A country's manpower is its stock of men eligible for military service. Manpower is used to recruit and reinforce armies (except mercenaries and some special unit types). A country with exhausted manpower reserves will be crippled in its ability to wage war.
The maximum manpower of a country is calculated as follows:
The base value for every country is +10 000 men. Furthermore:
|+500||per state (excluding free cities) in the Holy Roman Empire as emperor|
|+1 000||per free city in the Holy Roman Empire as emperor|
|+100 000||as invasion nation|
Province manpower is the amount of soldiers each province contributes to the national manpower maximum. It is computed as follows:
Note: Provinces of the cossacks, nobility and tribes estates are not affected from multiplicative local autonomy effects on province manpower.
Base manpower is determined by the level of military development in a province. Each level of military development adds 250 men to the province base manpower. The starting development level of a province is a preset in the game files. See the list of provinces for these values.
The military development level of a province can be increased by spending military points. It can also be modified by a few special events, decisions and missions.
When hovering over the manpower value in the top bar of the ingame UI, the amount of manpower gained from provinces can be seen. This amount is only affected by local modifiers. The country-wide modifiers take affect on the total amount of manpower.
Manpower efficiency is the sum of all manpower modifiers of a province.
National manpower modifier
|+50%||with difficulty set to ‘very easy’|
|+30%||with the Crusade triggered modifier|
|+25%||with Revolutionary Empire Tier 1 Government Reform|
|+20%||with Tsardom Tier 1 Government Reform|
|+15%||with Nayankara System Tier 1 Government Reform|
|+15%||with Misl Confederacy Tier 1 Government Reform|
|+15%||with Strengthen Noble Privileges Tier 2 Government Reform|
|+10%||/+20%/+30% as steppe nomads (modified by government rank)|
|+10%||with Freya as personal deity as Norse nation|
|+10%||with a master recruiter advisor|
|+10%||as revolution target|
|+5%||with parliament and “Conduct Nationwide Census” as active issue|
|+0.2%||for each percentage point of Legalism (positive piety) as a Muslim nation|
|−10%||with the guilds in power as merchant republic|
|−25%||during the Plutocratic Coup disaster|
|−25%||during the Janissary Decadence disaster|
Ideas and policies:
Local manpower modifier
|+50%||Great Trail (native building)|
|+33%||Tribes estate with at least 40 loyalty|
|+33%||Patriarch authority at 100% (in Orthodox provinces)|
|+20%||Nobility estate with at least 40 loyalty|
|+20%||Cossacks estate with at least 60 loyalty|
|+10%||Republican cultural sufferance as non-tribal republic|
|+10%||Seat in parliament|
|−15%||Non-accepted culture in the primary culture group|
|−33%||Non-accepted culture in a culture group other than the primary|
Raising new regiments, as well as replenishing existing ones that have lost men due to battles or attrition, will draw men from the manpower pool. Mercenaries do not require manpower to raise or reinforce, but are much more expensive and are only available in limited amounts. All regiment types (infantry/cavalry/artillery) require the same amount of manpower. Nation-specific special units, such as Russian streltsy and Ottoman janissaries, as well as units created through estate interactions, don't cost manpower to raise but do require it to reinforce, with the exception of Manchu banners.
Manpower replenishes over time until it reaches the maximum level. It takes a base time of 10 years to fill the manpower reserves from zero. The monthly recovery rate is:
or 100, whichever is greater.
Manpower recovery speed
Manpower recovery speed modifies the recovery rate of province manpower.
|+100%||as invasion nation|
|+50%||with enabled player or AI bonuses.|
|+15%||as Fetishist nation with Cult of Enkai.|
|+15%||as Catholic nation with Papal action“Proclaim holy war”|
|+10%||with Landholders Tier 8 Government Reform|
|+10%||as Orthodox nation with Icon of St. Michael active|
|+10%||with parliament and “Support the War Effort” as active issue|
|+10%||with the temples in power as celestial empire (without )|
|+10%||with “Parish Registers” aspect as Protestant country|
|+10%||as Inti country with Organized Recruitment reform.|
|+5%||for trading in cocoa|
|+0.5%||for each percentage point of revanchism|
|+0.2%||for each point of militarization as Prussia|
|+0.1%||for each point of army tradition|
|−1%||for each point of war exhaustion|
|−20%||for having Recruitment Sabotaged |
Ideas and policies:
Manpower is one of the three greatest limits on a nation's ability to expand, the others being money and monarch points. As a small nation it accumulates slowly and can be consumed in large amounts by a single unsuccessful battle. Some things to keep in mind to save or conserve manpower are:
- Rebels eat up valuable manpower for no gain. Keeping unrest low, through harsh treatment, is equivalent to trading monarch points for manpower. Other methods of lowering unrest (raising autonomy, hiring an advisor, etc.) trade money for manpower, so balance assets in short supply against those that are more plentiful.
- Once a nation has replenished its manpower pool up to the maximum, any excess manpower is not accrued and essentially lost. Consider raising new regiments, even exceeding the force limit if money is plentiful, in order to stockpile manpower.
- Mercenaries don't cost national manpower, but draw from a seemingly endless pool of their own, and they do cost extra cash, but cannot be drilled. In most situations they should not be kept around during peacetime, but just prior to or at the outbreak of war, augmenting an army with a percentage of mercenaries (typically just infantry) can stretch a nation's manpower budget. The exact percentage of mercenaries to national units will depend on amount of manpower remaining and proximity to victory.
- Full strength units do more damage than reduced strength ones. Consider consolidating regiments in an army after a battle but don't do so consistently if the units are only slightly to moderately damaged and may reinforce up to full strength before the next anticipated battle.
- Each regiment in an army (of a particular type) reinforces at the same rate and costs the same to reinforce. The more regiments are below full strength, the faster the army will reinforce, but also the more money you will spend on reinforcing it. So if you need to fill a partial army quickly, it is better not to consolidate early; conversely, if your income is poor and you already have many loans, it may be better to consolidate some to reduce reinforcement costs.
- If shift-consolidating units, decide whether to save the emptied regiments, which can take between 5 and 20 months to completely refill, or disband them and recruit new regiments which will only take from one to three months, but will then need time to recover morale and be moved into place near the war-zone, and will have zero drill.
- Unless the manpower pool is at maximum, avoid attrition whenever possible. For short sea voyages, set sail at the beginning of the month as units at sea suffer attrition and it is senseless to lose a month's worth of manpower while sailing between ports that are less than a month apart.
- Also on attrition, sieges are great consumers of manpower. Try to keep only slightly more than the required numbers to hold the siege. Disease outbreak will eat up 10% of a besieging force, so at least that much more is prudent but be prepared to add to the siege force periodically if numbers drop too close to the minimum required to advance it.
- Having manpower to refill units is, arguably, more important than having a greater force cap. That makes barracks and training fields more important than regimental camps and conscription centers.
- See in Static modifiers). (
- See in .
- See the files in .