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Sailors represent the trained seamen of a nation. Only coastal provinces provide sailors, and the amount of sailors depends on the development of the province.
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.

Each
Governor General's Mansion trade company investment gives
+400 sailor increase.
And an invasion nation has a
sailor increase of +10 000 men.[1]
Province sailors is the amount of sailors each province contributes to the national sailor maximum. It is computed as follows:

Province base development in 1444.
Base sailors is determined by the development level of the province. Each level of development adds 60 men[2]. The starting development level of a province is a preset in the game files[3]. 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.
|
Conditions
|
+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.
|
Conditions
|
+100% |
Drydock
|
+75% |
Core
|
+50% |
Dock
Important Natural Harbor
|
+25% |
- City
Important Center of Trade
|
+25% |
Fish as province good produced
|
+5% |
Parliament Seat
|
+5% |
Republican cultural sufferance
|
-1% |
Per 1% of Devastation in the province
|
-10% |
Same culture group
|
-20% |
Non-accepted culture
|
-50% |
During occupation
Looted
|
−1% |
Per point of autonomy[4]
|
|
Traditions
|
Ideas
|
Bonuses
|
Policies
|
+50%
|
—
|
- Maritime idea 2: Merchant Marine
|
—
|
—
|
+33%
|
—
|
- Venetian idea 5: Naval Conscription
|
—
|
—
|
+25%
|
- Dutch traditions
- Norwegian traditions
|
- Aragonese idea 2: Protection of the Coastlines
- Barbary Corsair idea 2: Galley Slaves
- Clanricarde idea 3: People of the Sea
- Navarran idea 5: People of the Sea
- Tunisian idea 4: Attract Foreign Pirates
|
—
|
- Maritime-Economic: The Recruitment Act
|
+20%
|
- Betsimisaraka traditions
- Manx traditions
|
- Bruneian idea 2: Sea Nomads
- East India idea 4: Presidency Armies
- Genoese idea 3: Rebuilding Genoese Trade
- Luccan idea 4: Luccan Naval Ambitions
|
—
|
—
|
+15%
|
—
|
- Alaskan idea 6: Alaskan Navy
- Hanseatic idea 3: Improved Shipbuilding
|
—
|
—
|
+10%
|
—
|
- Eora idea 4: Protect the Ancestral Land
- Iwi idea 1: Sons of Kupe
- Omani idea 3: Association With Unbelievers
|
—
|
—
|
- 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.
|
Traditions
|
Ideas
|
Bonuses
|
Policies
|
−20%
|
—
|
—
|
—
|
- Infrastructure-Maritime: Sailor Efficiency Act
|
−10%
|
- Estonian traditions
- Greek traditions
- Madyas traditions
- Sulawesi traditions
|
- Maritime idea 3: Sheltered Ports
- English idea 6: The Sick and Hurt Board
- Luzon idea 1: Barangay State
- Malayan Sultanate idea 5: Trading Fleets
- Siddi idea 2: Siddi Seamanship
- Swahili idea 1: Indian Ocean Trade
|
- Betsimisaraka ambition
- Hormuz ambition
- Moluccan ambition
|
—
|
−5%
|
—
|
- Arakanese idea 4: Magh and Ferenghi
- Kono idea 1: Shugo of Iyo
- Omani idea 5: End of the Shipbuilding Guilds
- So idea 6: Port Maintenance
|
—
|
—
|
Sailors replenish over time until they reach the maximum level. It takes 10 years[5] to fill the sailor reserves from zero. The monthly recovery rate is:

If a nation owns at least one coastal province, sailors have a minimum recovery rate of 5
sailors per month.
Sailor recovery speed modifies the recovery rate of province sailors.
|
Traditions
|
Ideas
|
Bonuses
|
Policies
|
+25%
|
—
|
- Naval idea 5: Press Gangs
|
—
|
—
|
+10%
|
—
|
- English idea 6: The Sick and Hurt Board
- Piratical idea 7: Life of Liberty
|
—
|
—
|
+5%
|
—
|
- Estonian idea 2: Baltic Ties
- Hadramhi idea 5: Sailors of the Indian Ocean
|
—
|
—
|
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
By exploiting the
base production of a province, a nation can get a large number of sailors instantly. Doing this will give 60 months worth of that province's sailors.
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Invasion).
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Development).
- ↑ See the files in /Europa Universalis IV/history/provinces.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers).
- ↑ See in /Europa Universalis IV/common/defines.lua.