 0 0 0 0 0 0 0 0
20% 2 9 5.2 100 100 93.33 78.33 61.67 45.00 28.33 11.67 1.67 0 0 0 0 0 0 0 0
40% 3 11 6.6 100 100 100 96 84.33 68.33 51.67 35 18.33 5.67 0.67 0 0 0 0 0 0
60% 4 13 8.2 100 100 100 100 98.4 91.33 77.93 61.67 45 28.33 13.27 3.67 0.4 0 0 0 0
80% 5 15 10 100 100 100 100 100 99.68 96.99 88.65 74.68 58.34 41.67 25.32 11.35 3.01 0.32 0 0
100% 7 17 12 100 100 100 100 100 100 100 99.68 96.99 88.65 74.68 58.34 41.67 25.32 11.35 3.01 0.32

Distribution[edit | edit source]

This pool is then distributed between the different stats.

If the pool is larger than 10, it is reduced by 4, and 1 point added to each ability. Since the maximum pool is 17, this can only happen twice.

Bonuses (see #Ideas that improve leaders' abilities) are then added

Then, the remaining pool is distributed point by point as follows:

  • If land leader, and which = 0, and siege < 6:
  • Else, if which < 4, and shock < 6:
  • Else, if which < 7, and fire < 6:
  • Else, if maneuver < 6:
  • Else, go back to generating a new

Effectively, this means that each point has a 10% chance of being assigned to siege, 30% of shock, and 30% of fire, 30% of maneuver, but when individual points are capped, the points are lost. [6]

Types of leaders[edit | edit source]

Ruler general Ruler[edit | edit source]

A country with any non-theocratic form of government can turn its male rulers into generals. Additionally, theocracies with the Monastic Order, Crusader State or Magister Militum Dei reforms can turn its male rulers into generals, and custom nations that are allowed to recruit female leaders may turn their female rulers into military leaders.

A ruler leading troops into battle faces the risk of dying on the battlefield. This can be used to shorten the reign of a bad ruler for a better one, particularly if the country is a monarchy and the heir has decisively better stats (likewise, this can be used to get rid of a bad heir in the hope of a better one). Do note, however, monarchies face an additional −1 Stability.png stability hit if their ruler or heir dies on the battlefield, for a total of −2 Stability.png stability in the case of the ruler.[7] The chance of a ruler or heir dying in battle is directly proportional to the number of days a battle lasts.[8]

Heir General Heir[edit | edit source]

An adult male heir may also be converted into a general and, like his ruler counterpart, also faces the risk of death on the battlefield. Heirs that will die this way will also cause a −1 Stability.png stability hit upon death. Republics cannot use this option as they have no heir. Custom nations that can recruit female generals are allowed to turn their female heirs into generals.

General.png General[edit | edit source]

Generals are the ordinary leaders of land armies and give them bonuses, which are based on the general's stats. They cannot explore Terra Incognita unless they are at war with the owner of the province.

A number of ideas allow the recruitment of female generals:


May recruit female generals.png Traditions Ideas Bonuses Policies
yes
  • Southwestern traditions
  • Bregenzer idea 1: Lady of Bregenz
  • Kaurna idea 1: Totemic Matriarchy
  • Orleanaise idea 2: The Maid of Orleans
  • Samoan idea 3: Maulu'ulu
  • Southeastern Woodlands idea 2: Matrilineal Lineage
  • Tiwi idea 1: Yiminga
  • Diplomatic-Plutocratic: Mandatory Service

Conquistador Conquistador[edit | edit source]

See also: Colonization#Discovery

Only troops led by a conquistador can enter and explore land provinces classified as Terra Incognita. (Although regular generals can do it too if the country is at war with the nation controlling the terra incognita.) A conquistador gets 20% fewer pips (before idea modifiers and similar) compared with a general.

Admiral.png Admiral[edit | edit source]

Admirals are the ordinary leaders of fleets and give them bonuses, which are based, like generals, on the given admiral's stats. They cannot explore Terra Incognita.

Explorer Explorer[edit | edit source]

See also: Colonization#Discovery

Explorers are essentially admirals who can enter and explore sea provinces classified as Terra Incognita. They will die if their entire exploration fleet succumbs to the sea and all ships sink, and (with El Dorado.png El Dorado) can conduct Exploration missions to reveal territory. An explorer gets 20% fewer pips (before idea modifiers and similar) than an admiral. Explorers are only available through the Exploration idea group unless playing as Flag of Portugal Portugal, which starts with one; Flag of Norway Norway, whose second national idea allows recruitment of explorers and conquistadors; Flag of Russia Russia, which can gain one from completing a mission in Siberia; or a custom nation with a national idea allowing it to recruit explorers and conquistadors.

Leader upkeep[edit | edit source]

All countries have a number of leaders they can maintain without upkeep. Exceeding this number of either type of leader - land or naval - will incur monthly upkeep costs. Each land leader over the leader limit costs Military power.png1 per month and each naval leader over the leader limit costs Diplomatic power.png1. Rulers and heirs that have been turned into leaders do not count against the leader limit and will also never cost any upkeep.

All countries have a base value of 1 leader without upkeep. Further free leaders are granted by the following:

Leader(s) without upkeep.png Conditions[9]
+1 for all AI controlled countries
with difficulty set to ‘very easy’ for human players
for embracing Feudalism.png feudalism
as emperor of the Holy Roman Empire (or rome reborn modifier)
as Curia controller
with at least Power projection.png25 power projection
as Empire rankempire
+1.25 land leaders for each 100 land force limit
+1.25 navy leaders for each 100 naval force limit

Ideas and policies:

Leader(s) without upkeep.png Traditions Ideas Bonuses Policies
+1
  • Colonial idea 7: Liberty Heroes
  • Piratical idea 3: Buccaneers
  • Takeda idea 6: Twenty-Four Generals
  • Ulster idea 1: Highland Connections
  • Kongolese ambition

Events and estate interactions:

Leader(s) without upkeep.png Event modifier Trigger Duration
+1 Dhimmi Nobles Dhimmi.png Dhimmi estate interaction: Privilege promoto dhimmi nobles.png“Promote Dhimmi Nobles” for 30 years.
−1 Reduced Number of Generals Tribes estate event: ‘Demands of the $ESTATE_NOMADIC_TRIBES$
Option: “Agree”.
for 5 years.

Chance of death and life expectancy[edit | edit source]

Every day, a military leader that has been employed for at least 5 years has a daily chance of death where is the number of years elapsed since the leader was hired, is 1 if assigned to an army and 0 otherwise, and is 1 if in a battle or siege and 0 otherwise.

Years since hiring Yearly chance of death Life expectancy
Unassigned Assigned In battle/siege Unassigned Assigned In battle/siege
0 0.0% 0.0% 0.0% 24.2 20.4 11.9
1 0.0% 0.0% 0.0% 24.2 20.4 11.9
2 0.0% 0.0% 0.0% 24.2 20.4 11.9
3 0.0% 0.0% 0.0% 24.2 20.4 11.9
4 0.0% 0.0% 0.0% 24.2 20.4 11.9
5 2.0% 3.9% 13.1% 24.2 20.4 11.9
6 2.0% 3.9% 13.1% 24.5 21.0 12.8
7 2.0% 3.9% 13.1% 24.9 21.6 13.8
8 2.0% 3.9% 13.1% 25.2 22.2 14.7
9 2.0% 3.9% 13.1% 25.6 22.7 15.6
10 2.0% 3.9% 13.1% 25.9 23.3 16.6
11 2.0% 3.9% 13.1% 26.2 23.8 17.5
12 2.0% 3.9% 13.1% 26.5 24.3 18.4
13 2.0% 3.9% 13.1% 26.8 24.8 19.3
14 2.0% 3.9% 13.1% 27.1 25.3 20.1
15 2.0% 3.9% 13.1% 27.3 25.7 21.0
16 2.0% 3.9% 13.1% 27.6 26.1 21.8
17 2.0% 3.9% 13.1% 27.8 26.5 22.6
18 2.0% 3.9% 13.1% 28.0 26.9 23.4
19 2.0% 3.9% 13.1% 28.2 27.2 24.1
20 2.0% 3.9% 13.1% 28.4 27.5 24.8
21 3.9% 5.8% 14.8% 28.5 27.8 25.5
22 5.8% 7.7% 16.5% 28.8 28.2 26.2
23 7.7% 9.5% 18.1% 29.2 28.7 26.9
24 9.5% 11.3% 19.8% 29.7 29.2 27.7
25 11.3% 13.1% 21.4% 30.2 29.8 28.4
26 13.1% 14.8% 22.9% 30.8 30.5 29.2
27 14.8% 16.5% 24.4% 31.5 31.2 30.1
28 16.5% 18.1% 25.9% 32.2 31.9 30.9
29 18.1% 19.8% 27.4% 32.9 32.7 31.8
30 19.8% 21.4% 28.9% 33.7 33.4 32.6
31 21.4% 22.9% 30.3% 34.4 34.2 33.5
32 22.9% 24.4% 31.6% 35.2 35.1 34.4
33 24.4% 25.9% 33.0% 36.1 35.9 35.3
34 25.9% 27.4% 34.3% 36.9 36.8 36.2
35 27.4% 28.9% 35.6% 37.8 37.6 37.1
36 28.9% 30.3% 36.9% 38.6 38.5 38.0
37 30.3% 31.6% 38.2% 39.5 39.4 39.0
38 31.6% 33.0% 39.4% 40.4 40.3 39.9
39 33.0% 34.3% 40.6% 41.3 41.2 40.8
40 34.3% 35.6% 41.8% 42.2 42.1 41.8
41 35.6% 36.9% 42.9% 43.1 43.0 42.7
42 36.9% 38.2% 44.1% 44.0 44.0 43.7
43 38.2% 39.4% 45.2% 45.0 44.9 44.6
44 39.4% 40.6% 46.3% 45.9 45.8 45.6
45 40.6% 41.8% 47.3% 46.8 46.8 46.5
46 41.8% 42.9% 48.4% 47.8 47.7 47.5
47 42.9% 44.1% 49.4% 48.7 48.7 48.4
48 44.1% 45.2% 50.4% 49.7 49.6 49.4
49 45.2% 46.3% 51.4% 50.6 50.6 50.4
50 46.3% 47.3% 52.3% 51.6 51.5 51.3
51 47.3% 48.4% 53.3% 52.5 52.5 52.3
52 48.4% 49.4% 54.2% 53.5 53.4 53.3
53 49.4% 50.4% 55.1% 54.4 54.4 54.2
54 50.4% 51.4% 56.0% 55.4 55.4 55.2
55 51.4% 52.3% 56.9% 56.4 56.3 56.2
56 52.3% 53.3% 57.8% 57.3 57.3 57.1
57 53.3% 54.2% 58.6% 58.3 58.3 58.1
58 54.2% 55.1% 59.4% 59.3 59.2 59.1
59 55.1% 56.0% 60.2% 60.2 60.2 60.1
60 56.0% 56.9% 61.0% 61.2 61.2 61.0
61 56.9% 57.8% 61.8% 62.2 62.1 62.0
62 57.8% 58.6% 62.5% 63.1 63.1 63.0
63 58.6% 59.4% 63.3% 64.1 64.1 64.0
64 59.4% 60.2% 64.0% 65.1 65.1 65.0
65 60.2% 61.0% 64.7% 66.1 66.0 65.9
66 61.0% 61.8% 65.4% 67.0 67.0 66.9
67 61.8% 62.5% 66.1% 68.0 68.0 67.9
68 62.5% 63.3% 66.8% 69.0 69.0 68.9
69 63.3% 64.0% 67.5% 70.0 70.0 69.9
70 64.0% 64.7% 68.1% 71.0 70.9 70.9
71 64.7% 65.4% 68.7% 71.9 71.9 71.9
72 65.4% 66.1% 69.4% 72.9 72.9 72.8
73 66.1% 66.8% 70.0% 73.9 73.9 73.8
74 66.8% 67.5% 70.6% 74.9 74.9 74.8
75 67.5% 68.1% 71.1% 75.9 75.9 75.8
76 68.1% 68.7% 71.7% 76.9 76.9 76.8
77 68.7% 69.4% 72.3% 77.9 77.8 77.8
78 69.4% 70.0% 72.8% 78.8 78.8 78.8
79 70.0% 70.6% 73.4% 79.8 79.8 79.8
80 70.6% 71.1% 73.9% 80.8 80.8 80.7
81 71.1% 71.7% 74.4% 81.8 81.8 81.7
82 71.7% 72.3% 74.9% 82.8 82.8 82.7
83 72.3% 72.8% 75.4% 83.8 83.8 83.7
84 72.8% 73.4% 75.9% 84.8 84.8 84.7
85 73.4% 73.9% 76.4% 85.8 85.7 85.7
86 73.9% 74.4% 76.9% 86.7 86.7 86.7
87 74.4% 74.9% 77.3% 87.7 87.7 87.7
88 74.9% 75.4% 77.8% 88.7 88.7 88.7
89 75.4% 75.9% 78.2% 89.7 89.7 89.7
90 75.9% 76.4% 78.7% 90.7 90.7 90.6
91 76.4% 76.9% 79.1% 91.7 91.7 91.6
92 76.9% 77.3% 79.5% 92.7 92.7 92.6
93 77.3% 77.8% 79.9% 93.7 93.7 93.6
94 77.8% 78.2% 80.3% 94.7 94.7 94.6
95 78.2% 78.7% 80.7% 95.7 95.6 95.6
96 78.7% 79.1% 81.1% 96.6 96.6 96.6
97 79.1% 79.5% 81.5% 97.6 97.6 97.6
98 79.5% 79.9% 81.8% 98.6 98.6 98.6
99 79.9% 80.3% 82.2% 99.6 99.6 99.6

Footnotes[edit | edit source]

  1. See LEADER_MAX_PIPS in /Europa Universalis IV/common/defines.lua.
  2. See LEADER_MIN_PIPS in /Europa Universalis IV/common/defines.lua.
  3. See ADMIRAL_BLOCKADE_BONUS_PER_SIEGE_PIP in /Europa Universalis IV/common/defines.lua.
  4. See EXPLORER_LEADER_POWER in /Europa Universalis IV/common/defines.lua.
  5. See EXPLORER_LEADER_POWER in /Europa Universalis IV/common/defines.lua.
  6. https://forum.paradoxplaza.com/forum/threads/best-daimyo-ideas.1061014/post-23627030
  7. See MONARCH_DEATH_LEADER_STABILITY_PENALTY in /Europa Universalis IV/common/defines.lua.
  8. https://forum.paradoxplaza.com/forum/index.php?threads/heir-doesnt-want-to-die-in-1-12.868878/#post-19605381
  9. /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt
Mechanics

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