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War Exhaustion represents how much your nation has been ravaged by war. High War Exhaustion will have an increased unrest while also making recruiting regiments and building ships significantly slower. It will also be more expensive to make provinces into core provinces. War Exhaustion can be reduced by spending Diplomatic Power.
War exhaustion, often abbreviated as WE, is the concept of negativity brought on from sustained battles. A nation can't keep their people constantly at war—it will tire them, they will be unhappy at the cost in lives and money and it draws attention from the ministers who should be focusing on domestic issues. In the Europa Universalis games, war exhaustion is the general idea that an empire does not have an infinite will to fight, but a well-fought war will be less frustrating than a poorly fought one.
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Maximum war exhaustion is capped out at 20 points. Every point of war exhaustion gives the following:[1]
Please help with verifying or updating this table. It was last verified for version 1.33.
+1.00%
National unrest
+2%.00
Recruitment time
+2%.00
Shipbuilding time
+3%.00
Core-creation cost
−1%.00
Manpower recovery speed
−1%.00
Sailor recovery speed
−1%.00
Siege ability
−2%.00
Goods produced modifier
−0.05%
Commanderies faction influence
−0.05%
The aristocrats influence
−0.05%
Girondist influence
+0.05%
Imperial influence
War exhaustion will also increase the liberty desire of subjects by +1 per point of war exhaustion.
Additionally, AI nations are more likely to accept peace deals when they have high WE, and are less willing to join in wars.
Please help with verifying or updating this section. It was last verified for version 1.30.
War exhaustion is only generated while at war, though its effects may linger long after the guns have fallen silent and certain modifiers, such as attrition, may cause war exhaustion to decay slower than usual even while at peace. The factors that increase war exhaustion are:
Attrition: Minimum is +0.01
Losses in battles: The amount of war exhaustion caused by losses is shown in the battle results window. Large powerful countries will receive comparatively less war exhaustion than small weak countries for the same amount of losses.
Ports blockaded: +0.1 per month at 100% blockade.
Provinces occupied: +0.5 per month at 100% occupation.
Call for peace: appears if the player (not AI) continues a war despite having already achieved near-total strategic victory. It starts at +0.01/month and gradually increases.
In addition to ticking war exhaustion, declaring wars which cause stability losses will also increase war exhaustion by the same amount. For example, declaring war without a casus belli will result in +2 war exhaustion.
A nation can spend 75 diplomatic monarch points to reduce war exhaustion by −2. Reducing war exhaustion decreases absolutism by -1. The following ideas reduce the cost to alleviate war exhaustion:
Traditions
Ideas
Bonuses
Policies
−33%
—
Divine idea 3: Friends in High Places
—
—
−15%
Chickasaw traditions
Iroquois idea 1: Kainerekowa
Shawnee idea 1: The Wandering People
—
—
−10%
Lüneburger traditions
Afghan idea 1: Pashtunwali
Aztec idea 1: Flower Wars
Bengali idea 4: Mustard Oil & Ilish Mach
Leinster idea 5: Long Memories
Ottoman idea 4: Autonomous Pashas
—
—
Conditions
−20%
Trading in sugar
War exhaustion will be set to 0 when the nation breaks to rebels.
It is advised to keep wars as brief and to the point as possible to avoid excessive war exhaustion. War exhaustion will be lowered once at peace, but it degrades slowly as the nation recovers from the war and it could take months before it fully disappears.