Army
- 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 army
![]() |
Please help with verifying or updating this section. It was last verified for version 1.24. |
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.
Manpower
- Main article: Manpower
It takes 1000 manpower to recruit a regiment.[1] Manpower is also used for reinforcing depleted regiments.
Regiment cost
Regiment cost is computed as follows:
Base cost
The base costs for recruiting a regiment are:[1]
Regiment cost modifiers
Regiment cost may be affected by general and type-specific modifiers which are summed.
General modifiers
General modifiers reduce the cost of all types of land units.
![]() |
Conditions |
---|---|
−20% | as ![]() |
−5% | for trading in ![]() |
−10% | with ![]() |
−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:
There are also many modifiers from decisions, events and missions that affect regiment cost.
Type-specific modifiers
Some specific modifiers reduce only the cost of one unit type.
Infantry
Ideas and policies:
There are also many modifiers from decisions, events and missions that affect infantry cost.
Cavalry
Ideas and policies:
There are also many modifiers from decisions, events and missions that affect cavalry cost.
Artillery
Ideas and policies:
There are also many modifiers from decisions, events and missions that affect artillery cost.
Recruitment time
The recruitment time of a regiment is computed as follows:
Base time
The base time for recruiting a regiment is:[1]
Recruitment time modifiers
Recruitment time can be affected by countrywide and provincial modifiers which are added.
- Countrywide modifiers
![]() |
Conditions |
---|---|
−20% | for trading in ![]() |
−10% | with ![]() |
+2% | for each point of ![]() |
Ideas and policies:
There are also many modifiers from decisions, events and missions that affect recruitment time.
- Provincial modifiers
![]() |
Conditions |
---|---|
+20% | for blockaded provinces[2] |
+30% | for looted provinces[2] |
+10% | for each point ![]() |
−1% | per provincial tax income[2] |
Composition
- 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.
Maintenance
![]() |
Please help with verifying or updating this section. It was last verified for version 1.33. |
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 cost
The maintenance cost (at a full maintenance slider) of a regiment is computed as follows:
In other words, they cost about [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.
of their recruitment cost,Maintenance cost modifiers
![]() |
Please help with verifying or updating this section. It was last verified for version 1.33. |
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 ![]() ![]() |
−20% | for being a march (only with ![]() |
−15% | for raising war taxes |
−15% | for being the ![]() |
+10% / −10% | from ![]() |
−10% | for having a ![]() |
−5% | for trading in ![]() |
−10% | with ![]() ![]() |
−10% | for having the reform “A Unified Army” as ![]() ![]() |
-10% | for having enacted the ![]() ![]() |
-10% | for having enacted the ![]() |
Ideas and policies:
There are also many modifiers from decisions, events and missions that affect land maintenance modifier.
Total maintenance cost
- 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.
Quality
![]() |
Please help with verifying or updating this section. It was last verified for version 1.24. |
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 improvements
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
Morale recovery improvements
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
Discipline improvements
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%.
Combat ability improvements
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
Cavalry combat ability
Artillery combat ability
General improvements
These modifiers affect the base attributes of the military leader and are added on top of them.
Land leader shock
Land leader fire
Land leader maneuver
Leader siege
Army tradition
- 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:
![]() |
Please help with verifying or updating this table. It was last verified for version 1.33. |
Supply and attrition
![]() |
Please help with verifying or updating this section. It was last verified for version 1.24. |
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 weight
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 limit
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 ![]() |
up to −50% | Proportional to the level of ![]() |
−20% | ![]() |
−30% | ![]() |
−40% | ![]() |
−10% | ![]() |
−20% | ![]() |
−30% | ![]() |
−10% | ![]() |
−20% | ![]() |
−30% | ![]() |
+50% | ![]() |
+50% | ![]() |
+50% | ![]() |
+50% | ![]() |
+50% | ![]() |
+50% | ![]() |
The Quantity idea 5: Camp Followers, and Somalia idea 5: The Blue Nile increases the national supply limit by 33%.
Attrition damage
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 modifiers
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:
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:
Reinforcements
![]() |
Please help with verifying or updating this section. It was last verified for version 1.24. |
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 speed
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 ![]() |
+33% | with a ![]() |
−25% | is bankrupt |
Ideas and policies:
All values above can be seen or deduced from the tooltip over each army's total soldier count.
Reinforce cost
- 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:
Mercenaries
![]() |
Please help with verifying or updating this section. It was last verified for version 1.30. |
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 forces
- 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 leader cannot be detached and is generated with 50
- Mercenary companies only contribute half for war participation.
- Mercenary companies start with half of their maximum morale.
List of mercenary companies
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% ![]() 10% ![]() 10% ![]() |
x0.75 | ![]() |
||
Free Company | 0.07 | 80% ![]() 10% ![]() 10% ![]() |
x0.3 | ![]() |
-25% ![]() -10% ![]() | |
Free City Company | 0.1 | 80% ![]() 10% ![]() 10% ![]() |
x0.3 | Has enacted ![]() |
-25% ![]() -10% ![]() | |
Grand Company | 0.05 | 80% ![]() 10% ![]() 10% ![]() |
x0.75 | ![]() |
||
Independent Army | 0.075 | 80% ![]() 10% ![]() 10% ![]() |
x0.75 | ![]() |
||
Amazons | 0.025 | 80% ![]() 10% ![]() 10% ![]() |
The ![]() |
+5% ![]() +5% ![]() | ||
Twenty Good Men | 0.01 | 70% ![]() 20% ![]() 10% ![]() |
Mann (4365) | x1.5 | Our ![]() |
+15% ![]() |
Lombard Free Company | 0.04 | 80% ![]() 20% ![]() |
Pavia (4728) | Between the ![]()
|
+5% ![]() | |
Tuscan Free Company | 0.04 | 80% ![]() 20% ![]() |
Lucca (2980) | Between the ![]()
|
+5% ![]() | |
Black Army | 0.04 | 40% ![]() 20% ![]() 40% ![]() |
Pest (153) | x0.75 |
Either:
|
+5% ![]() Does not reduce Army professionalism when recruited |
Black Army Reserves | 0.04 | 40% ![]() 20% ![]() 40% ![]() |
Pest (153) | x0.75 | Has Govermental reform "Institutionalized Black Army | +5% ![]() Does not reduce Army professionalism when recruited |
Knights Templar | 0.01 | 50% ![]() 50% ![]() |
Jerusalem (379) | x0.5 |
|
+15% ![]() +5% ![]() Does not reduce Army professionalism when recruited |
Swiss Guard | 0.005 | 100% ![]() |
Waldstätte (166) | x0.5 |
|
+2.5% ![]() Does not reduce Army professionalism when recruited |
Bande Nere | 0.05 | 70% ![]() 30% ![]() |
Arezzo (2978) | Before the ![]() Either: |
||
Schwarze Garde | 0.05 | 70% ![]() 30% ![]() |
Dresden (61) | Before the ![]() Either: |
||
Doppelsöldner | 0.02 | 70% ![]() 30% ![]() |
Stuttgart (70) | x1.25 | Either: | +10% ![]() +2.5% ![]() |
Reisläufer | 0.025 | 70% ![]() 30% ![]() |
Bern (165) | Either: | -5% ![]() | |
Hessian Jaegerkorps | 0.05 | 60% ![]() 10% ![]() 30% ![]() |
Niederhessen (1762) | x1.5 | After the ![]() Either: |
-10% ![]() -10% ![]() +2.5% ![]() |
Routiers | 0.03 | 100% ![]() |
Finistère (170) | Is ![]() Our ![]() |
||
Bascoli | 0.03 | 100% ![]() |
Labourd (173) | Is ![]() Either :
|
||
Levends | 0.025 | 60% ![]() 10% ![]() 30% ![]() |
Kotor (4754) | Owns any province in Balkans | ||
Stratioti | 0.025 | 100% ![]() |
Durrës (4174) |
|
||
Morlachs | 0.025 | 60% ![]() 10% ![]() 30% ![]() |
Lika (1826) | Either :
|
||
Guardia Corsa | 0.025 | 60% ![]() 10% ![]() 30% ![]() |
Corsica (1247) | Either : | ||
Hajduks | 0.05 | 60% ![]() 10% ![]() 30% ![]() |
Királyföld (4128) | x0.75 |
|
|
Gallowglasses | 0.025 | 60% ![]() 10% ![]() 30% ![]() |
Donegal (4380) | Before the ![]() Either: |
+2.5% ![]() -5% ![]() | |
Redshanks | 0.03 | 100% ![]() |
Inner Hebrides (4364) | Before the ![]() Either: |
+5% ![]() | |
Scottish Guard | 0.03 | 60% ![]() 10% ![]() 30% ![]() |
Inverness (252) | After the ![]() Either: |
-5% ![]() | |
Seimeni | 0.03 | 100% ![]() |
Bihar (157) | After the ![]() ![]() |
||
Armatoles | 0.025 | 100% ![]() |
Kastoria (1853) | |||
White Company | 0.03 | 100% ![]() |
London (236) | Is ![]() Either: |
||
Flemish Company | 0.04 | 60% ![]() 10% ![]() 30% ![]() |
Bruges (90) | Either: | +5% ![]() | |
Forlorn Hope | 0.025 | 100% ![]() |
Oxford (237) | x1.2 | Our ![]() |
-25% ![]() -10% ![]() -10% ![]() +10% ![]() |
Buccaneer Battalion | 0.05 | 100% ![]() |
Tortuga (489) | x0.67 |
|
-2.5% ![]() +20% ![]() |
Bandeirantes | 0.05 | 100% ![]() |
Sao Vicente (766) | x0.8 | -2.5% ![]() -25% ![]() | |
Huai Army | 0.05 | 60% ![]() 10% ![]() 30% ![]() |
Kaifeng (688) | Either: | ||
Xiang Army | 0.05 | 60% ![]() 10% ![]() 30% ![]() |
Hengyang (2174) | Either: | ||
Wolf Troops | 0.025 | 60% ![]() 10% ![]() 30% ![]() |
Namning (2164) | x1.2 | Owns any province in China, Indochina, Manchuria or Korea | +10% ![]() |
Shanxi Guard | 0.05 | 60% ![]() 10% ![]() 30% ![]() |
Ningwu (2177) | Our ![]() |
||
Yongning Warriors | 0.05 | 60% ![]() 10% ![]() 30% ![]() |
Luzhou (4213) | Our ![]() |
||
Kanto Ronin | 0.025 | 100% ![]() |
Musashi (1028) | Our ![]() |
||
Kyushu Wokou | 0.025 | 100% ![]() |
Chikuzen (1818) | Owns any province in Japan, Manchuria or Korea | ||
Shikoku Yojimbo | 0.025 | 100% ![]() |
Tosa (1819) | Our ![]() |
||
Purbiyas | 0.04 | 70% ![]() 30% ![]() |
Jaunpur (555) | Our ![]() |
||
Gorkhalis | 0.025 | 90% ![]() 10% ![]() |
Palpa (4485) | x1.5 | Either:
|
+5% ![]() +5% ![]() |
Gosains | 0.03 | 60% ![]() 10% ![]() 30% ![]() |
Lucknow (523) | x1.2 | +5% ![]() | |
Tamil Company | 0.05 | 60% ![]() 10% ![]() 30% ![]() |
Tiruchirappalli (2085) | Owns any province in Deccan or Coromandel | ||
Company of the Ganges | 0.03 | 100% ![]() |
Kannauj (4497) | Owns any province in Bengal, Hindusthan or West India | ||
Banjara Company | 0.05 | 40% ![]() 40% ![]() 20% ![]() |
Marwar (514) | Our ![]() |
||
Bukhara Band | 0.05 | 40% ![]() 40% ![]() 20% ![]() |
Bukhara (442) | Owns any province in Persia, Khorasan, Central Asia or Caucasia | ||
Mesopotamian Mamluks | 0.05 | 40% ![]() 40% ![]() 20% ![]() |
Baghdad (410) | x1.1 | Either:
|
+100% ![]() |
Mamluks of the Nile | 0.05 | 40% ![]() 40% ![]() 20% ![]() |
Cairo (361) | x1.5 | +10% ![]() +2.5% ![]() | |
Mamluks of Delhi | 0.05 | 40% ![]() 40% ![]() 20% ![]() |
Delhi (522) |
|
||
Zeybeks | 0.03 | 100% ![]() |
Sugla (318) |
|
||
Sekban | 0.03 | 100% ![]() |
Karaman (324) | Either:
|
||
Zanj Company | 0.05 | 80% ![]() 20% ![]() |
Bagamoyo (1199) | Either: | ||
Madagascar Company | 0.05 | 80% ![]() 20% ![]() |
Merina (1792) | Either: | ||
Sahel Company | 0.05 | 80% ![]() 20% ![]() |
Timbuktu (1132) | x1.1 | Owns any province in Sahel, Niger or Guinea regions | +10% ![]() -25% ![]() |
Asafo Company | 0.05 | 80% ![]() 0%[6] ![]() 20% ![]() |
Gyaaman (2255) | x1.1 | Owns any province in Niger or Guinea regions | +5% ![]() |
Nubian Company | 0.05 | 80% ![]() 20% ![]() |
Soba (2798) | Either: | ||
Tonkinese Army | 0.05 | 80% ![]() 20% ![]() |
Hai Phong (2372) | x1.1 | Either: | -20% ![]() +20% ![]() |
Mongol Mercenaries | 0.05 | 50% ![]() 40% ![]() 10% ![]() |
Qaraqorum (4678) | x1.5 | Either: | +20% ![]() |
Circassian Guards | 0.025 | 100% ![]() |
Circassia (463) | x1.1 |
|
+15% ![]() |
Bedouin Auxiliaries | 0.05 | 50% ![]() 40% ![]() 10% ![]() |
Tabuk (383) | Either: | ||
Kurdish Company | 0.02 | 100% ![]() |
Arbil (4293) | Either: | ||
Laz Auxiliaries | 0.03 | 100% ![]() |
Guria (2196) | Either:
|
||
Tabarestan Company | 0.03 | 100% ![]() |
Lahijan (417) | Our ![]() |
||
Novgorod Company | 0.02 | 100% ![]() |
Novgorod (310) | Our ![]() |
||
Crimean Company | 0.03 | 100% ![]() |
Crimea (284) | Either:
|
||
Buryat Band | 0.02 | 100% ![]() |
Onan Gol (1058) | x1.1 | Owns any province in East Siberia, Mongolia, North China, Manchuria or Korea regions | +10% ![]() |
Lithuanian Company | 0.03 | 100% ![]() |
Vilna (272) | Owns any province in Poland, Baltic or Ruthenia regions | ||
Frisian Free Company | 0.02 | 100% ![]() |
Groningen (4382) | x1.2 | Either: | +5% ![]() +5% ![]() |
Finnish Company | 0.04 | 90% ![]() 10% ![]() |
Nyland (28) | Either: | ||
Almogavars | 0.02 | 100% ![]() |
Alicante (1750) | x1.1 | Is ![]() Our ![]() |
+15% ![]() |
Moorish Battalion | 0.03 | 100% ![]() |
Fez (343) | Either: | ||
Kutai Company | 0.03 | 100% ![]() |
Kutai (638) | Either: | ||
Free Miquelets | 0.02 | 100% ![]() |
Urgell (2987) | x1.1 | Our ![]() |
+10% ![]() -15% ![]() |
Free Company of Volunteers | 0.03 | 100% ![]() |
Sayula (4579) | |||
Crabats | 0.025 | 50% ![]() 40% ![]() 10% ![]() |
Zagreb (131) |
|
||
Free Swiss Guard | 0.025 | 100% ![]() |
Bern (165) | x1.5 |
|
+5% ![]() |
Colonial Rangers | 0.025 | 90% ![]() 10% ![]() |
Eskikewakik (2569) | x1.25 | +10% ![]() 10% ![]() | |
Independent Cossack Host | 0.05 | 60% ![]() 40% ![]() 0%[7] ![]() |
Zaporozhia (283) | Either: | ||
Kazakh Company | 0.05 | 60% ![]() 40% ![]() |
Argyn (478) | Either: | ||
Yaka Free Warriors | 0.03 | 100% ![]() |
Yaka (4085) | Owns any province in Central Africa or Kongo regions | ||
Great Lakes Free Warriors | 0.03 | 100% ![]() |
Buganda (4064) | Either:
|
||
Thai Company | 0.03 | 100% ![]() |
Ayutthaya (600) | Owns any province in Indochina region | ||
Yucatan Company | 0.04 | 100% ![]() |
Ceh Pech (2633) |
|
||
Misquito Coast Company | 0.03 | 100% ![]() |
Mosquito (838) |
|
||
Navajo Raiders | 0.04 | 100% ![]() |
Navajo (878) |
|
||
Chonnonton Free Warriors | 0.025 | 100% ![]() |
Tionontate (2586) |
|
||
Inuit Warriors Band | 0.03 | 100% ![]() |
Kwakiutl (974) | x1.1 |
|
+10% ![]() |
Mohawk Free Warriors | 0.03 | 100% ![]() |
Mohawk (964) | x1.1 |
|
+5% ![]() |
Muscogee Mercenaries | 0.04 | 100% ![]() |
Tuskegee (925) |
|
||
Quito Company | 0.04 | 100% ![]() |
Quito (820) |
|
||
Silver Company | 0.04 | 100% ![]() |
Potosi (795) |
|
||
Dahomey Amazons | 0.025 | 70% ![]() 10% ![]() 20% ![]() |
Abomey (1140) |
|
Is led by a ![]() +5% ![]() -5% ![]() | |
Gascon Musket Company | 0.025 | 100% ![]() |
Armagnac (175) | x1.2 | Is not ![]() Our ![]() |
+50% ![]() |
Tyrolean Guard | 0.025 | 100% ![]() |
Etschtal (4758) | Is not ![]() Our ![]() |
||
Mongol Banner | 0.05 | 40% ![]() 50% ![]() 20% ![]() |
Kobdo (718) | x1.1 | +100% ![]() Does not reduce Army professionalism when recruited | |
Swiss Home Guard | 0.05 | 100% ![]() |
Bern (165) | x0.75 |
|
+5% ![]() Does not reduce Army professionalism when recruited |
Japanese Volunteers | 0.02 | 60% ![]() 10% ![]() 30% ![]() |
Ayutthaya (600) |
|
+10% ![]() +2.5% ![]() Does not reduce Army professionalism when recruited | |
Order of Saint Joan | 0.025 | 70% ![]() 10% ![]() 20% ![]() |
Orleans (184) | x0.5 |
|
Is led by a ![]() +20% ![]() +5% ![]() Does not reduce Army professionalism when recruited |
Ottoman Janissaries | 0.03 | 100% ![]() |
Harer (1211) | x0.25 | One of the following: | -10% ![]() -10% ![]() |
Portuguese Musketeers | 0.02 | 100% ![]() |
Harer (1224) | x0.25 | +5% ![]() +10% ![]() | |
Butua Warriors | 0.03 | 100% ![]() |
Butua (1185) | x0.75 |
|
+5% ![]() +10% ![]() |
Mamluk Soldiers | 0.03 | 75% ![]() 25% ![]() |
x0.75 | One of the following: | +10% ![]() | |
Oyo Cavalry | 0.04 | 100% ![]() |
x0.25 |
|
+50% ![]() +50% ![]() +20% ![]() Does not reduce Army professionalism when recruited | |
Prussian Volunteer Army | 0.01 | 100% ![]() |
Königsberg (41) | x2 | Unlocked via ![]() ![]() |
+20% ![]() +5% ![]() Does not reduce Army professionalism when recruited |
Hakkapeliita Cavalry | 0.02 | 100% ![]() |
Nyland (28) | x0.25 | Unlocked via ![]() ![]() ![]() |
+1 ![]() +100% ![]() +25% ![]() Does not reduce Army professionalism when recruited |
Hakkapeliita Army | 0.05 | 100% ![]() |
Nyland (28) | x0.25 | Unlocked via ![]() (After forming |
+1 ![]() +100% ![]() +25% ![]() Does not reduce Army professionalism when recruited |
Hakkapeliita Skirmishers | 0.02 | 100% ![]() |
Nyland (28) | x0.25 | Unlocked via ![]() (After forming |
+1 ![]() +100% ![]() +33% ![]() Does not reduce Army professionalism when recruited |
Elite Hakkapeliita | 0.005 | 100% ![]() |
Nyland (28) | x0.25 | Unlocked via ![]() (After forming |
+1 ![]() +1 |
Mercenary manpower
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:
![]() |
Conditions |
---|---|
+5.0% | for raising war taxes for up to two years |
+12.5% | during the English ![]() |
+0.3% | per point of ![]() |
There are also many modifiers from decisions, events and missions that affect mercenary manpower.
Mercenary manpower recovery
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 cost
Mercenary recruitment cost is computed as follows:
Recruitment cost of mercenaries is not affected by mercenary maintenance modifiers, but is affected by the following:
![]() |
Modifier |
---|---|
−0.3% | Per point of army professionalism below 50 (i.e. 15% at 0, 0 at 50% or higher). |
Mercenary maintenance cost
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:
![]() |
Modifier |
---|---|
+50% | base |
+8% | per military tech |
−25% | with a ruler which has the ![]() |
−15% | trading in ![]() |
−15% | with 'Institutionalized Black Army' reform (available only to ![]() |
Mercenary discipline
Some ideas and bonuses increase the discipline of mercenary regiments:
![]() |
Modifier |
---|---|
+2.5% | with 'Institutionalized Black Army' reform (available only to ![]() |
There are also other modifiers from decisions, events and missions that affect mercenary discipline.
Marines
![]() |
Please help with verifying or updating this section. It was last verified for version 1.30. |
![]() ![]() ![]() |
Available only with Rule Britannia, Golden Century or Lions of the North DLC enabled. |
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).
Recruitment
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 marines
Some ideas and bonuses increase the percentage of available marine regiments:
![]() |
Conditions |
---|---|
+50% | “Portuguese Marines” naval doctrine for countries with ![]() |
+25% | “Venetian Marines” modifier granted by “Expand The Arsenal” mission for ![]() |
Special regiment categories
![]() |
Please help with verifying or updating this section. It was last verified for version 1.24. |
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 limit
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.
Banners
![]() |
Available only with the Mandate of Heaven DLC enabled. |
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 :
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 Banners
The number of banners raised per 16 primary-culture development (hence 1 banner per 16 development) is modified by:
![]() |
Traditions | Ideas | Bonuses | Policies |
---|---|---|---|---|
+30% | — |
|
— | — |
+25% | — |
|
— | — |
+15% | — |
|
— | — |
- 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.
Caroleans
![]() |
Available only with the Lions of the North DLC enabled. |
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 :
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.
Cawa
![]() |
Available only with the Origins DLC enabled. |
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:
![]() |
Please help with verifying or updating this table. It was last verified for version 1.33. |
![]() |
−5% | Shock damage received |
![]() |
−50% | Land attrition |
![]() |
+50% | 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.
Cossacks
![]() |
Available only with the The Cossacks DLC enabled. |
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 :
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).
Janissaries
![]() |
Available only with the Cradle of Civilization DLC enabled. |
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 |
![]() |
+50% | Army drill gain modifier |
![]() |
+50% | Assault fort ability |
![]() |
+100% | Reinforce cost |
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'.
Rajputs
![]() |
Available only with the Dharma DLC enabled. |
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:
![]() |
Please help with verifying or updating this table. It was last verified for version 1.33. |
![]() |
−25% | Regiment drill loss |
![]() |
−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 Guard
![]() |
Available only with the Emperor DLC enabled. |
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:
![]() |
Please help with verifying or updating this table. It was last verified for version 1.33. |
![]() |
−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:
Streltsy
![]() |
Available only with the Third Rome DLC enabled. |
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 :
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 Hussars
![]() |
Available only with the Lions of the North DLC enabled. |
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 :
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 drilling
![]() |
Please help with verifying or updating this section. It was last verified for version 1.24. |
![]() |
Available only with the Cradle of Civilization DLC enabled. |
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 professionalism
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]
![]() |
Please help with verifying or updating this table. It was last verified for version 1.33. |
![]() |
+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]
![]() |
Please help with verifying or updating this table. It was last verified for version 1.33. |
![]() |
−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.
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:
![]() |
Please help with verifying or updating this table. It was last verified for version 1.33. |
![]() |
+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:
![]() |
Please help with verifying or updating this table. It was last verified for version 1.33. |
![]() |
+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 ![]() |
+100% | Janissary units |
+100% | from having maximum ![]() |
+50% | Sikh Guru |
+25% | from Prussian missions |
+25% | from Provencal missions |
+10/+30/+50% | from holding ![]() ![]() |
Special cases
![]() |
Please help with verifying or updating this section. It was last verified for version 1.24. |
Amphibious landings
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 battles
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 incognita
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.
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 See in /Europa Universalis IV/common/defines.lua.
- ↑ 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).
- ↑ Note that inflation does not affect regiment cost, but the cost of all unit types - infantry cost, cavalry cost and artillery cost.
- ↑ The 0.25 is the LAND_MAINTENANCE_FACTOR from /Europa Universalis IV/common/defines.lua.
- ↑ See in /Europa Universalis IV/common/defines.lua: LAND_TECH_MAINTENANCE_IMPACT = 0.02
- ↑ Error?
- ↑ Error?
- ↑ From /Europa Universalis IV/common/defines.lua: CREATE_CAWA_MIL_COST = 5, -- Cost to create Cawa (per unit)
- ↑ From /Europa Universalis IV/common/defines.lua: CAWA_STARTING_STRENGTH = 0.1, -- Starting strength of a cawa regiment, 1.0 being full strength
- ↑ From /Europa Universalis IV/common/defines.lua: CAWA_STARTING_MORALE = 0.5, -- Starting morale of a cawa regiment, 1.0 being full strength
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Army professionalism).
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Lack of army professionalism).
Declaring war | Alliance • Casus belli • Claim • Peace • War exhaustion • Warfare |
Defense | Fort • Zone of control |
Land warfare | Army • Condottieri • Discipline • Drilling • Land units • Land warfare • Manpower • Militarisation • Mercenaries • Professionalism |
Naval warfare | Flagship • Naval blockade • Naval doctrine • Naval units • Naval warfare • Navy • Sailors |
Other | Force limit • Military leader • Military tradition |
Colonisation | Exploration • Colonisation • Colonial nation • Tariffs • Trade company |
Economy | Debase currency • Development • Economy • Privateering • Production • Raid coasts • Tax |
Trade | Trade • Trade company • Trade goods • Trade nodes |
Diplomacy | Diplomacy • Diplomatic feedback • Envoy • Espionage |
Other | Defender of the Faith • Great power • Hegemon • Prestige • Regions |
Political structures | Emperor of China • Holy Roman Empire • Papacy |
Relations | Personal union • Relations • Subject nation |
Concepts | Corruption • Governing capacity • Overextension • Power projection • Rebellion • Regions • Stability • States and territories |
Court | Advisors • Consort • Monarch power • National focus • Ruler • Ruler personalities |
Estates and Factions | Base estates • Cossacks estates • Dharma estates • Estates • Factions |
Events and Missions | Decisions • Disasters • Events • List of decisions • Missions |
Goverment | Absolutism • Culture • Government • Government rank • Modifiers • Policies |
Province mechanics | Autonomy • Buildings • Canal • Capital • Core • Province |
Religions | Christian denominations • Eastern denominations • Muslim denominations • Other denominations • Pagan denominations • Religion |
Specific governments | Native council • Parliament • Steppe hordes |
Ideas and Policies | Idea groups • National ideas • Policies |
Ages and Institutions | Ages • Institutions |
Innovativeness and Technology | Innovativeness • Technology |