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[edit | edit source]
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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[edit | edit source]
- Main article: Manpower
It takes 1000 manpower to recruit a regiment.[1] Manpower is also used for reinforcing depleted regiments.
Regiment cost[edit | edit source]
Regiment cost is computed as follows:
Base cost[edit | edit source]
The base costs for recruiting a regiment are:[1]
Regiment cost modifiers[edit | edit source]
Regiment cost may be affected by general and type-specific modifiers which are summed.
General modifiers[edit | edit source]
General modifiers reduce the cost of all types of land units.
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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[edit | edit source]
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[edit | edit source]
The recruitment time of a regiment is computed as follows:
Base time[edit | edit source]
The base time for recruiting a regiment is:[1]
Recruitment time modifiers[edit | edit source]
Recruitment time can be affected by countrywide and provincial modifiers which are added.
- Countrywide modifiers
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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
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Conditions |
---|---|
+20% | for blockaded provinces[2] |
+30% | for looted provinces[2] |
+10% | for each point ![]() |
−1% | per provincial tax income[2] |
Composition[edit | edit source]
- 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[edit | edit source]
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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[edit | edit source]
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[edit | edit source]
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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.
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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[edit | edit source]
- 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[edit | edit source]
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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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
- 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:
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Supply and attrition[edit | edit source]
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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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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 the maximum attrition amount (normally 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[edit | edit source]
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:
By default, the maximum attrition an army can suffer is 5%. This amount for enemies can be increased by the following:
- The Righteous Army decision for Korea (enabled with Righteous Army government reform): +3
- Reward for White Death Upon Europe mission for Finland: +1
- Tier 3 government reform Defensive Stance: +1
- Tier 3 government reform Reinforce the Sygnakhs: +1
- Defensive ideas finisher: +1
- Incan ambitions: +1
Reinforcements[edit | edit source]
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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[edit | edit source]
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:
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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[edit | edit source]
- 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:
Army professionalism and drilling[edit | edit source]
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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[edit | edit source]
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%:[6]
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+10% | Land fire damage |
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+10% | Shock damage |
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+20% | Siege ability |
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−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% (max effect at 0%), there are also bonuses for recruiting mercenaries:[7]
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−15% | Mercenary cost |
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+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 −1% (to a minimum of 0%), but will give a nation +100%
manpower recovery speed, and −5% yearly army professionalism.
Certain events and decisions will influence army professionalism as well.
Drilling[edit | edit source]
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:
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+10% | Shock damage |
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+10% | Land fire damage |
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−25% | Fire damage received |
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−25% | Shock damage received |
Scaling up to 100, the average drill value of the regiments of an entire army gives:
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+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 both natural decay and decay from reinforcements are modified by regiment drill loss modifiers.
The speed at which armies are drilled can be improved with the following modifiers:
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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[edit | edit source]
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Amphibious landings[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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.
Mercenaries[edit | edit source]
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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[edit | edit source]
- 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).
- Importantly their tech level is determined by the country of origin. Hence their tactic level (and other modifiers related to the military tech level) could be drastically different to the player's.
- If not of Local origin, come with their own dedicated leader.
- Mercenary leader cannot be detached and is generated with 50
army tradition.
- Mercenary armies of Local origin may be assigned leaders by the player as though they were regular forces.
- Mercenary company's dedicated leader is occasionally replaced randomly.
- 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 the score for war participation.
- Mercenary companies start with half of their maximum morale; recovering each month tick to full strength.
List of mercenary companies[edit | edit source]
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%[8] ![]() 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%[9] ![]() |
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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 |
---|---|
−33% | with the government reform Condottieri Contracts |
−25% | with the government reforms Elite Mercenaries, Mercenary Leadership, or Swiss Mercenaries, |
−25% | with 'Livonian Mercenary State' reform (available only to ![]() |
−0.3% | Per point of army professionalism below 50 (i.e. 15% at 0, 0 at 50% or higher). |
Mercenary maintenance cost[edit | edit source]
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 ![]() |
−10% | with 'Livonian Mercenary State' reform (available only to ![]() |
Mercenary discipline[edit | edit source]
Some ideas and bonuses increase the discipline of mercenary regiments:
![]() |
Modifier |
---|---|
Up to +10% | as Economic hegemon |
Up to +10% | with the government mechanic “Mercenary Militarization” from the reforms Swiss Mercenaries and Elite Mercenaries |
+5% | assimilating the Caucasian culture group with the Mughal Diwan government reform |
+5% | with the government reforms Livonian Mercenary State, Condottieri Contracts or Swiss Mercenaries |
+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[edit | edit source]
![]() |
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[edit | edit source]
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[edit | edit source]
The formula for Marine amount is as follow :
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 land units[edit | edit source]
- This page is about Special land lnits. For Special naval units see : Navy#Special naval units.
Aside from regulars and mercenaries, there are some other categories of units with unique recruitment mechanics and modifiers that are each available only to countries that meet certain conditions.They can be recruited via the macrobuilder. Some of them do not cost ducats,
manpower, or
time to recruit. Unless stated otherwise they cost and are
maintained and reinforced at the same ducat and manpower cost as regulars.
The amount of special units a country has available is depending of that type of special unit. A special unit is either tied to force limit fraction, entirely to special unit forcelimit or to the amount of development of a certain kind the nation has.
Special unit force limit[edit | edit source]
The special unit force limit is a percentage value of a countrys total force limit, which can be made up of special units. If a country has a
special unit force limit of 10% and a forcelimit of 100; a special unit whose unit amount is entirely dependend on special unit force limit such as the cossacks, will have 10 units available. 10% of 100 = 10
The only generic source of this modifier is the monument Mehrangarh Fort (which gives
+10% Special unit force limit on the
magnificent level (only with
)).
Other ways to increase Special Unit force limit are :
- The Cossacks estate privileges "Establish the Cossacks regiments" and "Expand the Cossacks regiments" increase
Special unit force limit by :
, or :
, if both are given.
- The Rajputs Estate privilge "Establish the Rajput Regiments" increases
Special unit force limit by:
+10% from the Government reforms "Expanded Devshirme System" or "Reformed Janissaries" for the
Ottomans
+10% from the Government reform "Rajput Military Leadership" for nations with the Rajputs estate
+10% from the Government reform "Cossack Registry" for nations with polish or lithuanian culture
+10% from the decision "Mass revolutionary Guard training" for revolutionary countries
The amount of Special units, that are tied to force limit fraction, that can be recruited at base is 0. Modifiers that increase that units "force limit fraction" are added together to get the total percentage of a countrys forcelimit they can recruit of that kind of special unit.
For example, if a country gets 10% samurai force limit fraction from army tradition and 10% from "New era samurai", in total 20% of its force limit can be made out of samurai.
If a special unit has other means of increasing their unit- amount, such as forcelimit fraction or development, Special unit force limit modifier will be applied after all other calculations are done. So for a special unit that is based on force limit fraction, if a countrys forcelimit is 100 and both its "that- unit- force limit fraction" and its "special unit forcelimit" is +10%, they would be able to recruit 11 units of that special unit. This is due to : 10% of 100 = 10. 10% of 10 = 1. 10 + 1 = 11.
This also means that these kinds of special units cannot profit from special unit forcelimit if they didnt already increase their "base amount" of units from something else. For example :
A nation with a japanese primary culture has access to samurai. Now they manage to get 100 force limit and any modifier that increases special unit force limit by 10%. They still will only be able to recruit 0 samurai because without any modifier that grants them any amount of samurai the calculation will be : 0 + 10% of 0 which is 0.
Modifiers that increase special unit forcelimit, be it by a fixed value, or be it percentage based, do nothing if the country does not already have access to special unit regiments. For example, a daimyo that switches their primary culture to outside the japanese group will no longer have access to Samurai.
Banners[edit | edit source]
![]() |
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 magenta background in the army view.
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, in primary culture provinces. For Mongol Empire, this can be any culture that is set as the primary culture of the empire. If recruited in the state interface they will always be cavalry. Recruiting Banners using the Macrobuilder allows the unit type to be chosen freely.
Recruiting Banners cost neither manpower nor money but building one raises corruption by +5% [10] divided by the country's force limit.
Banners spawn immideately and with full morale but only at 100 manpower.
Units available[edit | edit source]
The amount of total banners available depends on the amount of fully cored primary culture development a country owns : one banner regiment can be recruited for every total 16 development (rounded down). Availability is modified by the
possible manchu banners modifier. The complete formula for the Banner amount is :
The following are all the modifers that can increase the Banners amount :
![]() |
Traditions | Ideas | Bonuses | Policies |
---|---|---|---|---|
+30% | — |
|
— | — |
+25% | — |
|
— | — |
+15% | — |
|
— | — |
- The government reform "Eight Banners", available to nations of Manchu or Jurchen culture, gives
+25%.
- 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.
Unit modifications[edit | edit source]
The following can modify Banner units :
Caroleans[edit | edit source]
![]() |
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 in swedish or finnish culture provinces.
They spawn with 50% morale.
Units available[edit | edit source]
The amount of Carolean units that can be raised are based on the amount of Swedish, Finnish and Norse culture development a nation has, at a rate of 1 unit per 10 dev.
The following can modify the Carolean amount :
- −10% The Nobility privilege "Carolean march" :
- -10% The Nobility privilege "Carolean charge" :
Unit modifications[edit | edit source]
The following can modify Carolean units :
- The Nobility privilege "Carolean march" :
- The Nobility privilege "Carolean charge" :
Cawa[edit | edit source]
![]() |
Available only with the Origins DLC enabled. |
Cawa regiments are a special unit category available only to countries with the Grant privileges to the Cawa, Negusa Nagast Monarchy and Solomonic Empire reforms.
Cawa units are displayed with a dark teal background in the army view.
Cawa 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 |
Cawa regiments can be recruited in the state interface in states or using the macrobuilder. They can only be recruited in states/ provinces of the nations culture group.
They cost 2 military power per regiment raised but cost neither manpower nor money.
They immideately spawn with 500 men and 10% of the current
maximum morale.
Units available[edit | edit source]
The base number of available cawa is 0.125 for each point of fully cored stated development.
The following is a list of all modifiers that increase possible cawa :
+100% with the government reform Solomonic Empire.
Unit modifications[edit | edit source]
The following is a list of modifications available for cawa units :
- The government reform "Grant privileges to the cawa", for nations with Amhara culture :
- The Nobility privilege "Assign Cawa Peacekeepers", unlocked via
Ethiopias Mission "Train the Cawa" :
- The Nobility privilege "Assign Cawa Conquerors", unlocked via
Ethiopias Mission "Train the Cawa" :
Cossacks[edit | edit source]
![]() |
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 if the Cossacks estate interaction "Establish the Cossack Regiments" privilege is given.
Cossacks are displayed with a gold background in the army view.
Cossacks can be infantry or
cavalry.
Their Modifiers are:
Cossacks are recruited using the macro-builder.
Their base recruitment costs are raised to 15 ducats.[1]
They spawn with 50% morale.
Units available[edit | edit source]
The amount of cossack regiments a country may recuit is based entirely on its special unit force limit :
See above for a list of all possible modifers that increase special unit forcelimit.
Note : The Cossacks estate interaction "Establish the Cossack Regiments" privilege raises a countrys special unit force limit by: .
Thus if one wants to easily increase the amount of cossacks they can recruit, its an option to give away crownland to the Cossacks. Additionally :
If given the estate interaction "Expand the Cossack Regiments" Privilege the special unit force limit from crownland amount is repeated for a total of: .
Unit modifications[edit | edit source]
The following can modify Cossack units :
- The "Cossacks: Supply Arms" decision, enabled by the "Cossacks military service" cossacks estate privilege :
Janissaries[edit | edit source]
![]() ![]() |
Available only with the Cradle of Civilization DLC or the Domination DLC enabled. |
Janissaries are a special unit category available only to countries with the Ottoman Government, Modernized Ottoman Government, Reorganized Ottoman Government, Reformed Janissaries, Sultanate of Rum and Janissary Stratocracy government reforms.
Janissaries are displayed with a light green background in the army view.
They are infantry troops.
Their modifiers are :
![]() |
−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. This is only possible in states that have/ provinces that are heathen.
They costs 3 military power per regiment raised but cost neither manpower nor money.
They start with10% Morale and 10% Regiment strength.
Units available[edit | edit source]
The number of Janissaries available to a country is a percentage of the force limit equal to the percentage of heathen province development of the country. So if 50% of the total development of a country is made up of heathen provinces, it can recruit up to 50% of its force limit as Janissaries
Janissary Stratocracies base their janissary limit on true faith provinces instead :
See above for a list of all possible modifers that increase special unit forcelimit.
Unit modifications[edit | edit source]
The following is a list of all available modifiers for Janissary units:
- the government reforms "Expanded Devshirme System" or "Reformed Janissaries", available to the
ottomans :
- The "Loosen Devshirme System" Janissaries estate privilege:
- The "Ensure Disciplined Training" Janissaries estate privilege:
- The "Janissary Officers" Janissaries estate privilege:
- The "Professional Soldiers" Janissaries estate privilege:
- The "Recruitment by Merit" Janissaries estate privilege:
- The "Ottoman Vanguards" Janissaries estate privilege:
Rajputs[edit | edit source]
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Available only with the Dharma DLC enabled. |
Rajputs are a special unit category available only to countries that have access to the Rajputs estate, if the Rajputs estate interaction "Establish the Rajput Regiments" privilege is enacted or the government reform "Rajput military leadership" is enacted
They are displayed with a purple background in the army view.
Rajput are always infantry.
Their modifiers are :
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Please help with verifying or updating this table. It was last verified for version 1.33. |
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−25% | Regiment drill loss |
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−50% | Reinforce cost |
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+5% | Regiment Morale |
Rajputs are recruited in the macrobuilder.
Their base recruitment costs are raised to 15 ducats.[1]
They spawn with 50% morale.
Units available[edit | edit source]
The number of Rajput regiments a nation can have is based entirely on a nations special units force limit:
See above for a list of all possible modifers that increase special unit forcelimit.
Note : The Rajputs estate interaction "Establish the Rajput Regiments" privilege raises a countrys special unit force limit by:
Thus if one wants to easily increase the amount of rajputs they can recruit, its an option to give away crownland to the Rajputs.
Unit modifications[edit | edit source]
The following can modify Rajput units :
- the Rajputs estate privilege
"Enlist Purbias" :
Revolutionary Guard[edit | edit source]
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Available only with the Emperor DLC enabled. |
Revolutionary Guard are a special unit category available to revolutionary countries.
They are displayed with a dark orange background in the army view.
They may be infantry,
cavalry or
artillery units
Their modifiers are :
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Please help with verifying or updating this table. It was last verified for version 1.33. |
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−10% | Fire damage received |
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−10% | Shock damage received |
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+100% | Army drill gain modifier |
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−50% | Regiment drill loss |
Revolutionary Guard can be recruited in the macro builder.
Their base regiment costs are doubled
They spawn with 50% morale.
Units available[edit | edit source]
The number of regiments is limited to:
See above for a list of all possible modifers that increase special unit forcelimit.
Unit modifications[edit | edit source]
Once unlocked, a series of decisions become available that apply modifiers to Revolutionary Guard. They are:
Mass Revolutionary Guard Training
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+50% | Regiment drill loss modifier |
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+10% | Special unit limit |
Professional Revolutionary Guard Training (requires 40% army professionalism)
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+50% | Land maintenance modifier |
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-25% | Regiment drill loss modifier |
Vanguard Revolutionary Guard Training (requires 60% army professionalism)
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+50% | Land maintenance modifier |
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−10% | Fire damage received |
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−10% | Shock damage received |
Elite Revolutionary Guard Training (requires 80% army professionalism)
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+100% | Land maintenance modifier |
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+2.5% | Discipline |
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-10% | Special unit limit |
Streltsy[edit | edit source]
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Available only with the Third Rome DLC enabled. |
Streltsy are a special unit category available only to countries with one of the following government reforms : Veche Republic, Great Veche Republic, Russian Principality, Tsardom, Ruthenian Tsardom and Establish the Streltsy.
They are displayed with a silver background in the army view.
They are always infantry.
Their Modifiers are:
They are recruited using the Macrobuilder.
They cost no manpower to recruit (but cant be recruited if the nation does not have at least 1k manpower).
They appear at 50% morale.
Disbanding Streltsy does not regain manpower (if army professionalism is atleast 60%).
Units available[edit | edit source]
The amount a country can recruit is based on Forcelimit fraction. This is the formula to determine how many Streltsy a country gets access to :
The following can increase a countrys force limit fraction for streltsy :
- 10% as a Russian Principality / Veche Republic.
- 20% as a Tsardom
- 20% by taking the Tier 4 Government Reform, 'Establish the Streltsy'.
Unit modifications[edit | edit source]
The following can modify Streltsy units :
- The Government interaction "Equip Streltsy", available for Veche Republic, Great Veche Republic, Russian Principality, Tsardom and Ruthenian Tsardom :
+5% infantry combat ability if the government is Veche Republic or Russian Principality
+10% infantry combat ability if the government is Tsardom, Great Veche Republic or Ruthenian Tsardom
- Additionally, if the "Establish the Streltsy" Government reform is enacted :
Winged Hussars[edit | edit source]
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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 brown background in the army view.
Their Modifiers are:
They are raised via the macrobuilder in accepted culture provinces.
Recruiting them costs neither manpower nor money.
They appear at 50% morale.
Disbanding Streltsy does not regain manpower (if army professionalism is atleast 60%).
Units available[edit | edit source]
The amount of Hussar units that can be raised are based on the amount of Accepted Culture Development a nation has, at a rate of 1 unit per 100 development:
The following are all the modifers that can increase the Hussar amount :
- +6 with the Nobility privilege "Sponsor Hussars"
Unit modifications[edit | edit source]
The following can modify Hussar units :
Samurai[edit | edit source]
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Available only with the Domination DLC enabled. |
Every nation with a Japanese primary culture can recruit Samurai but addditionally the Shogunate Reform and
Japans national ideas enable their recruitment. Forming Japan also grants the permanent modifer "New era Samurai", which also grants access to Samurai regiments.
In the army interface they are distinguished by a dark red color.
Their Modifiers are:
They can be recruited from the Macrobuilder and can only be build in Japanese culture provinces.
They spawn with 50% morale.
Units available[edit | edit source]
They amount of Samurai a country can recruit is based on Forcelimit fraction. This is the formula to determine how many Samurai a nation gets access to :
The following can increase a countries force limit fraction for samurai :
- 10% at
100 Army Tradition
- 10% at
100 Army professionalism
- 10% by forming Japan from "New era Samurai"
- 10% with the "Supreme Shogunate" reform
- 10% with the "Divine Empire" reform
- 10% with the "Land of the Christian Sun" reform
- 10% with the "Early Bushido Code" reform
- 5% with the "Reform the Samurai" reform
The following can increase a nations Samurai force limit :
- +4 with the "Daimyo" reform
- +5 with the "Independent Daimyo" reform
- +10 with the "Shogunate" reform
Unit modifications[edit | edit source]
The following can modify Samurai units :
Tercio[edit | edit source]
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Available only with the Domination DLC enabled. |
Tercios are special infantry that are available nations that have enacted the "Tercios" or "The Tercio Companies" government reform.
They are displayed with a dark yellow color in the army view.
Their Modifiers are:
They can be recruited in provinces of the Iberian culture group using the Macrobuilder.
They spawn with 50% morale.
Units available[edit | edit source]
They amount a nation can recruit is based on Forcelimit fraction. This is the formula to determine how many Tercio a nation gets access to :
The following can increase a nations force limit fraction for Tercio :
- 10% at
100 Army Tradition
- 15% with the "Tercios" reform
- 10% with the "The Tercio Companies" reform
Unit modifications[edit | edit source]
The following can modify Tercio units :
Musketeers[edit | edit source]
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Available only with the Domination DLC enabled. |
Musketeers are available to France after completing the Mission 'Royal Musketeers' and/or enacting the "Musketeers of the Guard" government reform.
They are displayed with a blue background in the army view.
Their Modifiers are:
They are recruited using the Macrobuilder.
They spawn with 50% morale.
Units available[edit | edit source]
They amount a nation can recruit is based on Forcelimit fraction. This is the formula to determine how many Musketeers a nation gets access to :
The following can increase a nations force limit fraction for Musketeers :
- 20% with the "Musketeers of the Guard" reform
Unit modifications[edit | edit source]
The following can modify Musketeer units :
References[edit | edit source]
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 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
- ↑ 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).
- ↑ Error?
- ↑ Error?
- ↑ From /Europa Universalis IV/common/defines.lua: CORRUPTION_FROM_BANNERS = 5
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