Europa Universalis 4 Wiki
This page deals with the recruitment and maintenance of armies. For specific combat mechanics see land warfare. For different individual unit types see land units.

An army refers to a country's land forces.

The basic unit of land forces is the regiment, each consisting of 1000 soldiers at full strength. Each regiment is classed as Infantry, Cavalry or Artillery. Regiments are grouped into armies. Each army can be led by a general or conquistador.

Recruiting an armyEdit

Recruiting regular forces requires an owned, unoccupied province to recruit in, and three resources:  manpower,  ducats, and  time. Each province can recruit one regiment at a time, though multiple regiments can be queued up in a single province. The base cost and time of a regiment depends on its type; this is then adjusted by any modifiers, in particular any buildings the province might have. Regiments start with 50% of maximum morale.

ManpowerEdit

Main article: Manpower

It takes  1000 manpower to recruit a regiment.[1] Manpower is also used for reinforcing depleted regiments.

Regiment costEdit

  Regiment cost is computed as follows:

 

Base costEdit

The base costs for recruiting a regiment are:[1]

  • 10  for   infantry
  • 25  for   cavalry
  • 30  for   artillery

Regiment cost modifiersEdit

Regiment cost may be affected by general and type-specific modifiers which are summed.

General modifiersEdit

General modifiers reduce the cost of all types of land units.

  Conditions
−20% as  Tengri country
−5% for trading in   iron
−10% with   parliament and “Expand the Army” as active issue
−33% as optional difficulty bonus (for the player (very easy) or the AI (very hard))
+1% for each percentage point of inflation[2][3]

Ideas and policies:

  Traditions Ideas Bonuses Policies
−10%
  • Chernihiv traditions
  • Karelian traditions
  • Kikuchi traditions
  • Quantity idea 3: Enforced Service
  • Armenian idea 5: Sygnakhs
  • Colonial idea 5: Colonial Militia
  • Polish idea 5: Wojsko Komputowe
  • Lur ambition
  • Toki ambition
  • Expansion-Defensive: Local Army Organization
  • Plutocratic-Trade: Trade Kontor Network

There are also many modifiers from decisions, events and missions that affect regiment cost.

Type-specific modifiersEdit

Some specific modifiers reduce only the cost of one unit type.

Infantry

Ideas and policies:

  Traditions Ideas Bonuses Policies
−20%
  • Berg traditions
  • Mewari traditions
  • Burmese idea 7: Bayingyi
  • Imerina idea 7: Foloalindahy
  • Maratha idea 3: Peasant Soldiers
  • Georgian ambition
−15%
  • Ava traditions
  • Indigenous-Economic: The Three Sisters
−10%
  • Butua traditions
  • Guarani traditions
  • Jaunpuri traditions
  • Lorraine traditions
  • Malvi traditions
  • Maravi traditions
  • Nivernais traditions
  • Polotskian traditions
  • Sistani traditions
  • Somali traditions
  • Arawak idea 1: Warrior Culture
  • Bulgarian idea 4: Reform The Army
  • Interlacustrine idea 5: Emitwe
  • Kongolese idea 4: Initiation Rites
  • Montenegrin idea 3: Clan Society
  • Odoyev idea 5: Cities of the Upper Oka Valley
  • Piratical idea 3: Buccaneers
  • Romanian idea 5: Peasant Soldiers
  • Slovak idea 5: Town Air Liberates
  • Teutonic idea 1: Reform the Army
  • Yaroslavlyian idea 3: Reform Boyars
  • Zaporozhian idea 7: Army First
  • Baden ambition
  • Plains Native ambition
  • Tupi ambition

There are also many modifiers from decisions, events and missions that affect infantry cost.

Cavalry

  Conditions
+20% / −20% from  cossacks estates (scales with loyalty and influence) (only with  )
−20% from  tribes estates at high loyalty (scales with influence) (only with  )
−10% from  trading in livestock

Ideas and policies:

  Traditions Ideas Bonuses Policies
−33%
  • Horde government idea 1: Horse-lords of the Steppes
−20%
  • Aristocratic idea 1: Noble Knights
  • Aq Qoyunlu idea 2: Unite the Clans
−15%
  • Ilkhanid traditions
  • Scandinavian idea 5: Finnish Hakkapeliitta
−10%
  • French Ducal traditions
  • Fulani traditions
  • Hejazi traditions
  • Indian Sultanate traditions
  • Khivan traditions
  • Polish traditions
  • Takeda traditions
  • Transoxianian traditions
  • Adalite idea 4: Mujahidun Cavalry
  • Al-Haasa idea 1: Desert Warfare
  • Arabian idea 2: Arabian Horses
  • Beloozero idea 1: Martial Heritage
  • Charruan idea 4: Horse Adoption
  • Circassian idea 1: Horsemen of the Steppe
  • Couronian idea 7: Promote the Curonian Kings
  • Mazovian idea 4: Szlachta Zasciankowa
  • Nanbu idea 2: Owner of the 'Nine Gates'
  • Odoyev idea 3: Commit to Tatar Ties
  • Oirat idea 1: Fearsome Warriors of Tumu
  • Permian idea 2: Turkic Mercenaries
  • Punjabi idea 6: Strength of the Misls
  • Ryazan idea 2: Tatar Mercenaries
  • Samtskhe idea 6: Frontier Warriors
  • Serbian idea 3: Home of the Hussars
  • Shiba idea 5: Oshu Ties
  • Swedish idea 3: The 'Hakkapeliitta'
  • Teutonic idea 1: Reform the Army
  • West African idea 5: Royal Stables
  • Yaroslavlyian idea 3: Reform Boyars
  • Zaporozhian idea 7: Army First
  • Aristocratic-Economic: The Court of Wards and Liveries
−5%
  • Mahri idea 5: Mahra Camels

There are also many modifiers from decisions, events and missions that affect cavalry cost.

Artillery

Ideas and policies:

  Traditions Ideas Bonuses Policies
−20%
  • Smolenskian idea 4: The Great Foundry
−15%
  • Rajputana idea 6: Expanded Artillery Arm
  • Transoxianian idea 4: Turkoman Cannoneers
−10%
  • Russian idea 3: Russian Artillery Yard

There are also many modifiers from decisions, events and missions that affect artillery cost.

Recruitment timeEdit

The   recruitment time of a regiment is computed as follows:

 

Base timeEdit

The base time for recruiting a regiment is:[1]

  • 60 days for   infantry
  • 90 days for   cavalry
  • 120 days for   artillery

Recruitment time modifiersEdit

Recruitment time can be affected by countrywide and provincial modifiers which are added.

Countrywide modifiers
  Conditions
−20% for trading in   copper
−10% with   parliament and “Expand the Army” as active issue
+2% for each point of   war exhaustion[2]

Ideas and policies:

  Traditions Ideas Bonuses Policies
−10%
  • Cornish traditions
  • Iwi traditions
  • Offensive idea 2: National Conscripts
  • Aymaran idea 7: Ayni Duties
  • Prussian idea 6: Regimental Cantons
  • Tarascan idea 4: War Bonfires
−5%
  • Lunda idea 4: An Army Overnight

There are also many modifiers from decisions, events and missions that affect recruitment time.

Provincial modifiers
  Conditions
+20%.0 for blockaded provinces[2]
+30%.0 for looted provinces[2]
+10%.0 for each point   local unrest[2]
−1%.0 per provincial tax income[2]

CompositionEdit

See also: Battlefield unit deployment logic

To maximize combat effectiveness of an army, the ratio of infantry, cavalry and artillery is vital.

  • To avoid the insufficient support penalty, an army must not surpass the maximum ratio of cavalry per infantry regiments.
  • Artillery can fire from the second line, and therefore can vastly increase the effectiveness of an army.
  • Artillery defends first line units from attacks with half of its defense points in the corresponding battle phase.
  • Since artillery takes twice the normal damage when in the front line, it should be deployed in the second line. To achieve this, the number of artillery should not exceed the number of cavalry and infantry combined. Also reserves should be calculated to replace lost regiments in first line.
  • With artillery being three times and cavalry two-and-a-half times more expensive than infantry, a more infantry heavy but cheaper army could be more cost-efficient, especially if a nation suffers from cavalry or artillery penalties. Eight infantry regiments can easily beat three infantry + two cavalry due to flanking effects.
  • Having a 40 regiment army in a province with only 30 supply limit will cause massive attrition. It is wise to split an army in half when crossing territory with low supply limits in order to keep attrition at a minimum.

Example army relying on above information: (On plain terrain, with 11 combat width from technology and 15 base, 50% insufficient support limit)

+ 8 infantry, 5 cavalry reserves potentially not fielded if combat width too small

For Eastern/Western factions where there are few nation bonuses to cavalry combat effectiveness, cavalry should be fielded only to maximize flanking effectiveness. The number of cavalry should therefore change with flanking range at military technology 18 and 30. To understand why, consider that infantry begins with 1 flanking range and cavalry 2. This means that if you outnumber the enemy, there is only need for 2 cavalry units for the far-flanks as your infantry will flank one unit to the side. This dynamic changes at military technology 18 where infantry has 1 flanking range, but cavalry has 3. Here, a minimum of 4 cavalry units (2 on each side) is required. The dynamic changes for the last time at level 30, where 6 cavalry units will be required for maximize flanking.

For example:

  • Early game: 8 infantry, 2 cavalry, 5 artillery
  • Mid game: 18 infantry, 2 cavalry, 10 artillery
  • Late game: 36 infantry, 4 cavalry, 20 artillery
  • This rule does not apply to non-Eastern/Western nations who may have cavalry combat effectiveness bonuses and/or inferior infantry units compared to their Eastern/Western counterparts. Therefore, if you are playing Anatolian, Muslim or Nomadic factions and seek only combat effectiveness, field as many cavalry as the insufficient support limit allows.
  • Fewer losses will be sustained with numerical superiority. When above 10:1, victory may be granted with no combat. To attain numerical superiority, it may require exceeding the supply limit temporarily, especially if forces are technologically inferior. By splitting forces, it is possible to lure an enemy into an unfavorable position without exceeding supply limits.
  • When defending against a numerically superior army, fighting in terrain with an attacker combat penalty is ideal. Rough terrain gives from -1 to -2 combat penalty for the attacker and is added to river or strait crossing penalty and amphibious landing penalty.

MaintenanceEdit

An army needs a certain amount of money every month as maintenance. This cost can be influenced by the army maintenance slider of the economy interface. Reducing the maintenance slider can (multiplicatively) reduce maintenance cost by up to half, but also reduces reinforcement rates and morale. At 0% funding, regiments will not reinforce, and maximum morale will be reduced by 100% (additive with other percentage modifiers) to a minimum of 0.51 (the minimum required for an army to move).

Regiment maintenance costEdit

The maintenance cost (at a full maintenance slider) of a regiment is computed as follows:

 

In other words, they cost about   of their recruitment cost,[4] multiplied by the sum of all maintenance modifiers, multiplied by the technology factor, per month. Therefore, any modifier that affects the cost of creating new regiments also affects the maintenance of units.

Maintenance cost modifiersEdit

These modifiers affect the maintenance cost of land units and generally work additively, except for the maintenance impact of +2% per   military technology[5], which is multiplicative with all other factors.

  Conditions
−25% for having a native government type
−20% from having 100% militarization with   Prussian Monarchy (scales with militarization) (only with  )
−20% for being a march (only with  )
−15% for raising war taxes
−15% for being the   revolution target.
+10% / −10% from   nobility estates (scales with loyalty and influence))
−10% for having a   grand captain as advisor
−5% for trading in  salt
−10% with   parliament and “Quartering of Troops” as active issue (only with  )
−10% for having the reform “A Unified Army” as   Mayan country (only with  )
-10% for having enacted the   Misl Confederacy tier 1 government reform (only with  )
-10% for having enacted the   Lip Service tier 3 government reform.

Ideas and policies:

  Traditions Ideas Bonuses Policies
−10%
  • Adalite traditions
  • Mantuan traditions
  • Administrative-Indigenous: Administration of Sacred Land
−5%
  • Amago traditions
  • Golden Horde traditions
  • Lüneburger traditions
  • Manchu traditions
  • Munster traditions
  • Defensive idea 4: Regimental System
  • Economic idea 6: Nationalistic Enthusiasm
  • Quantity idea 6: The Old and Infirm
  • Chosokabe idea 1: Ichiryo Gusoku
  • Hanoverian idea 3: Schützenfest
  • Horde idea 3: Horse Supplies
  • Moroccan idea 6: Slave Soldiers
  • Najdi idea 6: Unite the Tribes
  • Nuremberger idea 2: Nuremberg Castle
  • Aq Qoyunlu ambition
  • Arawak ambition
  • Brunswicker ambition
  • Chagatai ambition
  • Mongolian ambition
  • Nubian (minor) ambition
  • Scottish ambition
  • Tyrconnell ambition
  • Administrative-Quantity: Provincial Taxation System
  • Economic-Quantity: Agricultural Cultivation

There are also many modifiers from decisions, events and missions that affect   land maintenance modifier.

Total maintenance costEdit

See also: Force limit

The total maintenance cost of an army also depends on the land force limit of the country. If a country has more regiments than its land force limit, maintenance of all units will be multiplied by the ratio of units – with the units over the force limit counting twice[1] – to the force limit. For example, if a country has 15 regiments and a land force limit of 10, the maintenance of each regiment is doubled.

QualityEdit

While   quantity is an important factor in warfare,   quality could be considered even more crucial in the grand scheme of things. An army outnumbered by 10,000 men can find victory in better discipline and morale, and as an opponent of war-orientated European continentals such as   France and   Prussia, many will most likely experience the effects of these high-quality armies at some point.

Choosing the right land units as   military technology advances can synergize well with a country's national ideas and abilities. At any point, it is better to upgrade troops when possible and pick the specific variation afterwards than stay with the older weaker troop type.

Several   idea groups can be taken to progressively improve armies' performance on the battlefield. Additionally, some countries get specific bonuses resembling the strength their army had in actual history.

Morale improvementsEdit

  Morale indicates how long an army can keep fighting without routing. It is affected by both prestige and power projection, which increase morale by +0.1% for every point.

Army morale

  Traditions Ideas Bonuses Policies
+20%
  • French idea 2: Elan!
  • Prussian idea 3: Army Professionalism
  • Sundanese ambition
+15%
  • Andalusian traditions
  • Cascadian traditions
  • Castilian traditions
  • Jerusalem traditions
  • Nagpuri traditions
  • Norse traditions
  • Persian traditions
  • Spanish traditions
  • Defensive idea 2: Military Drill
  • Air idea 2: Cross of Agades
  • Balinese idea 5: Conquerer Dalems
  • Cirebonese idea 3: Ali's Panther
  • Eora idea 6: Pemulwuy
  • Great Qing idea 7: The Ten Great Campaigns
  • Highlander idea 1: The Wallace
  • Holy Roman idea 2: Kaiserliche Armee
  • Iroquoian Federation idea 5: The Good Word
  • Kiwi idea 6: Rejecting the Australia Constitution
  • Lotharingian idea 2: Glory of Charlemagne
  • Muskogean Federation idea 4: Valiant in War
  • Polish idea 7: Focus on Field Defenses
  • Siouan Federation idea 6: Until Death and After
  • Vermont idea 1: Home of the American Revolution
  • Veronese idea 4: Civil Blood and Civil Hands
  • Zulu idea 5: Warrior Culture
  • Manchu ambition
  • Swabian ambition
  • Texan ambition
+10%
  • Anhalt traditions
  • Aq Qoyunlu traditions
  • Augsburger traditions
  • Austrian traditions
  • Ava traditions
  • Beninese traditions
  • Bruneian traditions
  • Burgundian traditions
  • Butua traditions
  • Chernihiv traditions
  • Client State traditions
  • Corsican traditions
  • Dalmatian traditions
  • Deccani traditions
  • Dhundhari traditions
  • Dithmarscher traditions
  • Gond traditions
  • Hatakeyama traditions
  • Hojo traditions
  • Huron traditions
  • Irish traditions
  • Jurchen traditions
  • Kamilaroi traditions
  • Khorasani traditions
  • Liège traditions
  • Malayan traditions
  • Moldavian traditions
  • Mysorean traditions
  • Nepalese Princedom traditions
  • North Western Native traditions
  • Oda traditions
  • Ogasawara traditions
  • Palawa traditions
  • Pomeranian traditions
  • Provençal traditions
  • Punjabi traditions
  • Rajputana traditions
  • Rothenburg traditions
  • Rûmi traditions
  • Siamese traditions
  • Sicilian traditions
  • Somalian traditions
  • Transoxianian traditions
  • Trent traditions
  • Tsutsui traditions
  • Welsh traditions
  • Zimbabwe traditions
  • Divine idea 4: Flesh Is Weak
  • Indigenous idea 4: Braves
  • Plutocratic idea 2: Abolished Serfdom
  • Adalite idea 6: Yahu Yahu
  • Ajami idea 3: Legacy of the Ilkhans
  • Amago idea 4: Ten Brave Warriors
  • American Southwest idea 3: Raiding Nomads
  • American idea 4: Lessons of Valley Forge
  • Aragonese idea 7: Protect the Little Folk
  • Ardabili idea 1: The Safavid Order
  • Aymaran idea 5: The Tinku Rites
  • Ayyubid idea 3: Righteousness of the Faith
  • Aztec idea 4: Eagles and Jaguars
  • Bolognese idea 1: Etruscan Origins
  • Brandenburg idea 4: Pomeranian Wars
  • Bulgarian idea 6: Military Flexibility
  • Carib idea 3: Resistance towards the Pailanti'po
  • Catalan idea 6: 'Lliures o Morts'
  • Cebu idea 1: Lumaya’s Ambition
  • Chachapoyan idea 1: Warriors of the Clouds
  • Charruan idea 6: Garra Charrua
  • Cherokee idea 5: Ghigau
  • Chiba idea 2: Dream of Masakado
  • Creek idea 7: Red Sticks
  • Daimyo idea 4: The Five Rings
  • Desmondian idea 3: Gaelic Bastion
  • Fijian idea 5: Fijian Warlords
  • Finnish idea 7: The Anjala Conspiracy
  • French Ducal idea 7: La Petite Nation
  • Frisian idea 3: Dutch Courage
  • Fulani Jihad idea 4: Imams and Emirs
  • Galician idea 5: Santiago y Cierra!
  • Garhwali idea 3: Martial Diplomacy
  • Gelre idea 5: The Gelderland Wars
  • Genevan idea 7: Armed Neutrality
  • Goslar idea 6: Resisting the Welfs
  • Great Shun idea 4: Obedient to Heaven
  • Great Yuan idea 2: A Savage Kingdom Holy and Enchanted
  • Herzegovinian idea 3: Stjepan's Rebellion
  • Imerina idea 2: The Twelve Sampys of Imerina
  • Ionian idea 1: Frankokratia
  • Israeli idea 7: The Chosen People
  • Iwi idea 4: Kapa Haka
  • K'iche idea 6: K'iq'ab's Vengeance
  • Kangra idea 3: Martial Heritage
  • Khmer idea 1: Preah Ko Preah Keo
  • Kikuchi idea 4: Fortify the Domain
  • Kildarean idea 3: Silken Thomas
  • Krakowian idea 1: Legendary Legacy
  • Lanfang idea 4: National Militia
  • Livonian idea 2: Border between East and West
  • Luban idea 4: Encourage the Kasala Tradition
  • Lur idea 6: Rise of the Lurs
  • Lüneburger idea 7: Lionhearted
  • Mainzian idea 3: Weck, Worscht & Woi
  • Majapahit idea 5: Gajah Mada's Oath
  • Manipur idea 2: Martial Traditions
  • Mayan idea 7: Caste War
  • Medri Bahri idea 5: Independent Traditions
  • Mexican idea 7: Grito de Dolores
  • Miao idea 3: Unity of the tribes
  • Mindanao idea 6: Guerrilla Warfare
  • Muscovite idea 4: Pomestnoe Voisko
  • Mushasha idea 1: Fervent Millenarianism
  • Nanbu idea 1: Genji in the North
  • Native idea 1: Counting Coups
  • Neapolitan idea 4: Crush the Power of the Barons
  • Nepali idea 5: The Royal Kumari
  • Nivernais idea 4: True Frenchmen
  • Northeastern Woodlands idea 5: Marten Clan
  • Orleanaise idea 2: The Maid of Orleans
  • Pegu idea 4: Ramannadesa
  • Perugian idea 6: The War of the Eight Saints
  • Rassid idea 1: The Living Imam
  • Sadiyan idea 1: Land of Glory
  • Saluzzo idea 3: Marquisate
  • Samtskhe idea 4: Independent Ambitions
  • Sardinian idea 1: From the Judicate
  • Semien idea 1: Legacy of Queen Judith
  • Serbian idea 7: Balkan Hajduks
  • Shiba idea 4: Atsuta Shrine
  • Shimazu idea 1: Satsuma Hayato
  • Shoni idea 2: Defender of Japan
  • Slovak idea 7: Slovak National Awakening
  • Songhai idea 3: Jihad Against the Pagans
  • Swabian City-State idea 3: Bavarian Resistance
  • Takeda idea 1: Leader of Kai Genji
  • Three Leagues idea 4: The League of Ten
  • Timurid idea 2: The Mantle of the Great Khan
  • Tiwi idea 6: Tiwi Isolationism
  • Tokugawa idea 1: Mikawa Bushi
  • Trebizond idea 5: The Lessons of the Fourth Crusade
  • Uesugi idea 4: Dragon of Echigo
  • Yarkandi idea 5: Holy Warriors
  • Yi idea 7: Children of the Black Tiger
  • Ajuuraan ambition
  • Athenian ambition
  • Brabant ambition
  • Circassian ambition
  • Colonial ambition
  • Cornish ambition
  • Dai Viet ambition
  • Frankfurter ambition
  • Kievan ambition
  • Kitabatake ambition
  • Pueblo ambition
  • Ryazan ambition
  • Indigenous-Exploration: War on Our Terms
  • Religious-Quantity: Field Priests and Soldier's Prayer Books
+5%
  • Chagatai idea 2: Ceaseless Border Wars
  • Russian idea 7: Broaden the curriculum of the Cadet Corps
  • Divine-Religious: Wielders of the Flaming Sword
  • Horde-Influence: Kharash
  • Indigenous-Economic: The Three Sisters
  • Quality-Religious: The Military Zeal Act

Morale recovery improvementsEdit

  Morale recovery affects how long an army will take to recover to full morale after it was lost in a battle or by changing the maintenance slider.

Army morale recovery

  Traditions Ideas Bonuses Policies
+15%
  • Quality-Administrative: The Liquor Act
+5%
  • Armenian traditions
  • Fulani traditions
  • Hungarian traditions
  • Montferrat traditions
  • Ryazan traditions
  • Pskovian idea 2: Legacy of Daumantas
  • Fully Offensive
  • Persian ambition
  • Divine-Administrative: Omne Datum Optimum
  • Expansion-Defensive: Local Army Organization
  • Religious-Quantity: Field Priests and Soldier's Prayer Books

Discipline improvementsEdit

  Discipline is a very important combat modifier, as it both multiplies the amount of casualties and the morale cost of these casualties. It starts off at 100%.

  Traditions Ideas Bonuses Policies
+5.0%
  • Aksumite traditions
  • Anatolian traditions
  • Asakura traditions
  • Couronian traditions
  • Finnish traditions
  • Imagawa traditions
  • Japanese traditions
  • Knights Hospitaller traditions
  • Livonian traditions
  • Nanbu traditions
  • Ottoman traditions
  • Roman traditions
  • Romanian traditions
  • Scandinavian traditions
  • Shawnee traditions
  • Teutonic traditions
  • Three Leagues traditions
  • Wallachian traditions
  • Offensive idea 7: Esprit de Corps
  • Ando idea 6: True Shogun of Oshu
  • Austrian idea 7: Hofkriegsrat
  • Bavarian idea 6: Found a Professional Army
  • Bharathi idea 4: Indian Army
  • Bregenzer idea 1: Lady of Bregenz
  • British idea 5: Reform of Commission Buying
  • Brunswicker idea 7: The Black Brunswickers
  • Burgundian idea 4: Reform of the Feudal Army
  • Butua idea 5: Regular Training
  • Byzantine idea 6: The New Imperial Army
  • Candarid idea 5: Legacy of the Candar Corps
  • Chosokabe idea 4: 100 Article Code
  • Colognian idea 7: Order of St. Michael
  • Dahomey idea 5: The Amazons
  • Daimyo idea 1: Bushido
  • Deccani idea 5: Modernize the Sarf-e-Khas
  • Divine idea 1: Holy Order
  • Epirote idea 7: Unity in Strength
  • Great Ming idea 2: Revive the Three Grand Divisions
  • Hanseatic idea 3: Reform the Queen's Army
  • Hessian idea 5: Modernization of the Hessian Army
  • Holy Roman idea 6: Adopting the Goosestep
  • Hungarian idea 3: Found the Black Army
  • Icelandic idea 5: The Men of Fire and Ice
  • Imperial German idea 3: Reichsheer
  • Irish idea 7: Nationalized Gallowglass Septs
  • Iroquois idea 6: Warriors Unity
  • Israeli idea 2: National Myths Restored
  • Jerusalem idea 3: Frontier State
  • Kaffan idea 6: King of Kings
  • Kangra idea 7: Tigers of the Himalayas
  • Khmer idea 5: European Mercenaries
  • Kongo idea 7: Defend Against the Colonists
  • LPC idea 2: Tempered by Neighbors
  • Livonian Knight idea 1: Livonian Brothers of the Sword
  • Malian idea 4: Mandinka Warrior Spirit
  • Mamluk idea 4: Reform of the Army
  • Mantuan idea 5: Soldiers for Protection
  • Mapuche idea 2: Clava Clubs
  • Mewari idea 7: Reorganized Rajput Regiments
  • Mughal idea 1: The Jagir and Mansabdari Systems
  • Munster idea 4: Spanish Ties
  • Mutapan idea 1: Mwenemutapa
  • Münster idea 5: Soldiers from the Imperial Armies
  • Nubian idea 4: Military Strength
  • Oirat idea 6: Defiance of the Dzungars
  • Otomo idea 3: Loyal Retainers
  • PLC idea 7: Tempered by Neighbors
  • Persian idea 3: Found the Ghulams
  • Polish idea 6: Found the Foreign section
  • Punjabi idea 7: Reforming the Punjabi Army
  • Rigan idea 7: Restore the Brothers of the Sword
  • Rothenburg idea 5: The Drink of War
  • Rûmi idea 1: Abul-Fath
  • Sardinian idea 7: The Order of Saint Maurice
  • Sardinian-Piedmontese idea 4: Royal Sardinian Army
  • Saxon idea 7: The Saxon Circle
  • Shimazu idea 4: Tsurinobuse
  • Southeastern Woodlands idea 7: Stomp Dancers
  • Swedish idea 2: Swedish Steel
  • Tibetan idea 6: The Way of the Ancients
  • Tokugawa idea 3: Hatamoto
  • Uesugi idea 6: Agakita-shu
  • Vijayanagar idea 7: An Army for the City of Victory
  • Full Quality
  • Adalite ambition
  • Amago ambition
  • Ambition of Theodoro
  • Ansbach ambition
  • Ayyubid ambition
  • Bamberger ambition
  • Banteni ambition
  • Bayreuther ambition
  • Carib ambition
  • Dortmund ambition
  • Ethiopian ambition
  • Franconian ambition
  • French ambition
  • Hanoverian ambition
  • Hindustani ambition
  • Karamanid ambition
  • Lüneburger ambition
  • Manx ambition
  • Mysorean ambition
  • Nepali ambition
  • Ogasawara ambition
  • Papal ambition
  • Prussian ambition
  • Rajput ambition
  • Rajputana ambition
  • Ruthenian ambition
  • Ruthenian ambition
  • Siamese ambition
  • Songhai ambition
  • Spanish ambition
  • Swiss ambition
  • Timurid ambition
  • Trierian ambition
  • Tuscan ambition
  • Vermont ambition
  • Westphalian ambition
  • Yamana ambition
  • Zulu ambition
  • Economic-Quality: Weapon Quality Standards
+2.5%
  • Incan idea 4: Drafted Hatun Runas
  • National idea 1: Preserve Our Troops
  • Norwegian idea 7: Write New Sagas
  • Indigenous-Exploration: War on Our Terms

Combat ability improvementsEdit

Combat ability is a value that is multiplied with the units' damage dealt (both for casualties and morale), making it work similarly like discipline, but only for a specific type of unit while discipline affects infantry, cavalry and artillery alike. It also has no effect on military tactics, unlike discipline.

Infantry combat ability

  Traditions Ideas Bonuses Policies
+20%
  • Swedish traditions
  • Prussian idea 5: The Goose Step
  • Scandinavian idea 6: Swedish Caroleans
+15%
  • Imperial German traditions
  • Dalmatian idea 5: Dalmatian Independent Army
  • Great Shun idea 6: From Sticks to Guns
  • Hindustani idea 1: Sepahi
  • Italian idea 2: The Tradition of the Legion
  • Livonian idea 1: Legacy of the Knights
  • PLC idea 6: The Polish Royal Guards
  • Bulgarian ambition
  • Japanese ambition
  • Norse ambition
  • Three Leagues ambition
  • Innovative-Quality: Modern Firearm Techniques
+10%
  • Ashanti traditions
  • Aztec traditions
  • Beloozero traditions
  • Bengal Sultanate traditions
  • Bengali traditions
  • Chosokabe tradition
  • Date traditions
  • English traditions
  • Georgian traditions
  • German traditions
  • Gujarat Sultanate traditions
  • Hosokawa traditions
  • Iroquois traditions
  • Lanfang traditions
  • Lotharingian traditions
  • Lur traditions
  • Malvi traditions
  • Mewari traditions
  • Milanese traditions
  • Mindanao traditions
  • Mushasha traditions
  • Oda traditions
  • Portuguese traditions
  • Québécois traditions
  • Rassid traditions
  • Saluzzo traditions
  • Shimazu traditions
  • Slovak traditions
  • Songhai traditions
  • Swiss traditions
  • Tokugawa traditions
  • Tripuran traditions
  • Tyrone traditions
  • Veronese traditions
  • Vijayanagar traditions
  • Yemeni traditions
  • Zambezi traditions
  • Quality idea 1: Private to Marshal
  • Ainu idea 7: Fierce Resistance
  • Amago idea 2: Izumo Shugo
  • Arawak idea 5: Arawak Raiders
  • Asakura idea 4: Asakura Soteki
  • Australian idea 4: The Diggers
  • Bohemian idea 3: Wagenburg
  • Brandenburg idea 1: Northern March
  • Brazilian idea 4: Halting Foreign Incursions
  • Butua idea 3: Empowering the Rozwi
  • Carib idea 2: Poisonous Warfare
  • Caspian idea 2: A Time of Turmoil
  • Chickasaw idea 2: Spartans of the Lower Mississippi
  • Chinese idea 5: Firearm Training
  • Croatian idea 7: Pandurs
  • Dai Viet idea 1: The Great Proclamation
  • Deccani Sultanate idea 4: Purchase Habshis
  • Dithmarscher idea 1: Resistance to Feudalism
  • Eastern Algonquian idea 6: White-Tialed Deer
  • French Ducal idea 3: Qui Ruit Et Lethum
  • Galician idea 7: Irmandinos
  • Garjati idea 5: Jungle Warfare
  • Gond idea 5: Raiding the Lowlands
  • Greek idea 3: Klephtic Recruitment
  • Guarani idea 7: Royal Armaments
  • Horn of African idea 4: Oromo Warriors
  • Interlacustrine idea 6: Unity of the Clans
  • Jaunpuri idea 7: Modernization of the Army
  • Laotian idea 5: Laotian Elephant Cavalry
  • Leonese idea 7: Leonese Nationalism
  • Livonian Knight idea 7: Military Reforms
  • Maravi idea 5: Serving Abroad
  • Nepali idea 6: The Gurkhas
  • Orissan idea 1: Lord of the Elephants
  • Ormond idea 1: English Service
  • Polish idea 3: Piechota Wybraniecka
  • Roman idea 4: The Roman Legions
  • Sadiyan idea 6: Reform the Sadiya Armies
  • Satake idea 4: Kashima Jingu
  • Shiba idea 7: Mogami Family
  • Somali idea 4: Offensive Warfare
  • Tarascan idea 1: Copperworking
  • Teutonic idea 3: Adjust our Infantry Tactics
  • Tsutsui idea 1: Warrior Monks
  • Tupi idea 3: It Is A Good Day To Die
  • Tverian idea 6: Tverian Tercio
  • Zulu idea 3: The Impi Warriors
  • Deccani ambition
  • Imerina ambition
  • Indian Sultanate ambition
  • Kitaran ambition
  • Korean ambition
  • Malian ambition
  • Mantuan ambition
  • Mayan ambition
  • Montenegrin ambition
  • Nepalese Princedom ambition
  • Nivernais ambition
  • Polotskian ambition
  • Serbian ambition
  • Sistani ambition
  • Uesugi ambition
+5%
  • Athenian idea 7: Athenian Army Reform
  • Kongo idea 5: The Triangle Trade
  • Ryazan idea 5: March of Russia
  • Tunisian idea 1: Catalan Guard

Cavalry combat ability

  Traditions Ideas Bonuses Policies
+30%
  • PLC idea 4: Winged Hussars
  • Polish idea 4: Winged Hussars
+25%
  • LPC idea 5: Lithuanian Hussars
  • Lithuanian idea 5: Lithuanian Hussars
  • Lithuanian idea 5: Lithuanian Hussars
  • Full Horde ideas
+20%
  • Aq Qoyunlu traditions
  • Bukharan traditions
  • Chagatai traditions
  • Great Yuan traditions
  • Hungarian traditions
  • Ilkhanid traditions
  • Mughal traditions
  • Oirat traditions
  • Qara Qoyunlu traditions
  • Burmese idea 2: Elephant Warfare
  • Crimean idea 1: Genghisid Legacy
  • Golden Horde idea 3: Tatar Traditions
  • Horde idea 2: Traditions of the Great Khan
  • Kazani idea 3: Warrior Society
  • Mongolian idea 1: Ghostly Horses of the Plain
  • Transoxianian idea 1: Mawarannahr, the land Beyond the River
+15%
  • Ayutthayan traditions
  • Delhian traditions
  • Khorasani traditions
  • Persian traditions
  • Aristocratic idea 1: Noble Knights
  • Afghan idea 5: Durrani Imperialism
  • Anatolian idea 3: Akîncî Cavalry
  • Ansbach idea 7: Dragoons of Ansbach
  • Ardabili idea 2: The Qizilbash
  • Bharathi idea 1: Modernized War Elephant Tactics
  • Chernihiv idea 2: Field Cossack Regiments
  • Couronian idea 7: Promote the Curonian Kings
  • Epirote idea 5: Latin Knights
  • Finnish idea 2: The Hakkapeliitta
  • Karamanid idea 3: Karamanid Cavalry
  • Khivan idea 1: Horde Legacy
  • Lan Xang idea 2: Elephant Cavalry
  • Manchu idea 5: Link with the Mongol Dynasty
  • Maratha idea 1: Tradition of Military Service
  • Ottoman idea 3: Timar System
  • Rajput idea 3: Marwari Horses
  • Rajputana idea 3: Marwari Horses
  • Ruthenian idea 3: Zaporozhian Cossacks
  • Ruthenian idea 3: Zaporozhian Cossacks
  • Serbian idea 4: Alemannic Guard
  • Shirvani idea 3: Tribesmen of the Caucasus
  • Siamese idea 2: Advanced Elephant Warfare
  • Transylvanian idea 1: Unio Trium Nationum
  • Ava ambition
  • Hejazi ambition
  • Aristocratic-Espionage: Noble Loyalty Act
+10%
  • Al-Haasa traditions
  • Bahmani traditions
  • Bavarian traditions
  • Croatian traditions
  • Deccani Sultanate traditions
  • Indian Sultanate traditions
  • Mamluk traditions
  • Mazovian traditions
  • Mossi traditions
  • Northumbrian traditions
  • Takeda traditions
  • Teutonic traditions
  • Quality idea 3: Finest of Horses
  • Adalite idea 4: Mujahidun Cavalry
  • Ayyubid idea 4: Elite Warriors
  • Berber idea 5: Tuareg Cavalry
  • Caucasian idea 7: Cavalry Armies
  • Franconian idea 4: Free Imperial Knights of Franconia
  • Gujarati Princedom idea 1: Kathiawari Horses
  • Kildarean idea 5: Curragh Horsemanship
  • Moroccan idea 6: Slave Soldiers
  • Nubian (minor) idea 6: Desert Cavalry
  • Oyo idea 5: The Oyo Cavalry
  • Sukhothai idea 7: War Elephants
  • Vijayanagar idea 2: Arab Horses
  • Wurzburgian idea 3: Franconian Circle
  • Charruan ambition
  • Punjabi ambition
  • Vindhyan ambition
  • Horde-Espionage: Psychological Warfare
+5%
  • Circassian idea 1: Horsemen of the Steppe
  • Ogasawara idea 3: Kiso-uma

Artillery combat ability

  Traditions Ideas Bonuses Policies
+10%
  • Quality idea 7: Massed Battery
  • Adalite idea 7: Embrace the Cannons
  • Bharathi idea 7: Develop Rocket Technology
  • Ferraran idea 3: Alfonso I's Reforms
  • Russian idea 3: Russian Artillery Yard
  • Smolenskian idea 6: Artillery Before All
  • Otomo ambition
  • Satake ambition
  • Offensive-Economic: Horse Artillery
+5%
  • Athenian idea 7: Athenian Army Reform

General improvementsEdit

These modifiers affect the base attributes of the military leader and are added on top of them.

Land leader shock

  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 fire

  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 maneuver

  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

  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

Army traditionEdit

Main article: Military tradition#Army tradition

Army tradition provides powerful boons to the offensive power of armies. It also provides a higher chance of getting land leaders with a high fire/shock/maneuver/siege value. 100 army tradition gives the following bonuses, which scale linearly to 0% at 0 tradition.

At 100:

  +10%.00 Recover army morale speed
  +25%.00 Morale of armies
  +10%.00 Manpower recovery speed
  +5%.00 Siege ability
  +0.10% Commanderies faction influence
  +0.10% The aristocrats influence
  +0.10% Girondists influence
  +0.10% Militarization of state
  +5%.00 Nobility loyalty equilibrium
  +5%.00 Marathas loyalty equilibrium
  +5%.00 Rajputs loyalty equilibrium


Supply and attritionEdit

In EUIV, the word "attrition" indicates the loss of manpower due to insufficient supply. This use of the word "attrition" is different from Paradox Interactive's other game, Hearts of Iron IV, where "attrition" indicates equipment loss, but not manpower loss. In EUIV, Army attrition is manpower loss.

An army will take attrition damage on the first day of each month if the total supply weight of all non-hostile armies in the province exceeds the supply limit of that province. This can happen even in owned provinces. The amount of attrition depends on the supply weight of all troops in that province in comparison to the local supply limit.

Supply weightEdit

Each regiment in an army has a supply weight of 1. The total supply weight of an army with a leader is reduced by 1 for each point of maneuver the leader has. Province modifiers that increase attrition act by increasing the supply weight of each army in addition to increasing attrition. The final attrition damage for an army is determined by this formula:

 

where

 

The only exception to this is if an army has moved into a province where two hostile forces are engaged in combat. As the combatants are temporarily neutral to the newly arrived army, some of their supply weight will still be added to this armies' and may cause attrition.

Supply limitEdit

The base supply limit of each province depends on the terrain type:

Source Supply limit
Base +6
Farmlands +10
Grassland +8
Drylands +7
Coastline +6
Highlands +6
Savannah +6
Steppes +6
Woods +6
Hills +5
Jungle +5
Marsh +5
Coastal Desert +4
Desert +4
Glacier +2
Mountains +4
Forest +4

This is then adjusted by supply limit efficiency modifiers. All modifiers below stack additively:

Amount Source
+50% Province is coastal
+50% Area of the province has a supply depot
+25% Owner of province
+10% Military Access/Allied/Controlled/Cored Enemy Province
+2% Per   development level
up to −50% Proportional to the level of   devastation
−20%   Arid climate
−30%   Tropical climate
−40%   Arctic climate
−10%   Mild winter
−20%   Normal winter
−30%   Severe winter
−10%   Mild monsoon
−20%   Normal monsoon
−30%   Severe monsoon
+50%   Military technology level 5
+50%   Military technology level 12
+50%   Military technology level 17
+50%   Military technology level 19
+50%   Military technology level 27
+50%   Military technology level 31

The Quantity idea 5: Camp Followers, and   Somalia idea 5: The Blue Nile increases the national supply limit by 33%.

Attrition damageEdit

Under normal circumstances, the amount of attrition is x%, where x is 10/supply limit, for each point of supply weight in excess of the local supply limit, up to a maximum of 5%. Armies that are besieging hostile provinces take 1 unit of supply weight extra attrition, regardless of their size. An army trying to take back its own captured province does not suffer this penalty. For the duration of a battle, the armies engaged do not suffer attrition.

Example: An army with 20 supply weight in a province with 17 supply limit would normally take (20 - 17)*(10/17) = 1.76% attrition each month. If that army were besieging a hostile province it would suffer (20 + 1 - 17)*10/17 = 2.35% attrition.

Besieging armies will always take at least 1% base Attrition attrition, even if the province is unfortified. This rule only applies to enemy-owned provinces, however - when besieging friendly provinces to retake them from the enemy, this rule is ignored.

Attrition damage is applied before reinforcements, so an army suffering from attrition will not take noticeable damage unless the attrition exceeds the reinforcement rate. This can mask an otherwise severe drain in manpower due to attrition, so players are advised to pay careful attention to any army with the attrition icon ( ). The attrition damage taken by a unit is proportional to the current strength of the unit and not the maximum strength of the unit.

Attrition modifiersEdit

Climates that increase attrition according to the in-game tooltips act by increasing each army's supply weight instead. Devastated provinces will also increase local attrition rates. Attrition stacks additively.

Arctic −40% +1%
Tropical −30% +2%
Arid −20% +1%
Mild Winter −10% +1%
Normal Winter −20% +2%
Severe Winter −30% +3%
Devastation Up to −50%
General Maneuver Pips −(1-6)

The 7th idea of the Defensive Ideas group, Improved Foraging, reduces all attrition taken by friendly armies by 25%, applied multiplicatively. For example, an army under the supply limit with Improved Foraging besieging an enemy province takes 0.7% monthly attrition. It would make sense for the attrition to be 0.75% monthly, but the attrition display indicates 0.7%. The bonus for completing the Defensive Ideas group causes enemy troops to take 1% attrition on top of normal attrition values while in friendly territory.

Ideas which reduce attrition are applied after reaching the attrition cap, so an army with -25% attrition damage has an effective maximum attrition of 4%.

Unique national ideas, idea groups, and policies which affect land attrition:

  Traditions Ideas Bonuses Policies
−25%
  • Defensive idea 7: Improved Foraging
  • Fijian idea 6: Kai Colo
  • Humanist-Defensive: The Preparation Act
  • Quality-Exploration: Superior Supply Systems
−20%
  • Kongo traditions
  • Horde government idea 4: There Shall Be No Grass
  • Cascadian idea 7: The Oregon Trail
  • Horde idea 1: The Life of a Steppe Warrior
  • Mongolian idea 3: The Life of a Steppe Warrior
  • Oirat idea 2: The Life of a Steppe Warrior
  • Siouan Federation idea 3: Between the Rivers
  • Innovative-Divine: Ora et Labora
−15%
  • Ainu traditions
  • Arabian traditions
  • Canadians traditions
  • Siberian traditions
  • Charruan idea 2: Legacy of the Pampas
  • Cossack idea 3: Steppe Riders
  • Dhundhari idea 7: Pindari Mercenaries
  • Zaporozhian idea 3: Steppe Riders
−10%
  • Ethiopian traditions
  • Karelian traditions
  • Khivan traditions
  • Kongolese traditions
  • Malian traditions
  • Quantity idea 7: Expanded Supply Trains
  • Aboriginal idea 4: People of the Outback
  • Australian idea 2: The Land Down Under
  • Aymaran idea 3: Chu'uqi Production
  • Banteni idea 5: Fertile Lands
  • Burmese idea 6: Organized Military Campaigns
  • California Native idea 7: Ceremonial People
  • Chagatai idea 1: The Mountain Khanate
  • Clanricarde idea 5: To Hell or to Connacht
  • Evenk idea 1: Family Brigades
  • Hejazi idea 4: Desert Warfare
  • Incan idea 7: Tambo Waystations
  • Montferrat idea 3: The Italian Frontier
  • Nubian idea 3: Desert Knowledge
  • Plains Native idea 3: Bison Hunters
  • Sami idea 6: Living off the Land
  • Southeastern Woodlands idea 4: Cultivation of the Earth
  • Tapuian idea 1: Hunter Gatherers
  • Texan idea 4: Vaqueros
  • Chickasaw ambition
  • Jurchen ambition
  • Indigenous-Espionage: Indirect Approach

Land attrition is capped at −80%, resulting in 1% maximum attrition.

The Great Wall of China great project also gives a maximum of 2% attrition with an accepted Chinese culture group

Additionally, there are ideas that give a malus to attrition to enemies on a nation's territory:

  Traditions Ideas Bonuses Policies
+1.0
  • Brazilian traditions
  • Caucasian traditions
  • Dai Viet traditions
  • Evenk traditions
  • Garhwali traditions
  • Icelandic traditions
  • Interlacustrine traditions
  • Kangra traditions
  • Kongolese traditions
  • Leinster traditions
  • Luban traditions
  • Lunda traditions
  • Mapuche traditions
  • Montenegrin traditions
  • Northumbrian traditions
  • Nubian traditions
  • Offaly traditions
  • Ogasawara traditions
  • Polotskian traditions
  • Sadiyan traditions
  • Tripuran traditions
  • Tumbuka traditions
  • Welsh traditions
  • Indigenous idea 2: Irregular Warfare
  • Afghan idea 7: Graveyard of Empires
  • Ainu idea 5: Hunters and Warriors
  • American Southwest idea 6: Into the Desert
  • Assamese idea 3: River Warfare
  • Australian idea 2: The Land Down Under
  • Baluch idea 1: Natural Defenses
  • Beloozero idea 6: Boreal Warfare
  • Berber idea 2: Desert Warfare
  • Bosnian idea 7: Over the Hills and Through the Woods
  • Carib idea 4: Rainforests of the Guyana
  • Chachapoyan idea 7: Cloud Forests
  • Charruan idea 5: Resist Conquistadors
  • Chickasaw idea 3: Nighttime Raids
  • Cornish idea 2: Cornish Rebels
  • Divine idea 6: Turn the Other Cheek
  • Eastern Algonquian idea 3: Slash and Burn Agriculture
  • Finnish idea 6: The White Death
  • Flemish idea 7: Noose-Bearers
  • Gond idea 3: Tigers and Elephants
  • Hadramhi idea 1: Death Has Come
  • Highlander idea 2: The Highland Clans
  • Jurchen idea 1: Sons of the Mountain
  • Khivan idea 2: Deserts of Khiva
  • Kuban idea 5: Ngesh Dancing
  • Kurdish idea 1: Mountain Warriors
  • Lanfang idea 4: National Militia
  • Ligori idea 5: Bridge to Siam
  • Lusatian idea 1: Zittau Mountains
  • Luzon idea 2: Conquest of Paradise
  • Mayan idea 6: Remote Isolation
  • Miao idea 6: Mountain Retreats
  • Munster idea 3: Hill Raiders
  • Mushasha idea 3: Swamp Warfare
  • Najdi idea 4: Bedouin Raiders
  • Nubian (minor) idea 3: Warriors of the Sahara Desert
  • Romanian idea 3: Scorch the Lands and Poison the Wells
  • Sami idea 1: Land of the Midnight Sun
  • Shawnee idea 2: Dark and Bloody Ground
  • Siberian idea 1: Hunters of the North
  • Sinhalese idea 7: Sinhalese Guerrilla Warfare
  • Sulawesi idea 7: Asymmetrical Resistance
  • Tirhuti idea 5: Riverine Landscape
  • Tsutsui idea 4: Mountain Warfare
  • Ulster idea 4: Rapparees
  • Vindhyan idea 5: Untamed Lands
  • Yi idea 2: Deep in the Mountains
  • Zimbabwe idea 5: Lay of the Land
  • Fully Defensive
  • Armenian ambition
  • Moroccan ambition
  • Siouan ambitions
  • Southeastern ambitions
  • Defensive-Religious: Edict of Resistance
  • Influence-Quantity: Guerrilla Warfare
+0.5
  • Chagatai idea 1: The Mountain Khanate
  • Trierian idea 4: Landesburgen

ReinforcementsEdit

Army regiments that have taken casualties will gradually reinforce up to their full strength according to available manpower, or if they are mercenaries - usually at a significant cost. However, if they gain more soldiers monthly than they lose to attrition, there is no extra cost beyond base army maintenance, so reinforcement speed modifiers can save you a lot of money - even so, beware of heavy attrition.

Reinforcement speedEdit

The number of reinforcements that each regiment can receive in a month is:

 

army maintenance factor
The army maintenance factor scales linearly with the position of the army maintenance slider. It is 50% if the slider is at the far left and 100% if the slider is at the far right.
local reinforcement modifier
The local reinforcement modifier is 100% in owned provinces, 10% in uncolonized provinces, and 50% otherwise, be it a neutral, subject, ally, enemy, or occupied province. If the army has a leader, each point of   maneuver will increase the local reinforcement modifier by +10% additively up to a maximum of 100%. An army that has been in battle will suffer a temporary −40% penalty to their local reinforcement modifier for the current month if they are not in owned territory.
global reinforcement modifiers

The reinforcement speed modifiers from ideas, policies, advisors etc. are summed up.

Reinforce speed is affected by the following:

  Conditions
+33% with a   quartermaster as advisor
+33% with a   general with 'Battlefield Medic' trait
−25% is bankrupt

Ideas and policies:

  Traditions Ideas Bonuses Policies
+33%
  • Defensive idea 6: Supply Trains
+30%
  • Austrian idea 7: Hofkriegsrat
+15%
  • Serbian traditions
  • Yaroslavlyian traditions
  • American Southwest idea 2: Four Clans
  • Yi idea 3: Chain of Zimo Domains
  • Tverian ambition
  • Quality-Administrative: The Liquor Act
+10%
  • Muskogean traditions
  • Tupi traditions
  • Khivan ambition
+5%
  • Siberian idea 6: Successful Raids

All values above can be seen or deduced from the tooltip over each army's total soldier count.

Reinforce costEdit

 

  • The base reinforcements are up to 100 per Regiment, depending on army status and location.
  • Additional reinforcements from reinforcement speed modifiers don't cost extra ducats, but still consume additional manpower.

Ideas and policies:

  Traditions Ideas Bonuses Policies
−25%
  • Uesugi idea 3: Kamakura Office
−20%
  • Influence-Offensive: Foreign Conscription Centers
−15%
  • Mongolian idea 5: Yams of the Great Khan

MercenariesEdit

Mercenary forces can serve as a supplement – or replacement – for a country's regular forces. They act as full and independent armies. They cannot be split nor merged with regular forces or other mercenary companies, but they can be attached to other forces. They count in the   Force limit. Mercenaries are more expensive to maintain than regular forces. They have their own events. They are also quick to recruit and do not cost any manpower to build or reinforce. They are displayed with a green background in the army view.

Differences from regular forcesEdit

  • Can be recruited in the   Trade range of their Home province.
    • Recruitment time is increased by the distance from their Home province.
    • It does not apply for local mercenary companies with no Home province
  • No manpower cost to recruit or reinforce. Each mercenary company has its own manpower pool instead.
  • More expensive in maintenance (usually).
  • If not of Local origin, come with their own leader.
    • Mercenary leader cannot be detached and is generated with 50   army tradition.
    • Mercenary armies of Local origin may be assigned leaders as though they were regular forces.
    • The leader is occasionally replaced - with the use of 'lead' in place of the correct 'led' in the pop-up.
    • If multiple countries hire the same company it will have different leaders for each of them.
  • Mercenary companies only contribute half for war participation.
  • Mercenary companies start with half of their maximum morale.

List of mercenary companiesEdit

Mercenary companies' size depends on   total development of their recruiting country. The same mercenary company can be hired by multiple countries. Each company has conditions that must be met in order to recruit them. Each mercenary company also has its own composition and modifiers.

Mercenary companies' minimum size is 4 regiments and maximum size is 60 regiments.

Name Regiments per development Army composition Home province Cost modifier Conditions Modifiers
Free Company 0.025 80%   infantry
10%   cavalry (capped at 2 regiments)
10%   artillery
x0.75   Total development is at least 150
Free Company 0.07 80%   infantry
10%   cavalry (capped at 2 regiments)
10%   artillery
x0.3   Total development is lower than 150 -25%   reinforce speed
-10%   recover army morale speed
Free City Company 0.1 80%   infantry
10%   cavalry (capped at 2 regiments)
10%   artillery
x0.3 Has enacted   "Free City" government reform -25%   reinforce speed
-10%   recover army morale speed
Grand Company 0.05 80%   infantry
10%   cavalry (capped at 2 regiments)
10%   artillery
x0.75   Total development is at least 150
Independent Army 0.075 80%   infantry
10%   cavalry (capped at 2 regiments)
10%   artillery
x0.75   Total development is at least 150
Amazons 0.025 80%   infantry
10%   cavalry (capped at 2 regiments)
10%   artillery
The   event Female Mercenaries +5%   shock damage received
+5%   land morale
Twenty Good Men 0.01 70%   infantry
20%   cavalry (capped at 4 regiments)
10%   artillery
Mann (4365) x1.5 Our   capital is in Mann (4365) +15%   land morale
Lombard Free Company 0.04 80%   infantry
20%   cavalry (capped at 4 regiments)
Pavia (4728) Between the   events The Italian Wars and The Age of Condottieri Ends
  • Is Christian
  • Our   capital is in Europe
  • Either:
    • Our   capital is in Italy
    • Both:
      • Our   capital is not in Italy
      • Is at war with a country which has its   capital in Italy
+5%   infantry power
Tuscan Free Company 0.04 80%   infantry
20%   cavalry (capped at 4 regiments)
Lucca (2980) Between the   events The Italian Wars and The Age of Condottieri Ends
  • Is Christian
  • Our   capital is in Europe
  • Either:
    • Our   capital is in Italy
    • Both:
      • Our   capital is not in Italy
      • Is at war with a country which has its   capital in Italy
+5%   infantry power
Black Army 0.04 40%   infantry
20%   cavalry (capped at 4 regiments)
40%   artillery
Pest (153) x0.75

Either:

  • Has country modifier "Black Army"
  • Has Govermental reform "Institutionalized Black Army'"'
+5%   discipline

Does not reduce Army professionalism when recruited

Black Army Reserves 0.04 40%   infantry
20%   cavalry (capped at 4 regiments)
40%   artillery
Pest (153) x0.75 Has Govermental reform "Institutionalized Black Army +5%   discipline

Does not reduce Army professionalism when recruited

Knights Templar 0.01 50%   infantry
50%   cavalry
Jerusalem (379) x0.5 +15%   cavalry power
+5%   shock damage

Does not reduce Army professionalism when recruited

Swiss Guard 0.005 100%   infantry Waldstätte (166) x0.5 +2.5%   discipline

Does not reduce Army professionalism when recruited

Bande Nere 0.05 70%   infantry
30%   artillery
Arezzo (2978) Before the   event War has Changed
Either:
  • Our   capital is in Italy, Iberia or France
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Schwarze Garde 0.05 70%   infantry
30%   artillery
Dresden (61) Before the   event War has Changed
Either:
  • Our   capital is in South or North Germany
  • Has country modifier "Swedish Mercenary Core"
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Doppelsöldner 0.02 70%   infantry
30%   artillery
Stuttgart (70) x1.25 Either:
  • Our   capital is in South or North Germany
  • Has country modifier "Swedish Mercenary Core"
+10%   infantry power
+2.5%   discipline
Reisläufer 0.025 70%   infantry
30%   artillery
Bern (165) Either:
  • Our   capital is in South or North Germany, Italy or France
  • Has country modifier "Swedish Mercenary Core"
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
-5%   shock damage received
Hessian Jaegerkorps 0.05 60%   infantry
10%   cavalry (capped at 2 regiments)
30%   artillery
Niederhessen (1762) x1.5 After the   event War has Changed
Either:
  • Our   capital is in South or North Germany
  • Has country modifier "Swedish Mercenary Core"
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
-10%   fire damage received
-10%   shock damage received
+2.5%   discipline
Routiers 0.03 100%   infantry Finistère (170) Is   Age of Discovery
Our   capital is in France or British Isles
Bascoli 0.03 100%   infantry Labourd (173) Is   Age of Discovery
Either :
Levends 0.025 60%   infantry
10%   cavalry (capped at 2 regiments)
30%   artillery
Kotor (4754) Owns any province in Balkans
Stratioti 0.025 100%   infantry Durrës (4174)
Morlachs 0.025 60%   infantry
10%   cavalry (capped at 2 regiments)
30%   artillery
Lika (1826) Either :
  • Owns any province in Balkans
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Guardia Corsa 0.025 60%   infantry
10%   cavalry (capped at 2 regiments)
30%   artillery
Corsica (1247) Either :
  • Our   capital is in Italy
  • Owns any province in Corsica Sardinia area
Hajduks 0.05 60%   infantry
10%   cavalry (capped at 2 regiments)
30%   artillery
Királyföld (4128) x0.75
  • Is Christian
  • Our   capital is in Balkans, Carpathia or Poland
Gallowglasses 0.025 60%   infantry
10%   cavalry (capped at 2 regiments)
30%   artillery
Donegal (4380) Before the   event War has Changed
Either:
  • Our   capital is in British Isles
  • Owns any province in Kingdom of the Isles, Munster, Connacht, Leinster or Uslter area
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
+2.5%   discipline
-5%   shock damage received
Redshanks 0.03 100%   infantry Inner Hebrides (4364) Before the   event War has Changed
Either:
  • Our   capital is in British Isles
  • Has country modifier "Scottish Mercenaries"
  • Has country modifier "Swedish Mercenary Core"
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
+5%   shock damage
Scottish Guard 0.03 60%   infantry
10%   cavalry (capped at 2 regiments)
30%   artillery
Inverness (252) After the   event War has Changed
Either:
  • Our   capital is in British Isles or France
  • Has country modifier "Scottish Mercenaries"
  • Has country modifier "Swedish Mercenary Core"
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
-5%   fire damage received
Seimeni 0.03 100%   infantry Bihar (157) After the   event War has Changed
  Primary culture is either Romanian or Transylvanian
Armatoles 0.025 100%   infantry Kastoria (1853)
  • Our   capital is in Thrace, Macedonia, Northern Greece or Morea area
  • 1853   culture is Turkish
White Company 0.03 100%   infantry London (236) Is   Age of Discovery
Either:
  • Our   capital is in British Isles
  • Owns any province in British Isles
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Flemish Company 0.04 60%   infantry
10%   cavalry (capped at 2 regiments)
30%   artillery
Bruges (90) Either:
  • Our   capital is in South or North Germany, Low Countries, British Isles or France
  • Owns any province in Low Countries
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
+5%   infantry power
Forlorn Hope 0.025 100%   infantry Oxford (237) x1.2 Our   capital is in British Isles -25%   reinforce speed
-10%   fire damage received
-10%   shock damage received
+10%   land morale
Buccaneer Battalion 0.05 100%   infantry Tortuga (489) x0.67
  • Not playing with a Random New World
  • Either:
    • Global flag "Golden Age of Piracy is set
    •   Tortuga exists
  • Province Tortuga (489) is a core province
-2.5%   discipline
+20%   movement speed
Bandeirantes 0.05 100%   infantry Sao Vicente (766) x0.8
  • Not playing with a Random New World
  • Province Sao Vicente (766) :
    • Is a core province
    • Is owned by a   Colonial nation or a former Colonial nation
  • Either :
    • Is a   Colonial nation or a former Colonial nation
    • Has a   Colonial nation as subject
-2.5%   discipline
-25%   land attrition
Huai Army 0.05 60%   infantry
10%   cavalry (capped at 2 regiments)
30%   artillery
Kaifeng (688) Either:
  • Our   capital is China or Tartary
  • Owns any province in China
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Xiang Army 0.05 60%   infantry
10%   cavalry (capped at 2 regiments)
30%   artillery
Hengyang (2174) Either:
  • Our   capital is China or Tartary
  • Owns any province in China
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Wolf Troops 0.025 60%   infantry
10%   cavalry (capped at 2 regiments)
30%   artillery
Namning (2164) x1.2 Owns any province in China, Indochina, Manchuria or Korea +10%   shock damage
Shanxi Guard 0.05 60%   infantry
10%   cavalry (capped at 2 regiments)
30%   artillery
Ningwu (2177) Our   capital is in China, Tartary or Korea
Yongning Warriors 0.05 60%   infantry
10%   cavalry (capped at 2 regiments)
30%   artillery
Luzhou (4213) Our   capital is in China or Tartary
Kanto Ronin 0.025 100%   infantry Musashi (1028) Our   capital is in Japan
Kyushu Wokou 0.025 100%   infantry Chikuzen (1818) Owns any province in Japan, Manchuria or Korea
Shikoku Yojimbo 0.025 100%   infantry Tosa (1819) Our   capital is in Japan
Purbiyas 0.04 70%   infantry
30%   artillery
Jaunpur (555) Our   capital is in India
Gorkhalis 0.025 90%   infantry
10%   artillery
Palpa (4485) x1.5 Either:
  • Owns any province in India
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
+5%   infantry power
+5%   shock damage
Gosains 0.03 60%   infantry
10%   cavalry (capped at 2 regiments)
30%   artillery
Lucknow (523) x1.2
  • Is   Hindu
  • Owns any province in India
+5%   land morale
Tamil Company 0.05 60%   infantry
10%   cavalry (capped at 2 regiments)
30%   artillery
Tiruchirappalli (2085) Owns any province in Deccan or Coromandel
Company of the Ganges 0.03 100%   infantry Kannauj (4497) Owns any province in Bengal, Hindusthan or West India
Banjara Company 0.05 40%   infantry
40%   cavalry (capped at 6 regiments)
20%   artillery
Marwar (514) Our   capital is in India
Bukhara Band 0.05 40%   infantry
40%   cavalry (capped at 6 regiments)
20%   artillery
Bukhara (442) Owns any province in Persia, Khorasan, Central Asia or Caucasia
Mesopotamian Mamluks 0.05 40%   infantry
40%   cavalry (capped at 6 regiments)
20%   artillery
Baghdad (410) x1.1 Either:
  • Our   capital is in Mashriq
  • Mashriqi is an   accepted culture
  • Is Muslim and owns a province in Mashriq
+100%   cavalry shock
Mamluks of the Nile 0.05 40%   infantry
40%   cavalry (capped at 6 regiments)
20%   artillery
Cairo (361) x1.5 +10%   cavalry power
+2.5%   discipline
Mamluks of Delhi 0.05 40%   infantry
40%   cavalry (capped at 6 regiments)
20%   artillery
Delhi (522)
Zeybeks 0.03 100%   infantry Sugla (318)
  • Is Muslim
  • Owns any province in Aegean Archipelago, Hudavendigar or Aydin areas
Sekban 0.03 100%   infantry Karaman (324) Either:
Zanj Company 0.05 80%   infantry
20%   artillery
Bagamoyo (1199) Either:
  • Owns any province in East Africa region or Mogadishu area
  • Our   capital is in Arabia
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Madagascar Company 0.05 80%   infantry
20%   artillery
Merina (1792) Either:
  • Our   capital is in East or South Africa regions
  • Owns any province in Madagascar Highlands, Betsimasaraka, Sakalava or Southern Madagascar areas
Sahel Company 0.05 80%   infantry
20%   artillery
Timbuktu (1132) x1.1 Owns any province in Sahel, Niger or Guinea regions +10%   movement speed
-25%   land attrition
Asafo Company 0.05 80%   infantry
0%[6]   cavalry (capped at 6 regiments)
20%   artillery
Gyaaman (2255) x1.1 Owns any province in Niger or Guinea regions +5%   land morale
Nubian Company 0.05 80%   infantry
20%   artillery
Soba (2798) Either:
  • Our   capital is in Near East super region, Horn of Africa, Sahel, Maghreb or Egypt regions
  • Owns any province in Horn of Africa region
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Tonkinese Army 0.05 80%   infantry
20%   artillery
Hai Phong (2372) x1.1 Either:
  • Our   capital is in China or East Indies super regions
  • Owns any province in Indochina region
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
-20%   land attrition
+20%   reinforce speed
Mongol Mercenaries 0.05 50%   infantry
40%   cavalry (capped at 6 regiments)
10%   artillery
Qaraqorum (4678) x1.5 Either:
  • Any neighboring country has   Altaïc culture
  • Has   Altaïc culture
  • Owns any province in North China, Mongolia, Manchuria or Central Asia regions, or has   Altaïc culture
+20%   cavalry power
Circassian Guards 0.025 100%   infantry Circassia (463) x1.1
  • Our   capital :
    • Is in Near East super region, Crimea, Egypt or Central Asia regions
    • Is in Balkans and is Muslim
  • Is a   Monarchy
+15%   prestige from land battle
Bedouin Auxiliaries 0.05 50%   infantry
40%   cavalry (capped at 6 regiments)
10%   artillery
Tabuk (383) Either:
  • Our   capital is in China or Persia super regions or Egypt or Maghreb regions
  • Owns any province in Arabia, Mashriq or Egypt regions
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Kurdish Company 0.02 100%   infantry Arbil (4293) Either:
  • Our   capital is in Persia, Mashriq or Anatolia regions
  • Owns any province in Al Jazira or North Kurdistan areas
Laz Auxiliaries 0.03 100%   infantry Guria (2196) Either:
Tabarestan Company 0.03 100%   infantry Lahijan (417) Our   capital is in Persia super region
Novgorod Company 0.02 100%   infantry Novgorod (310) Our   capital is in Eastern Europe super region
Crimean Company 0.03 100%   infantry Crimea (284) Either:
Buryat Band 0.02 100%   infantry Onan Gol (1058) x1.1 Owns any province in East Siberia, Mongolia, North China, Manchuria or Korea regions +10%   movement speed
Lithuanian Company 0.03 100%   infantry Vilna (272) Owns any province in Poland, Baltic or Ruthenia regions
Frisian Free Company 0.02 100%   infantry Groningen (4382) x1.2 Either:
  • Our   capital is in North Germany or Low Countries regions
  • Owns any province in Frisia or Weser area
  • Has country modifier "Swedish Mercenary Core"
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
+5%   reserves organisation
+5%   land morale
Finnish Company 0.04 90%   infantry
10%   artillery
Nyland (28) Either:
  • Our   capital is in Scandinavia region
  • Owns any province in Finland area
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Almogavars 0.02 100%   infantry Alicante (1750) x1.1 Is   Age of Discovery
Our   culture is Iberian
+15%   movement speed
Moorish Battalion 0.03 100%   infantry Fez (343) Either:
  • Our   capital is in Maghreb region
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Kutai Company 0.03 100%   infantry Kutai (638) Either:
  • Our   capital is in East Indies super region
  • Owns any province in Indonesia region
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Free Miquelets 0.02 100%   infantry Urgell (2987) x1.1 Our   capital is in Iberia or France regions +10%   movement speed
-15%   land attrition
Free Company of Volunteers 0.03 100%   infantry Sayula (4579)
  • Not playing with a Random New World
  • Province Sayula (4579)
    • Is a core province
    • Is owned by a   Colonial nation or a former Colonial nation
  • Either:
    • Is a   Colonial nation or a former Colonial nation
    • Has a   Colonial nation as subject
Crabats 0.025 50%   infantry
40%   cavalry (capped at 6 regiments)
10%   artillery
Zagreb (131)
  • Is Christian
  • Either:
    • Our   capital is in Balkans, South Germany or Carpathia regions
    • Owns any province in Croatia area
Free Swiss Guard 0.025 100%   infantry Bern (165) x1.5
  • Is not the   Papal States
  • Either:
    • Our   capital is in Europe super region
    • Owns any province in Switzeland or Romandie areas
    • Has country modifier "Mercenaries flocking to the standard"
    • Has country modifier "Glut of Mercenary Companies"
+5%   discipline
Colonial Rangers 0.025 90%   infantry
10%   artillery
Eskikewakik (2569) x1.25
  • Not playing with a Random New World
  • Province Eskikewakik (2569)
    • Is a core province
    • Is owned by a   Colonial nation or a former Colonial nation
  • Either:
    • Is a   Colonial nation or a former Colonial nation
    • Has a   Colonial nation as subject
+10%   movement speed
10%   land morale
Independent Cossack Host 0.05 60%   infantry
40%   cavalry (capped at 6 regiments)
0%[7]   artillery
Zaporozhia (283) Either:
  • Has   Cossacks estate
  • Has "Cossacks" governmental reform
  • Any neighboring country has either:
    •   Cossacks estate
    • "Cossacks" governmental reform
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Kazakh Company 0.05 60%   infantry
40%   cavalry (capped at 6 regiments)
Argyn (478) Either:
  • Our   capital is in Central Asia region
  • Has   Tribes estate
  • Any neighboring country has   Tribes estate
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Yaka Free Warriors 0.03 100%   infantry Yaka (4085) Owns any province in Central Africa or Kongo regions
Great Lakes Free Warriors 0.03 100%   infantry Buganda (4064) Either:
  • Owns any province in Central Africa region
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Thai Company 0.03 100%   infantry Ayutthaya (600) Owns any province in Indochina region
Yucatan Company 0.04 100%   infantry Ceh Pech (2633)
  • Not playing with a Random New World
  • All provinces in Central America super region:
    • Is owned by us or any non-tributary subject
Misquito Coast Company 0.03 100%   infantry Mosquito (838)
  • Not playing with a Random New World
  • All provinces in Central America super region:
    • Is owned by us or any non-tributary subject
Navajo Raiders 0.04 100%   infantry Navajo (878)
  • Not playing with a Random New World
  • All provinces in California, Great Plains or Rio Grande regions:
    • Is owned by us or any non-tributary subject
Chonnonton Free Warriors 0.025 100%   infantry Tionontate (2586)
  • Not playing with a Random New World
  • All provinces in Northeast America, Canada, Hudson Bay or Great Lakes regions:
    • Is owned by us or any non-tributary subject
Inuit Warriors Band 0.03 100%   infantry Kwakiutl (974) x1.1
  • Not playing with a Random New World
  • All provinces in Cascadia, Canada or Hudson Bay regions:
    • Is owned by us or any non-tributary subject
+10%   shock damage
Mohawk Free Warriors 0.03 100%   infantry Mohawk (964) x1.1
  • Not playing with a Random New World
  • All provinces in Northeast America or Canada regions:
    • Is owned by us or any non-tributary subject
+5%   land morale
Muscogee Mercenaries 0.04 100%   infantry Tuskegee (925)
  • Not playing with a Random New World
  • All provinces in Southeast America, Mississippi or Carribeans regions:
    • Is owned by us or any non-tributary subject
Quito Company 0.04 100%   infantry Quito (820)
  • Not playing with a Random New World
  • All provinces in Peru or Colombia regions:
    • Is owned by us or any non-tributary subject
Silver Company 0.04 100%   infantry Potosi (795)
  • Not playing with a Random New World
  • All provinces in Upper Peru, La Plata or Brazil regions:
    • Is owned by us or any non-tributary subject
Dahomey Amazons 0.025 70%   infantry
10%   cavalry (capped at 2 regiments)
20%   artillery
Abomey (1140)
  • All provinces in Guinea, Niger, Kongo or Sahel regions:
    • Is owned by us or any non-tributary subject
Is led by a   female general
+5%   shock damage
-5%   shock damage received
Gascon Musket Company 0.025 100%   infantry Armagnac (175) x1.2 Is not   Age of Discovery
Our   capital is in Europe super region
+50%   infantry fire
Tyrolean Guard 0.025 100%   infantry Etschtal (4758) Is not   Age of Discovery
Our   capital is in South Germany region
Mongol Banner 0.05 40%   infantry
50%   cavalry (capped at 6 regiments)
20%   artillery
Kobdo (718) x1.1 +100%   cavalry shock

Does not reduce Army professionalism when recruited

Swiss Home Guard 0.05 100%   infantry Bern (165) x0.75 +5%   discipline

Does not reduce Army professionalism when recruited

Japanese Volunteers 0.02 60%   infantry
10%   cavalry (capped at 2 regiments)
30%   artillery
Ayutthaya (600) +10%   infantry power
+2.5%   discipline

Does not reduce Army professionalism when recruited

Order of Saint Joan 0.025 70%   infantry
10%   cavalry (capped at 2 regiments)
20%   artillery
Orleans (184) x0.5 Is led by a   female general
+20%   land fire damage
+5%   discipline

Does not reduce Army professionalism when recruited

Ottoman Janissaries 0.03 100%   infantry Harer (1211) x0.25 One of the following: -10%   shock damage received
-10%   fire damage received
Portuguese Musketeers 0.02 100%   infantry Harer (1224) x0.25
  • Is   Ethiopia
  •   Portugal exists
  • Has had the   event "Support of the Portuguese", but not "End of the Portuguese-Ottoman Conflicts"
+5%   discipline
+10%   infantry power
Butua Warriors 0.03 100%   infantry Butua (1185) x0.75 +5%   discipline
+10%   infantry power
Mamluk Soldiers 0.03 75%   infantry
25%   cavalry
x0.75 One of the following: +10%   cavalry power
Oyo Cavalry 0.04 100%   cavalry x0.25
  • Has completed     Oyo's mission "Cavalry for [Root.GetName]"
+50%   cavalry flanking ability
+50%   cavalry to infantry ratio
+20%   cavalry power
Does not reduce Army professionalism when recruited
Prussian Volunteer Army 0.01 100%   Infantry Königsberg (41) x2 Unlocked via   Livonian Orders "A Prussian Alliance"   Mission +20%   Infantry Combat Ability
+5%   Discipline
Does not reduce Army professionalism when recruited
Hakkapeliita Cavalry 0.02 100%   cavalry Nyland (28) x0.25 Unlocked via   Swedens "The Hakkapeliita" and   Finlands "Raise our Armies"   Missions +1   cavalry Shock
+100%   cavalry to infantry ratio
+25%   Movement Speed

Does not reduce Army professionalism when recruited

Hakkapeliita Army 0.05 100%   cavalry Nyland (28) x0.25 Unlocked via   Swedens "Incorporate the Cavalry" Mission

(After forming   Scandinavia)

+1   cavalry Shock
+100%   cavalry to infantry ratio
+25%   Movement Speed

Does not reduce Army professionalism when recruited

Hakkapeliita Skirmishers 0.02 100%   cavalry Nyland (28) x0.25 Unlocked via   Swedens "Incorporate the Cavalry" Mission

(After forming   Scandinavia)

+1   cavalry Shock
+100%   cavalry to infantry ratio
+33%   Movement Speed

Does not reduce Army professionalism when recruited

Elite Hakkapeliita 0.005 100%   cavalry Nyland (28) x0.25 Unlocked via   Swedens "Incorporate the Cavalry" Mission

(After forming   Scandinavia)

+1   cavalry Shock

+1   cavalry Fire
+100%   cavalry to infantry ratio
+25%   Movement Speed
Does not reduce Army professionalism when recruited

Mercenary manpowerEdit

Mercenary companies come with their own manpower.

 

An alert is displayed once a company's manpower reaches 10% of maximum.

  Mercenary manpower also increases the number of condottieri that can be rented out.

Mercenary manpower is modified by:

  Traditions Ideas Bonuses Policies
+50%
  • Burgundian idea 3: Promote the Estates General
  • Sonoran idea 1: Republic of Mercenaries
  • Swiss idea 1: Swiss Mercenaries
  • Tyrconnell idea 7: Scottish Ties
  • Urbinate idea 1: The Italian Wars
  • Luccan ambition
  • Sienese ambition
  • Vijayanagar ambition
  • Diplomatic-Offensive: The Underhanded Diplomacy Act
+40%
  • Swabian City-State idea 1: Swabian Mercenaries
+25%
  • Administrative idea 5: Mercenary Recruitment
  • Aristocratic idea 7: Noble Connections
  • Corsican idea 4: The Corsican League
  • Evenk idea 5: Mongolian Deel
  • Pskovian idea 5: The Knights Guard
  • Espionage-Quantity: The Mercenary Registration Act
+15%
  • Caucasian idea 2: Alan Mercenaries
  Conditions
+5.0% for raising war taxes for up to two years
+12.5% during the English  War of the Roses disaster.
+0.3% per point of   army professionalism below 50 (i.e. 15% at 0, 0 at 50% or higher).

There are also many modifiers from decisions, events and missions that affect mercenary manpower.

Mercenary manpower recoveryEdit

Mercenary companies' manpower depletes as they are reinforced after suffering losses due to battle and attrition. Their base manpower needs 120 months to fully recover if not hired, double if the company is hired.

Mercenary recruitment costEdit

Mercenary recruitment cost is computed as follows:

 


Recruitment cost of mercenaries is not affected by mercenary maintenance modifiers, but is affected by the following:

  Traditions Ideas Bonuses Policies
−20%
  • Plutocratic idea 1: Tradition of Payment
−15%
  • Trading City idea 5: Mercenary Contracts
−10%
  • Administrative idea 1: Organized Mercenary Payments
−5%
  • Offaly idea 1: The Gallowglasses
  Modifier
−0.3% Per point of army professionalism below 50 (i.e. 15% at 0, 0 at 50% or higher).

Mercenary maintenance costEdit

 

The base regiment costs are:

Regiment type Base cost
Infantry 10  
Cavalry 25  
Artillery 30  

Note that for   mercenary maintenance:

  • There is a +50% modifier to mercenary maintenance.
  • This is affected by mercenary maintenance modifiers.
  • This is not affected by the mercenary recruitment cost.
  • Normal land maintenance doesn't have any impact on mercenary maintenance

Mercenary maintenance cost can be affected by the following:

  Traditions Ideas Bonuses Policies
−15%
  • Ansbach traditions
  • Bayreuther traditions
  • Caspian traditions
  • Dortmund traditions
  • German traditions
  • Luccan traditions
  • Malabari traditions
  • Novgorodian traditions
  • Sienese traditions
  • Swabian City-State traditions
  • Swedish traditions
  • Swiss traditions
  • Telugu traditions
  • Ulster traditions
  • Administrative idea 3: Benefits for Mercenaries
  • Aragonese idea 1: Mercenary Princes
  • Ashanti idea 3: The Akan Coalition
  • Ayutthayan idea 4: Foreign Mercenaries
  • Burgundian idea 2: The Compagnies d'Ordonnance
  • Byzantine idea 1: Regulations for Mercenaries
  • Client State idea 6: Recruitment Centers
  • Daimyo idea 5: Wandering Ronin
  • Danziger idea 4: Hanseatic League Member
  • Epirote idea 3: Albanian and Serbian Tribes
  • Gutnish idea 2: Invite Mercenaries to Visby
  • Huron idea 2: Hire Allied Warriors
  • Italian (minor) idea 2: Italian Condottieri
  • Kurdish idea 5: Kurdish Mercenaries
  • Milanese idea 4: The Age of the Condottieri
  • Navarran idea 2: Navarrese Company
  • Pomeranian idea 5: Mercenary Contracts
  • Savoyard idea 3: Mercenary Tradition
  • Serbian idea 6: Mercenary Armies
  • Smolenskian idea 3: Western Mercenaries
  • South Indian idea 4: South Indian Mercenaries
  • Swahili idea 5: Recruit the Unbelievers
  • Theodoro idea 1: Principate Guards
  • Thomondian idea 4: Foreign Contracts
  • Tuscan idea 2: Condottieri
  • Wallachian idea 3: Mercenary Guard
  • Yaroslavlyian idea 4: Siberian Mercenaries
  • Zambezi idea 1: Warrior Culture
  • Hessian ambition
  • Administrative-Diplomatic: The Recordkeeping Act
  • Espionage-Quantity: The Mercenary Registration Act
−10%
  • Caucasian idea 2: Alan Mercenaries
  • Evenk idea 5: Mongolian Deel
  • Mahri idea 2: Mercenary Traditions
  • National idea 3: Regulated Contracts
  • Pskovian idea 3: Balt Mercenaries
  Modifier
+50% base
+8% per military tech
−25% with a ruler which has the   ‘Fierce Negotiator’ personality
−15% trading in   cloth
−15% with 'Institutionalized Black Army' reform (available only to   Hungary)

Mercenary disciplineEdit

Some ideas and bonuses increase the discipline of mercenary regiments:

  Traditions Ideas Bonuses Policies
+5.0%
  • Plutocratic idea 1: Tradition of Payment
  • Danish idea 4: Royal Mercenaries
  • Offaly idea 1: The Gallowglasses
  • Sonoran idea 1: Republic of Mercenaries
  • Swiss idea 1: Swiss Mercenaries
  • Tunisian idea 1: Catalan Guard
  • Ulmer idea 6: Enlist the Swiss Mercenaries
  • Urbinate idea 2: Condottiere Kings
+2.5%
  • Sindhi idea 7: Recruit Balochi Tribesmen
  • Tyrone idea 7: The Wild Geese
  Modifier
+2.5% with 'Institutionalized Black Army' reform (available only to   Hungary)

There are also other modifiers from decisions, events and missions that affect   mercenary discipline.

MarinesEdit

Marines are a special unit type potentially available to any country as a percentage of its force-limit. They are displayed with a dark teal background in the army view.

Their Modifiers are :

  • Doesn't take   attrition at sea
  • Uses Sailors   instead of manpower  
  • +200%   disembarking speed
  • Ignores   crossing penalties
  • +10%   shock damage received

Amphibious landings: If combined with standard troops in the same combat unit (for example a back row of cannons) the disembarkation speed of the marines is slowed to that of the standard troops. However, instead of no crossing penalty on disembarkation if by themselves, as opposed to -2 for those of standard troops, the combined group receives an aggregate -1 crossing penalty. Be aware that should a separate standard combat unit also be disembarking and joining the battle mid-fight, the net penalty for everyone will revert to -2 (that of standalone standard troops).

RecruitmentEdit

Marines can be recruited from the macrobuilder (once unlocked by getting a positive   marines force limit via any item in the next "Available marines" section) and they use 1,000 sailors per regiment. Their recruitment time and cost, as well as maintenance cost is identical to regular infantry regiments.

Available marinesEdit

Some ideas and bonuses increase the percentage of available marine regiments:

  Traditions Ideas Bonuses Policies
+50%
  • American traditions
  • Australian idea 4: The Diggers
  • British idea 7: Britannia Rules the Waves
+25%
  • Castilian traditions
  • Maritime idea 2: Merchant Marine
  • Naval idea 5: Press Gangs
  • Dutch idea 4: Instructie voor de Admiraliteiten
  • English idea 5: Redcoats
  • Maritime-Economic: The Recruitment Act
  Conditions
+50% “Portuguese Marines” naval doctrine for countries with   Portuguese or Brazilian culture
+25% “Venetian Marines” modifier granted by Expand The Arsenal mission for   Venice

Special regiment categoriesEdit

Aside from regulars and mercenaries, there are five other categories of units with unique recruitment mechanics and modifiers that are each available only to countries that meet certain conditions. Some of them are recruited in a unique way and do not cost   ducats,   manpower, or   time to recruit, while others have to be recruited via the macrobuidler. Unless stated otherwise they start at low   morale and are   maintained and reinforced at the same ducat and manpower cost as regulars.

Special unit force limitEdit

If a country has access to Cossacks, Rajputs or Revolutionary Guard units, the maximum amount which can be recruited is the countries   Force limit multiplied by the   Special unit force limit modifier. The only generic sources of this modifier are custom nation ideas and the monument   Mehrangarh Fort which gives +10% Special unit force limit on the   magnificent level (only with  ). Other sources of   Special unit force limit are only available to countries which have a specific special unit and are listed in the section of that unit.

BannersEdit

Banners are a special unit category available to nations that have Manchu, Sino-Altaic or Jurchen as their primary culture and are available to the Mongol Empire (with whichever is their primary culture post-formation). Banner units are displayed with a purple background in the army view. The total number of Banners can be viewed in the Military tab (hovering your mouse over the unit totals, or in the unit builder shortcut); and the total banners can comprise any combination of infantry and/or cavalry you desire. Banners can be cavalry or infantry.

Their Modifiers are :

  • +5%   discipline
  • -50%   reinforcement speed
  • -75% Manpower Reeinforcement Cost
  • -50%   Land Maintainance

Banners can be recruited in the state interface in states with primary culture cores or using the macrobuilder. For Mongol Empire, this can be any culture that is set as the primary culture of the empire. For all others, banner units will no longer be available if primary culture is changed beyond Manchu. If recruited in the state interface then the exact unit type (cavalry vs infantry) depends on the total army composition. A newly raised banner unit will be cavalry unless the total cavalry proportion is at or over the   cavalry to infantry ratio of the raising nation. Recruiting Banners using the Macrobuilder allows the unit type to be chosen freely.

In each state, one banner regiment can be recruited for every total 16   development (rounded down) from provinces that are of the nation's primary culture. Availability is modified by the   possible manchu banners modifier. It costs   +1% corruption per banner regiment raised divided by the country's force limit.

Available BannersEdit

The number of banners raised per 16 primary-culture   development (hence 1 banner per 16 development) is modified by:

  Traditions Ideas Bonuses Policies
+30%
  • Great Qing idea 1: Expand the Banners
+25%
  • Manchu idea 2: The Eight Banners
+15%
  • Jurchen idea 7: Jurchen Banner Armies
  • The Age of Absolutism ability Manchu Banners, available only to Manchu and Qing, gives   +50%.
  • Each age after the   Age of Discovery gives a cumulative   +50%.

For example, the Mongol Empire in the Age of Revolutions gets +150%   possible banners. With that, 1 banner regiment can be raised per 6.4 primary-culture   development in a state.

CaroleansEdit

Caroleans are available for nations with the "Allotement System" Government reform enacted. This Reform is gained via the   Swedish   Mission "Reform the Military". Caroleans are displayed with a teal background in the army view. Caroleans can only be   Infantry.

Their Modifiers are :

  •   -25% Regiment drill loss
  •   +5% Morale Damage

Caroleans are recruited via the Macrobuilder. The amount of Carolean units that can be raised are based on the amount of Swedish, Finnish and Norse culture developement your nation has, at a rate of 1 unit per 10 dev.

CawaEdit

Cawa regiments are a special unit category available only to countries with the Negusa Nagast Monarchy and Solomonic Empire reforms.

Cawa regiments can be recruited in the state interface in states or using the macrobuilder. They cost   5 military power per regiment raised[8] and start with   100 men[9] and 50% of the current   maximum morale[10].

They are always infantry and have the following modifiers:

  −15% Shock damage received
  −25% Land attrition
  +25% Reinforce cost
  −25% Reinforce speed

The base number of available cawa is 0.125 for each point of fully cored stated development. It is increased by +100% with the government reform Solomonic Empire.

CossacksEdit

Cossacks are a special unit category available only to countries that have access to the   Cossacks estate, and are displayed with a gold background in the army view. Cossacks can be infantry or cavalry.

Their Modifiers are :

  •   +10% shock damage bonus

Cossacks can be recruited using the macro-builder if the Cossacks estate interaction "Establish the Cossack Registers" privilege is given. The number of regiments is limited to:  . If given the estate interaction "Expand the Cossack Registers" Privilege this amount is repeated for a total of:  .

Over-reliance on Cossacks is penalized: for each 1% of the country's force limit composed of Cossacks, a   +1% stability cost modifier malus is applied (this malus on the stability boost can be removed by disbanding the Cossacks units).

JanissariesEdit

Janissaries are a special unit category available only to countries with the Ottoman Government, and are displayed with a red background in the army view. They are elite infantry troops with:

  −10% Fire damage received
  −10% Shock damage received
  +100% Reinforce cost
  +100% Army drill gain modifier

Janissaries can be recruited using the Macro-builder or from the state interface of states. The number of Janissaries available to a country is based on the proportion of heathen  development relative to the  force limit. This costs   10 military power per regiment raised. They do not use manpower when recruited. Over-reliance on janissaries may trigger the Janissary Coup disaster after the end of the   'Age of Discovery'.

RajputsEdit

Rajputs are a special unit category available only to countries that have access to the   Rajputs estate, and are displayed with a blue background in the army view. Rajput are always infantry and have:

  −25% Army drill decay modifier
  −50% Reinforce cost
  +5% Regiment Morale

Their base recruitment costs are raised to   15 ducats.[1]

Rajputs can be recruited in the macrobuilder after activating the Rajputs estate privilege   "Recruit Rajput Regiments". The number of regiments is limited to:  

Rajputs can be improved by the Rajputs estate privilege   "Enlist Purbias", which will give Rajput units   +10% fire damage, and an additional   5% discipline if the government reform "Purbias Register" is enacted.

Revolutionary GuardEdit

Revolutionary Guard are a special unit category available to revolutionary countries that have the Tier 1 "Revolutionary Republic" Reform for republics or the Tier 1 "Revolutionary Empire" for a monarchy, and are displayed with a orange background in the army view.

Revolutionary Guard can be recruited in the macro builder for twice the standard cost. They may be infantry, cavalry or artillery units and have:

  −10% Fire damage received
  −10% Shock damage received
  +100% Army drill gain modifier
  −50% Regiment drill loss

Once unlocked, a series of decisions become available that apply modifiers to Revolutionary Guard. They are:

Mass Revolutionary Guard Training

  +50% Regiment drill loss modifier
  +10% Special unit limit

Professional Revolutionary Guard Training (requires 40% army professionalism)

  +50% Land maintenance modifier
  -25% Regiment drill loss modifier

Vanguard Revolutionary Guard Training (requires 60% army professionalism)

  +50% Land maintenance modifier
  −10% Fire damage received
  −10% Shock damage received

Elite Revolutionary Guard Training (requires 80% army professionalism)

  +100% Land maintenance modifier
  +2.5% Discipline
  -10% Special unit limit

The number of regiments is limited to:  

StreltsyEdit

Streltsy are a special unit category available only to countries with one of the four governments unique to East-Slavic-culture nations (Veche Republic, Great Veche Republic, Russian Principality, and Tsardom), and are displayed with a silver background in the army view. Streltsy are always infantry.

Their Modifiers are :

  •   +10% fire damage

They can be recruited by using the government action "Raise Streltsy", which will raise a number of Streltsy infantry regiments equal to 20% of your force limit in your capital while also reducing   war exhaustion by 2. However, over-reliance on Streltsy is penalized: for each 1% of the country's force limit composed of Streltsy, a   +1% stability cost modifier malus is applied (this malus on the stability boost can be removed by disbanding the Streltsy units).

Winged HussarsEdit

Hussars are special cavalry   units, available for   Poland,   Lithuania and the   Commonwealth, via their national ideas. They are displayed with an orange background in the army view.

Their Modifiers are :

  •   +1 Cavalry Shock
  •   +50% Morale Damage
  • -50%   Reinforcement Speed

They are raised via the macrobuilder. The amount of Hussar units that can be raised are based on the amount of Accepted Culture Development your nation has, at a rate of 1 unit per 100 development. Raising them costs nothing.

Army professionalism and drillingEdit

Cradle of Civilization introduced two new and linked concepts to the area of army management. Professionalism is an overall rating for a nation's land forces, while drill level is specific to each regiment. Well drilled units are more effective in combat, and having units conduct drill is one of the primary means of building up a high level of professionalism, which unlocks new abilities for a nation's armies.

Army professionalismEdit

Each nation's army has a professionalism level (from 0% to 100%) measuring how closely an army models a professional standing army versus the feudal levies of the Middle Ages or the heavy reliance on mercenaries of the beginning of this period. The level of army professionalism can be found at the top of the military tab in the country view. It has the following effects, scaling from 0% to 100%:[11]

  +10% Land fire damage
  +10% Shock damage
  +20% Siege ability
  −50% Regiment drill loss

These modifiers apply to all land units, regardless of whether they are normal troops or mercenaries.

Scaling down from 50% to 0%, there are also bonuses for recruiting mercenaries:[12]

  −15% Mercenary cost
  +15% Mercenary manpower

Additionally, the value of army professionalism unlocks a new interface look and new abilities for armies every 20 points:

20% – Salaried Soldiers
May build supply depots: for   20 military power, an army can establish a supply depot in a friendly-controlled province. The supply depot will increase the friendly   supply limit in the entire area by 50% and all friendly troops will   reinforce as if they were in their home territory (ie the local reinforcement rate will be 100% instead of 50% even outside the national borders). If the province is occupied by a hostile force, the depot will be destroyed, otherwise it lasts for 5 years.
40% – Regiment Mustering
May refill garrison: allows a unit to take some of its infantry strength to restore the   garrison of a fort instantly, working in your own forts, as well as friendly and occupied enemy forts.
60% – Conscription Army
Regain manpower when disbanding: instead of the   manpower disappearing, disbanded regiments now return their soldiers to the manpower pool.
80% – Permanent Army
  −50% Reduced morale damage taken by reserve – regiments not deployed during a battle normally still take morale damage, but will now take −50% as much.
100% – Professional Army
  −50% General cost
  +100% Army drill gain modifier

There are certain actions that will increase/decrease the army professionalism value.

  • Drilling armies (+1% per year if 100% of the force limit is drilling, to scale)
  • Recruiting   generals (+1% per general)
  • Recruiting mercenaries decreases professionalism by −5% per mercenary company
  • Hitting the Slacken Recruitment Standards button (adjacent to the buttons for activating and deactivating forts) will lower the army professionalism by −5% (to a minimum of 0%), but will give a nation one years worth of   manpower.

Certain events and decisions will influence army professionalism as well.

DrillingEdit

 
A Muscovite army currently drilling.

Every (non-mercenary) regiment in a nation's army has an individual drill level (from 0% to 100%). Regiments with a high drill rating will be more effective in combat. Scaling with the level of a regiment's drill value the benefits are:

  +10% Shock damage
  +10% Land fire damage
  −25% Fire damage received
  −25% Shock damage received

Scaling up to 100, the average drill value of the regiments of an entire army gives:

  +20% Movement speed

Drilling can be initiated by pressing the drill button at the bottom of the army interface. Any non-mercenary army with a   leader assigned can be drilled. While drilling it will incur the full maintenance cost regardless of the army maintenance slider on the budget screen, and its morale will be lowered severely. At the end of each month, the drill value of each non-mercenary regiment in the army will increase by a base of +0.83 per month, amplified by any drill gain modifiers.

During drilling, the   leader of the army also has a chance of gaining additional leader pips. This likelihood depends on how much of the army they are drilling, relative to the force limit (around 10% yearly chance at 100% of the force limit currently drilling in a single army led by the leader).

A regiment's drill value will decrease for two reasons. When a unit takes losses (from battle or attrition) and receives reinforcements, the new troops are considered un-drilled and will lower the regiment's rating proportional to their numbers. (Example: an full strength regiment with 100% drill that takes 400 casualties will be at 60% drill when fully reinforced.) When not drilling, it degrades over time (base −0.083 per month), and is modified by regiment drill loss modifiers.

The speed at which armies are drilled can be improved with the following modifiers:

  Conditions
+40% Enacting certain decisions (in exchange for increased   maintenance)
+100% Janissary units
+100% from having maximum   army professionalism
+50% Sikh Guru
+25% from Prussian missions
+25% from Provencal missions
+10/+30/+50% from holding  Ambras Castle (only with   Leviathan)
  Traditions Ideas Bonuses Policies
+25%
  • Genevan traditions
  • PLC idea 3: Obrona Potoczna

Special casesEdit

Amphibious landingsEdit

Amphibious landings from transport fleets will take 12 days[1] to complete if moving into non-hostile territory, and 36 days[1] if moving into hostile territory. Boarding a friendly transport from land will always take 12 days as well. These times are reduced by the maneuver rating of leaders. Marines disembark faster, as do units aboard fleets with the flagship modifications Integrated Marines or Portuguese Fusiliers. The modifier   Hostile disembark time which is given to provinces by   Coastal defence and   Naval battery increases the time it takes for hostile armies to land.

Three way battlesEdit

If an army stops in a province in which two hostile forces are engaged in combat, it will wait on the sidelines and engage the victor once it emerges from battle. The victor from the first battle will now act as an attacker, and will suffer all terrain penalties appropriate for the province (unless that side controls a fort in the province, in which case it is the defender as normal). On the other hand, if only one of them is hostile, the newly arriving army will join the battle on the other side even if the non-enemy army is fighting in a different war.

Terra incognitaEdit

During peace time, only armies led by a conquistador may enter terra incognita provinces and explore them. In war time, all armies may enter terra incognita provinces if that province is controlled by hostile forces, but this is quite slow for a unit not led by a conquistador. If a terra incognita province is revealed while an army is attempting to move into it, its movement progress will immediately be updated, which can result in it teleporting into the province.

ReferencesEdit

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 See in /Europa Universalis IV/common/defines.lua.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers).
  3. Note that inflation does not affect regiment cost, but the cost of all unit types - infantry cost, cavalry cost and artillery cost.
  4. The 0.25 is the LAND_MAINTENANCE_FACTOR from /Europa Universalis IV/common/defines.lua.
  5. See in /Europa Universalis IV/common/defines.lua: LAND_TECH_MAINTENANCE_IMPACT = 0.02
  6. Error?
  7. Error?
  8. From /Europa Universalis IV/common/defines.lua: CREATE_CAWA_MIL_COST = 5, -- Cost to create Cawa (per unit)
  9. From /Europa Universalis IV/common/defines.lua: CAWA_STARTING_STRENGTH = 0.1, -- Starting strength of a cawa regiment, 1.0 being full strength
  10. From /Europa Universalis IV/common/defines.lua: CAWA_STARTING_MORALE = 0.5, -- Starting morale of a cawa regiment, 1.0 being full strength
  11. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Army professionalism).
  12. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Lack of army professionalism).
Mechanics

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