Sailors are used for ships just as manpower is used for troops. They differ from manpower both in what they are used for and in how they are acquired. Sailors are required when constructing new ships, and when ships are “repaired”. Not all ships require the same amount of sailors, with heavy ships needing the most and transports the least. A country whose stockpile of sailors is depleted will be unable to build new ships or repair damaged ones.
AI nations are coded to never run out of sailors since version 1.24 because they were too ineffective at managing them, so sailors are in effect only relevant to player nations.
The maximum sailors available to a country is the sum of the province sailors.
Province sailors is the amount of sailors each province contributes to the national sailor maximum. It is computed as follows:
Base sailors is determined by the development level of the province. Each level of development adds 60 men. The starting development level of a province is a preset in the game files. See the economic list of provinces for these values. The development level of a province can be increased by spending monarch points.
This local modifier is additional to base sailors.
|+500||has impressment offices in a province producing salt, fish, naval supplies or tropical wood|
|+250||has impressment offices|
Sailors efficiency is the sum of all manpower modifiers of a province.
Local sailors modifier
|+25%||Fish as province good produced|
|+5%||Republican cultural sufferance|
|-1%||Per 1% of Devastation in the province|
|-10%||Same culture group|
|−1%||Per point of autonomy|
National sailors modifier
|+25%||Aristocrats in power in a Merchant Republic|
|+25%||Trading in fish|
|+25%||owning Belem Tower(only with )|
|+10%||Tyr as Norse personal deity|
|+10%||owning Belem Tower(only with )|
- See also: Naval units
Sailors are used to man naval vessels and when raising marines. Different vessels require differing numbers of sailors to be at full strength. Similarly, sailors are required to return a damaged ship to full strength, and the number of sailors used to do this is an equivalent fraction of that for the whole ship (repairing a ship from 50% uses 50% of its initial sailor cost). It takes 1000 sailors to recruit a Marine. Sailors are also used for reinforcing depleted regiments.
|Ship type||Build cost|
|Heavy Ship||100 - 900|
|Galley||60 - 180|
|Light Ship||50 - 150|
|Transport||50 - 100|
When fleets are on missions (i.e. not in port), they need 2% of the sailors build cost to maintain each month.
|Ship type||Maintenance cost|
|Heavy ship||2 - 18|
|Galley||1.2 - 3.6|
|Light Ship||1 - 3|
|Transport||1 - 2|
A number of ideas and bonuses can reduce the number of sailors needed for missions.
Please help with verifying or updating this section. It was last verified for version 1.23.
Sailors replenish over time until they reach the maximum level. It takes 10 years to fill the sailor reserves from zero. The monthly recovery rate is:
Sailor recovery speed
Sailor recovery speed modifies the recovery rate of province sailors.
|+100%||as invasion nation|
|+10%||with parliament and “Impressment of Sailors” or “Expand Navy” as active issue|
|+0.2%||for each point of navy tradition|
|−1%||for each point of war exhaustion|
|−20%||for having Recruitment Sabotaged |
Please help with verifying or updating this section. It was last verified for version 1.29.
|Available only with the Art of War DLC enabled.|
Mothballing a fleet will make it immobile and decrease its maintenance costs by 50%, and will cause it to lose 5% of the sailors in the fleet per month (also durability) until the fleet reaches a minimum of 25% sailors/durability. Sailors lost from mothballing are returned to the national sailor pool, but only up to the national sailor limit; any additional sailors above the limit are lost. Un-mothballing a fleet will cause it to repair at the standard rate.
- Main article: Raid Coasts
Certain nations can gain sailors from raiding another nation’s coastal provinces, even if the maximum number of sailors has been reached. A province that has been raided cannot be raided for another 10 years.
The efficiency of raiding is reduced by fleets on pirate hunting patrol.
- Main article: Exploit development