Army

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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]

Recruiting regular forces requires an owned, unoccupied province to recruit in, and three resources: Manpower.pngmanpower, Gold Icon.pngducats, and Time Icon.pngtime. 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 Manpower.png1000 manpower to recruit a regiment.[1] Manpower is also used for reinforcing depleted regiments.

Regiment cost[edit | edit source]

Regiment cost.png Regiment cost is computed as follows:

Base cost[edit | edit source]

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

  • 10Gold Icon.png for Infantry.png infantry
  • 25Gold Icon.png for Cavalry.png cavalry
  • 30Gold Icon.png for Artillery.png artillery

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.

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

Ideas and policies:

Regiment cost.png Traditions Ideas Bonuses Policies
−10%
  • Chernihiv traditions
  • Karelian traditions
  • Kikuchi traditions
  • Quantity idea 3: Enforced Service
  • Armenian idea 5: Sygnakhs
  • Colonial idea 5: Colonial Militia
  • Polish idea 5: Wojsko Komputowe
  • Lur ambition
  • Toki ambition
  • Expansion-Defensive: Local Army Organization
  • Plutocratic-Trade: Trade Kontor Network
−5%
  • Plutocratic idea 1: Tradition of Payment

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:

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

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

Cavalry

Cavalry cost.png Conditions
+20% / −20% from Cossackscossacks estates (scales with loyalty and influence) (only with The Cossacks.png)
−20% from Tribestribes estates at high loyalty (scales with influence) (only with The Cossacks.png)
−10% from Livestock.pngtrading in livestock

Ideas and policies:

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

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

Artillery

Ideas and policies:

Artillery cost.png Traditions Ideas Bonuses Policies
−20%
  • Smolenskian idea 4: The Great Foundry
−15%
  • Rajputana idea 6: Expanded Artillery Arm
  • Transoxianian idea 4: Turkoman Cannoneers
  • Court-Quantity: Plentiful Materials Act
−10%
  • Russian idea 3: Russian Artillery Yard

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

Recruitment time[edit | edit source]

The Recruitment time.png recruitment time of a regiment is computed as follows:

Base time[edit | edit source]

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

  • 60 days for Infantry.png infantry
  • 90 days for Cavalry.png cavalry
  • 120 days for Artillery.png artillery

Recruitment time modifiers[edit | edit source]

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

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

Ideas and policies:

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

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

Provincial modifiers
Local recruitment time.png Conditions
+20%.0 for blockaded provinces[2]
+30%.0 for looted provinces[2]
+10%.0 for each point Local unrest.png local unrest[2]
−1%.0 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)

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+ 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
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  • Mid game: 18 infantry, 2 cavalry, 10 artillery
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  • Late game: 36 infantry, 4 cavalry, 20 artillery
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  • 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]

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

Maintenance cost modifiers[edit | edit source]

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

Land maintenance modifier.png Conditions
−25% for having a native government type
−20% from having 100% militarization with Government monarchy.png Prussian Monarchy (scales with militarization) (only with Rights of Man.png)
−20% for being a march (only with Art of War.png)
−15% for raising war taxes
−15% for being the Revolution target.png revolution target.
+10% / −10% from Nobility.png nobility estates (scales with loyalty and influence))
−10% for having a Advisor Grand Captain.png grand captain as advisor
−5% for trading in Salt.pngsalt
−10% with Parliament.png parliament and “Quartering of Troops” as active issue (only with Common Sense.png)
−10% for having the reform “A Unified Army” as Mayan.png Mayan country (only with El Dorado.png)
-10% for having enacted the Government monarchy.png Misl Confederacy tier 1 government reform (only with Dharma.png)
-10% for having enacted the Tribes Lip Service tier 3 government reform.

Ideas and policies:

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

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

While Quantity idea group.png quantity is an important factor in warfare, Quality idea group.png 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 Flag of France France and Flag of Prussia Prussia, many will most likely experience the effects of these high-quality armies at some point.

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

Morale recovery improvements[edit | edit source]

Recover army morale speed.png 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

Recover army morale speed.png Traditions Ideas Bonuses Policies
+15%
  • Expansion-Defensive: Local Army Organization
  • Mercenary-Expansion: Hired Expeditions Act
  • Quality-Administrative: The Liquor Act
+10%
  • Fully Offensive
  • Divine-Administrative: Omne Datum Optimum
+5%
  • Armenian traditions
  • Fulani traditions
  • Hungarian traditions
  • Montferrat traditions
  • Ryazan traditions
  • Pskovian idea 2: Legacy of Daumantas
  • Persian ambition
  • Religious-Quantity: Field Priests and Soldier's Prayer Books

Discipline improvements[edit | edit source]

Discipline.png 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%.

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

Combat ability 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

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

Cavalry combat ability

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

Artillery combat ability

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

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 shock.png Traditions Ideas Bonuses Policies
+1
  • Manchu traditions
  • Qara Qoyunlu traditions
  • Scottish traditions
  • Shirvani traditions
  • Timurid traditions
  • Offensive idea 1: Bayonet Leaders
  • Ajuuraan idea 6: Expelling the Infidel
  • Aq Qoyunlu idea 1: The White Sheep
  • Arawak idea 7: Jungle Warfare
  • Bengal Sultanate idea 5: Conquest of the Gangetic Plain
  • Charruan idea 3: Bolas Warfare
  • Chiba idea 5: Katori Jingu
  • Cilli idea 2: Mercenary Captains
  • Crimean idea 4: Despoilers
  • Epirote idea 1: Legacy of Pyrrhus
  • Hatakeyama idea 2: Indomitable Generals
  • Hojo idea 2: Night Combat
  • Horde idea 4: Steppe Leaders
  • Iwi idea 6: Te Moko
  • Jerusalem idea 5: Crusader Aristocracy
  • Jurchen idea 3: Foreign Service
  • LPC idea 1: Warlord Dukes
  • Lithuanian idea 1: Warlord Dukes
  • Lithuanian idea 1: Warlord Dukes
  • Mexican idea 6: Heroes of the Revolution
  • Mongolian idea 7: The Kheshig
  • Norse idea 3: A Wall of Shields for the King
  • Oda idea 3: Oda Generals
  • Rassid idea 6: Like Salt Dissolves in Water
  • Shan idea 5: Raiders
  • Shoni idea 5: Bear of Hizen
  • Tibetan idea 2: Bön Influence.
  • Tyrconnell idea 5: Lessons of Knockavoe
  • Wallachian idea 5: Legacy of the Impaler
  • Yamana idea 4: The Western Army
  • Air ambition
  • Arabian ambition
  • Oirat ambition
  • Swedish ambition
  • Tiwi ambition
  • Humanist-Quantity: Inspirational Leaders

Land leader fire

Land leader fire.png Traditions Ideas Bonuses Policies
+1
  • Offensive idea 3: Superior Firepower
  • Great Ming idea 7: The Red Cannon
  • Rajput idea 6: Martial Ethos
  • Smolenskian idea 5: Hold The Line
  • Bohemian ambition
  • Mori ambition
  • Oda ambition
  • Qara Qoyunlu ambition
  • Utsunomiya ambition
  • Expansion-Quality: The Mining Act

Land leader maneuver

Land leader maneuver.png Traditions Ideas Bonuses Policies
+2
  • Evenk idea 6: Love of the Forest
  • Shawnee ambition
+1
  • Ainu traditions
  • Burmese traditions
  • Carib traditions
  • Crimean traditions
  • Herzegovinian traditions
  • Norman traditions
  • Ulmer traditions
  • Defensive idea 3: Improved Maneuver
  • Air idea 6: Nomadic Traditions
  • Albanian idea 2: Land of Ambushers
  • Arabian idea 6: Clan Loyalties
  • Brabant idea 2: Marsh Warfare
  • Caucasian idea 3: Hit and Run
  • Kazani idea 5: Steppe Warfare
  • Mongolian idea 6: Mongolian Mobility
  • Nagpuri idea 2: Exploit Harsh Terrain
  • North Western Native idea 6: Canoe People
  • Oirat idea 1: Fearsome Warriors of Tumu
  • Permian idea 5: Warriors of the Taiga
  • Qara Qoyunlu idea 4: Dynamic Warfare
  • Romanian idea 2: Skilled Commanders
  • Tapuian idea 5: The Way of the Jaguar
  • Tyrone idea 6: Ambush Warfare
  • Zaporozhian idea 4: Hit And Run
  • Lithuanian ambition
  • Lithuanian ambition
  • Quantity-Exploration: Hired Adventurers

Leader siege

Leader siege.png Traditions Ideas Bonuses Policies
+1
  • Nepali idea 7: Envelopment and Blockade
  • Oda idea 4: Influential Strongholds
  • Full Aristocracy
  • Cilli ambition
  • Meath ambition
  • Sonoran ambition
  • Urbinate ambition
  • Innovative-Offensive: Modern Siege Weapons

Army 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:

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


Supply and attrition[edit | edit source]

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 Development.png development level
up to −50% Proportional to the level of Devastation.png devastation
−20% Arid.png Arid climate
−30% Tropical.png Tropical climate
−40% Arctic.png Arctic climate
−10% Mild winter.png Mild winter
−20% Normal winter.png Normal winter
−30% Severe winter.png Severe winter
−10% Mild monsoon.png Mild monsoon
−20% Normal monsoon.png Normal monsoon
−30% Severe monsoon.png Severe monsoon
+50% Military technology.png Military technology level 5
+50% Military technology.png Military technology level 12
+50% Military technology.png Military technology level 17
+50% Military technology.png Military technology level 19
+50% Military technology.png Military technology level 27
+50% Military technology.png Military technology level 31

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

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

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

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

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

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]

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 Land leader maneuver.png 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:

Reinforce speed.png Conditions
+33% with a Advisor Quartermaster.png quartermaster as advisor
+33% with a General.png general with 'Battlefield Medic' trait
−25% is bankrupt

Ideas and policies:

Reinforce speed.png Traditions Ideas Bonuses Policies
+30%
  • Defensive idea 6: Supply Trains
  • Austrian idea 7: Hofkriegsrat
+20%
  • Infrastructure-Quantity: Mass Conscription Act
+15%
  • Serbian traditions
  • Yaroslavlyian traditions
  • American Southwest idea 2: Four Clans
  • Yi idea 3: Chain of Zimo Domains
  • Tverian ambition
  • Espionage-Quality: The Deserter Act
  • Quality-Administrative: The Liquor Act
+10%
  • Muskogean traditions
  • Tupi traditions
  • Québécois idea 6: Commissions for Noble Sons
  • Khivan ambition
+5%
  • Siberian idea 6: Successful Raids

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

Reinforce 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:

Reinforce cost.png Traditions Ideas Bonuses Policies
−33%
  • Quantity idea 5: Salvage our Equipment
−25%
  • Uesugi idea 3: Kamakura Office
  • Influence-Offensive: Foreign Conscription Centers
−20%
  • Infrastructure-Quantity: Mass Conscription Act
−15%
  • Mongolian idea 5: Yams of the Great Khan

Army professionalism and drilling[edit | edit source]

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]

ArmyProfessionalism.png

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]

Land fire damage.png +10% Land fire damage
Shock damage.png +10% Shock damage
Siege ability.png +20% Siege ability
Army drill decay modifier.png −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]

Mercenary cost.png −15% Mercenary cost
Mercenary manpower.png +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 Military power.png 20 military power, an army can establish a supply depot in a friendly-controlled province. The supply depot will increase the friendly Supply limit.png supply limit in the entire area by 50% and all friendly troops will Reinforce speed.png 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 National garrison growth.png 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.png manpower disappearing, disbanded regiments now return their soldiers to the manpower pool.
80% – Permanent Army
Reduced morale damage taken by reserves.png −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
General cost −50% General cost
Army drill gain modifier.png +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 General.png 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.png manpower recovery speed, and −5% yearly army professionalism.

Certain events and decisions will influence army professionalism as well.

Drilling[edit | edit source]

A Muscovite army currently drilling.

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

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

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

Movement speed.png +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 General.png 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 General.png 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:

Army drill gain modifier.png Conditions
+40% Enacting certain decisions (in exchange for increased Land maintenance modifier.png maintenance)
+100% Janissary units
+100% from having maximum Army professionalism.png army professionalism
+50% Sikh Guru
+25% from Prussian missions
+25% from Provencal missions
+10/+30/+50% from holding Great project ambras castle.pngAmbras Castle (only with Leviathan.png Leviathan)
Army drill gain modifier.png Traditions Ideas Bonuses Policies
+50%
  • Revolutionary French idea 6: Napoleonic Tactics
+33%
  • Infrastructure-Quality: Handpicked Recruits Act
+25%
  • Genevan traditions
  • PLC idea 3: Obrona Potoczna

Special cases[edit | edit source]

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.png Hostile disembark time which is given to provinces by Coastal defence.png Coastal defence and Naval battery.png 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]

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 Land forcelimit.png 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.png 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.png 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 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 Development.png total development of their recruiting country. The same mercenary company can be hired by multiple countries. Each company has conditions that must be met in order to recruit them. Each mercenary company also has its own composition and modifiers.

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

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

Either:

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

Does not reduce Army professionalism when recruited

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

Does not reduce Army professionalism when recruited

Knights Templar 0.01 50% Infantry.png infantry
50% Cavalry.png cavalry
Jerusalem (379) x0.5 +15% Cavalry combat ability.png cavalry power
+5% Shock damage.png shock damage

Does not reduce Army professionalism when recruited

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

Does not reduce Army professionalism when recruited

Bande Nere 0.05 70% Infantry.png infantry
30% Artillery.png artillery
Arezzo (2978) Before the Msg event.png event War has Changed
Either:
  • Our Capital.png capital is in Italy, Iberia or France
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Schwarze Garde 0.05 70% Infantry.png infantry
30% Artillery.png artillery
Dresden (61) Before the Msg event.png event War has Changed
Either:
  • Our Capital.png capital is in South or North Germany
  • Has country modifier "Swedish Mercenary Core"
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Doppelsöldner 0.02 70% Infantry.png infantry
30% Artillery.png artillery
Stuttgart (70) x1.25 Either:
  • Our Capital.png capital is in South or North Germany
  • Has country modifier "Swedish Mercenary Core"
+10% Infantry combat ability.png infantry power
+2.5% Discipline.png discipline
Reisläufer 0.025 70% Infantry.png infantry
30% Artillery.png artillery
Bern (165) Either:
  • Our Capital.png capital is in South or North Germany, Italy or France
  • Has country modifier "Swedish Mercenary Core"
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
-5% Shock damage received.png shock damage received
Hessian Jaegerkorps 0.05 60% Infantry.png infantry
10% Cavalry.png cavalry (capped at 2 regiments)
30% Artillery.png artillery
Niederhessen (1762) x1.5 After the Msg event.png event War has Changed
Either:
  • Our Capital.png capital is in South or North Germany
  • Has country modifier "Swedish Mercenary Core"
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
-10% Fire damage received.png fire damage received
-10% Shock damage received.png shock damage received
+2.5% Discipline.png discipline
Routiers 0.03 100% Infantry.png infantry Finistère (170) Is Age of Discovery.png Age of Discovery
Our Capital.png capital is in France or British Isles
Bascoli 0.03 100% Infantry.png infantry Labourd (173) Is Age of Discovery.png Age of Discovery
Either :
  • Is Flag of England England
  • Our Capital.png capital is in Iberia or France
Levends 0.025 60% Infantry.png infantry
10% Cavalry.png cavalry (capped at 2 regiments)
30% Artillery.png artillery
Kotor (4754) Owns any province in Balkans
Stratioti 0.025 100% Infantry.png infantry Durrës (4174)
Morlachs 0.025 60% Infantry.png infantry
10% Cavalry.png cavalry (capped at 2 regiments)
30% Artillery.png artillery
Lika (1826) Either :
  • Owns any province in Balkans
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Guardia Corsa 0.025 60% Infantry.png infantry
10% Cavalry.png cavalry (capped at 2 regiments)
30% Artillery.png artillery
Corsica (1247) Either :
  • Our Capital.png capital is in Italy
  • Owns any province in Corsica Sardinia area
Hajduks 0.05 60% Infantry.png infantry
10% Cavalry.png cavalry (capped at 2 regiments)
30% Artillery.png artillery
Királyföld (4128) x0.75
  • Is Christian
  • Our Capital.png capital is in Balkans, Carpathia or Poland
Gallowglasses 0.025 60% Infantry.png infantry
10% Cavalry.png cavalry (capped at 2 regiments)
30% Artillery.png artillery
Donegal (4380) Before the Msg event.png event War has Changed
Either:
  • Our Capital.png capital is in British Isles
  • Owns any province in Kingdom of the Isles, Munster, Connacht, Leinster or Uslter area
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
+2.5% Discipline.png discipline
-5% Shock damage received.png shock damage received
Redshanks 0.03 100% Infantry.png infantry Inner Hebrides (4364) Before the Msg event.png event War has Changed
Either:
  • Our Capital.png capital is in British Isles
  • Has country modifier "Scottish Mercenaries"
  • Has country modifier "Swedish Mercenary Core"
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
+5% Shock damage.png shock damage
Scottish Guard 0.03 60% Infantry.png infantry
10% Cavalry.png cavalry (capped at 2 regiments)
30% Artillery.png artillery
Inverness (252) After the Msg event.png event War has Changed
Either:
  • Our Capital.png capital is in British Isles or France
  • Has country modifier "Scottish Mercenaries"
  • Has country modifier "Swedish Mercenary Core"
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
-5% Fire damage received.png fire damage received
Seimeni 0.03 100% Infantry.png infantry Bihar (157) After the Msg event.png event War has Changed
Culture icon.png Primary culture is either Romanian or Transylvanian
Armatoles 0.025 100% Infantry.png infantry Kastoria (1853)
  • Our Capital.png capital is in Thrace, Macedonia, Northern Greece or Morea area
  • 1853 Culture icon.png culture is Turkish
White Company 0.03 100% Infantry.png infantry London (236) Is Age of Discovery.png Age of Discovery
Either:
  • Our Capital.png capital is in British Isles
  • Owns any province in British Isles
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Flemish Company 0.04 60% Infantry.png infantry
10% Cavalry.png cavalry (capped at 2 regiments)
30% Artillery.png artillery
Bruges (90) Either:
  • Our Capital.png capital is in South or North Germany, Low Countries, British Isles or France
  • Owns any province in Low Countries
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
+5% Infantry combat ability.png infantry power
Forlorn Hope 0.025 100% Infantry.png infantry Oxford (237) x1.2 Our Capital.png capital is in British Isles -25% Reinforce speed.png reinforce speed
-10% Fire damage received.png fire damage received
-10% Shock damage received.png shock damage received
+10% Morale of armies.png land morale
Buccaneer Battalion 0.05 100% Infantry.png infantry Tortuga (489) x0.67
  • Not playing with a Random New World
  • Either:
    • Global flag "Golden Age of Piracy is set
    • Flag of Tortuga Tortuga exists
  • Province Tortuga (489) is a core province
-2.5% Discipline.png discipline
+20% Movement speed.png movement speed
Bandeirantes 0.05 100% Infantry.png infantry Sao Vicente (766) x0.8
  • Not playing with a Random New World
  • Province Sao Vicente (766) :
    • Is a core province
    • Is owned by a Subject colony icon.png Colonial nation or a former Colonial nation
  • Either :
    • Is a Subject colony icon.png Colonial nation or a former Colonial nation
    • Has a Subject colony icon.png Colonial nation as subject
-2.5% Discipline.png discipline
-25% Land attrition.png land attrition
Huai Army 0.05 60% Infantry.png infantry
10% Cavalry.png cavalry (capped at 2 regiments)
30% Artillery.png artillery
Kaifeng (688) Either:
  • Our Capital.png capital is China or Tartary
  • Owns any province in China
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Xiang Army 0.05 60% Infantry.png infantry
10% Cavalry.png cavalry (capped at 2 regiments)
30% Artillery.png artillery
Hengyang (2174) Either:
  • Our Capital.png capital is China or Tartary
  • Owns any province in China
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Wolf Troops 0.025 60% Infantry.png infantry
10% Cavalry.png cavalry (capped at 2 regiments)
30% Artillery.png artillery
Namning (2164) x1.2 Owns any province in China, Indochina, Manchuria or Korea +10% Shock damage.png shock damage
Shanxi Guard 0.05 60% Infantry.png infantry
10% Cavalry.png cavalry (capped at 2 regiments)
30% Artillery.png artillery
Ningwu (2177) Our Capital.png capital is in China, Tartary or Korea
Yongning Warriors 0.05 60% Infantry.png infantry
10% Cavalry.png cavalry (capped at 2 regiments)
30% Artillery.png artillery
Luzhou (4213) Our Capital.png capital is in China or Tartary
Kanto Ronin 0.025 100% Infantry.png infantry Musashi (1028) Our Capital.png capital is in Japan
Kyushu Wokou 0.025 100% Infantry.png infantry Chikuzen (1818) Owns any province in Japan, Manchuria or Korea
Shikoku Yojimbo 0.025 100% Infantry.png infantry Tosa (1819) Our Capital.png capital is in Japan
Purbiyas 0.04 70% Infantry.png infantry
30% Artillery.png artillery
Jaunpur (555) Our Capital.png capital is in India
Gorkhalis 0.025 90% Infantry.png infantry
10% Artillery.png artillery
Palpa (4485) x1.5 Either:
  • Owns any province in India
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
+5% Infantry combat ability.png infantry power
+5% Shock damage.png shock damage
Gosains 0.03 60% Infantry.png infantry
10% Cavalry.png cavalry (capped at 2 regiments)
30% Artillery.png artillery
Lucknow (523) x1.2
  • Is Hinduism Hindu
  • Owns any province in India
+5% Morale of armies.png land morale
Tamil Company 0.05 60% Infantry.png infantry
10% Cavalry.png cavalry (capped at 2 regiments)
30% Artillery.png artillery
Tiruchirappalli (2085) Owns any province in Deccan or Coromandel
Company of the Ganges 0.03 100% Infantry.png infantry Kannauj (4497) Owns any province in Bengal, Hindusthan or West India
Banjara Company 0.05 40% Infantry.png infantry
40% Cavalry.png cavalry (capped at 6 regiments)
20% Artillery.png artillery
Marwar (514) Our Capital.png capital is in India
Bukhara Band 0.05 40% Infantry.png infantry
40% Cavalry.png cavalry (capped at 6 regiments)
20% Artillery.png artillery
Bukhara (442) Owns any province in Persia, Khorasan, Central Asia or Caucasia
Mesopotamian Mamluks 0.05 40% Infantry.png infantry
40% Cavalry.png cavalry (capped at 6 regiments)
20% Artillery.png artillery
Baghdad (410) x1.1 Either:
  • Our Capital.png capital is in Mashriq
  • Mashriqi is an Culture icon.png accepted culture
  • Is Muslim and owns a province in Mashriq
+100% Cavalry shock.png cavalry shock
Mamluks of the Nile 0.05 40% Infantry.png infantry
40% Cavalry.png cavalry (capped at 6 regiments)
20% Artillery.png artillery
Cairo (361) x1.5
  • Is not Flag of Mamluks Mamluks
  • Was not Flag of Mamluks Mamluks
  • Our Capital.png capital is in Mashriq, Arabia, Egypt or Maghreb
+10% Cavalry combat ability.png cavalry power
+2.5% Discipline.png discipline
Mamluks of Delhi 0.05 40% Infantry.png infantry
40% Cavalry.png cavalry (capped at 6 regiments)
20% Artillery.png artillery
Delhi (522)
  • Is Muslim
  • Our Capital.png capital is in India
Zeybeks 0.03 100% Infantry.png infantry Sugla (318)
  • Is Muslim
  • Owns any province in Aegean Archipelago, Hudavendigar or Aydin areas
Sekban 0.03 100% Infantry.png infantry Karaman (324) Either:
Zanj Company 0.05 80% Infantry.png infantry
20% Artillery.png artillery
Bagamoyo (1199) Either:
  • Owns any province in East Africa region or Mogadishu area
  • Our Capital.png capital is in Arabia
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Madagascar Company 0.05 80% Infantry.png infantry
20% Artillery.png artillery
Merina (1792) Either:
  • Our Capital.png capital is in East or South Africa regions
  • Owns any province in Madagascar Highlands, Betsimasaraka, Sakalava or Southern Madagascar areas
Sahel Company 0.05 80% Infantry.png infantry
20% Artillery.png artillery
Timbuktu (1132) x1.1 Owns any province in Sahel, Niger or Guinea regions +10% Movement speed.png movement speed
-25% Land attrition.png land attrition
Asafo Company 0.05 80% Infantry.png infantry
0%[8] Cavalry.png cavalry (capped at 6 regiments)
20% Artillery.png artillery
Gyaaman (2255) x1.1 Owns any province in Niger or Guinea regions +5% Morale of armies.png land morale
Nubian Company 0.05 80% Infantry.png infantry
20% Artillery.png artillery
Soba (2798) Either:
  • Our Capital.png capital is in Near East super region, Horn of Africa, Sahel, Maghreb or Egypt regions
  • Owns any province in Horn of Africa region
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Tonkinese Army 0.05 80% Infantry.png infantry
20% Artillery.png artillery
Hai Phong (2372) x1.1 Either:
  • Our Capital.png capital is in China or East Indies super regions
  • Owns any province in Indochina region
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
-20% Land attrition.png land attrition
+20% Reinforce speed.png reinforce speed
Mongol Mercenaries 0.05 50% Infantry.png infantry
40% Cavalry.png cavalry (capped at 6 regiments)
10% Artillery.png artillery
Qaraqorum (4678) x1.5 Either:
  • Any neighboring country has Culture icon.png Altaïc culture
  • Has Culture icon.png Altaïc culture
  • Owns any province in North China, Mongolia, Manchuria or Central Asia regions, or has Culture icon.png Altaïc culture
+20% Cavalry combat ability.png cavalry power
Circassian Guards 0.025 100% Infantry.png infantry Circassia (463) x1.1
  • Our Capital.png capital :
    • Is in Near East super region, Crimea, Egypt or Central Asia regions
    • Is in Balkans and is Muslim
  • Is a Government monarchy.png Monarchy
+15% Prestige from land battles.png prestige from land battle
Bedouin Auxiliaries 0.05 50% Infantry.png infantry
40% Cavalry.png cavalry (capped at 6 regiments)
10% Artillery.png artillery
Tabuk (383) Either:
  • Our Capital.png capital is in China or Persia super regions or Egypt or Maghreb regions
  • Owns any province in Arabia, Mashriq or Egypt regions
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Kurdish Company 0.02 100% Infantry.png infantry Arbil (4293) Either:
  • Our Capital.png capital is in Persia, Mashriq or Anatolia regions
  • Owns any province in Al Jazira or North Kurdistan areas
Laz Auxiliaries 0.03 100% Infantry.png infantry Guria (2196) Either:
  • Our Capital.png capital is in Caucasia regions
  • Is Flag of Byzantium Byzantium
Tabarestan Company 0.03 100% Infantry.png infantry Lahijan (417) Our Capital.png capital is in Persia super region
Novgorod Company 0.02 100% Infantry.png infantry Novgorod (310) Our Capital.png capital is in Eastern Europe super region
Crimean Company 0.03 100% Infantry.png infantry Crimea (284) Either:
Buryat Band 0.02 100% Infantry.png infantry Onan Gol (1058) x1.1 Owns any province in East Siberia, Mongolia, North China, Manchuria or Korea regions +10% Movement speed.png movement speed
Lithuanian Company 0.03 100% Infantry.png infantry Vilna (272) Owns any province in Poland, Baltic or Ruthenia regions
Frisian Free Company 0.02 100% Infantry.png infantry Groningen (4382) x1.2 Either:
  • Our Capital.png capital is in North Germany or Low Countries regions
  • Owns any province in Frisia or Weser area
  • Has country modifier "Swedish Mercenary Core"
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
+5% Shock damage received.png reserves organisation
+5% Morale of armies.png land morale
Finnish Company 0.04 90% Infantry.png infantry
10% Artillery.png artillery
Nyland (28) Either:
  • Our Capital.png capital is in Scandinavia region
  • Owns any province in Finland area
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Almogavars 0.02 100% Infantry.png infantry Alicante (1750) x1.1 Is Age of Discovery.png Age of Discovery
Our Culture icon.png culture is Iberian
+15% Movement speed.png movement speed
Moorish Battalion 0.03 100% Infantry.png infantry Fez (343) Either:
  • Our Capital.png capital is in Maghreb region
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Kutai Company 0.03 100% Infantry.png infantry Kutai (638) Either:
  • Our Capital.png capital is in East Indies super region
  • Owns any province in Indonesia region
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Free Miquelets 0.02 100% Infantry.png infantry Urgell (2987) x1.1 Our Capital.png capital is in Iberia or France regions +10% Movement speed.png movement speed
-15% Land attrition.png land attrition
Free Company of Volunteers 0.03 100% Infantry.png infantry Sayula (4579)
  • Not playing with a Random New World
  • Province Sayula (4579)
    • Is a core province
    • Is owned by a Subject colony icon.png Colonial nation or a former Colonial nation
  • Either:
    • Is a Subject colony icon.png Colonial nation or a former Colonial nation
    • Has a Subject colony icon.png Colonial nation as subject
Crabats 0.025 50% Infantry.png infantry
40% Cavalry.png cavalry (capped at 6 regiments)
10% Artillery.png artillery
Zagreb (131)
  • Is Christian
  • Either:
    • Our Capital.png capital is in Balkans, South Germany or Carpathia regions
    • Owns any province in Croatia area
Free Swiss Guard 0.025 100% Infantry.png infantry Bern (165) x1.5
  • Is not the Flag of Papal States Papal States
  • Either:
    • Our Capital.png capital is in Europe super region
    • Owns any province in Switzeland or Romandie areas
    • Has country modifier "Mercenaries flocking to the standard"
    • Has country modifier "Glut of Mercenary Companies"
+5% Discipline.png discipline
Colonial Rangers 0.025 90% Infantry.png infantry
10% Artillery.png artillery
Eskikewakik (2569) x1.25
  • Not playing with a Random New World
  • Province Eskikewakik (2569)
    • Is a core province
    • Is owned by a Subject colony icon.png Colonial nation or a former Colonial nation
  • Either:
    • Is a Subject colony icon.png Colonial nation or a former Colonial nation
    • Has a Subject colony icon.png Colonial nation as subject
+10% Movement speed.png movement speed
10% Morale of armies.png land morale
Independent Cossack Host 0.05 60% Infantry.png infantry
40% Cavalry.png cavalry (capped at 6 regiments)
0%[9] Artillery.png artillery
Zaporozhia (283) Either:
  • Has Cossacks Cossacks estate
  • Has "Cossacks" governmental reform
  • Any neighboring country has either:
    • Cossacks Cossacks estate
    • "Cossacks" governmental reform
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Kazakh Company 0.05 60% Infantry.png infantry
40% Cavalry.png cavalry (capped at 6 regiments)
Argyn (478) Either:
  • Our Capital.png capital is in Central Asia region
  • Has Tribes Tribes estate
  • Any neighboring country has Tribes Tribes estate
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Yaka Free Warriors 0.03 100% Infantry.png infantry Yaka (4085) Owns any province in Central Africa or Kongo regions
Great Lakes Free Warriors 0.03 100% Infantry.png infantry Buganda (4064) Either:
  • Owns any province in Central Africa region
  • Has country modifier "Mercenaries flocking to the standard"
  • Has country modifier "Glut of Mercenary Companies"
Thai Company 0.03 100% Infantry.png infantry Ayutthaya (600) Owns any province in Indochina region
Yucatan Company 0.04 100% Infantry.png infantry Ceh Pech (2633)
  • Not playing with a Random New World
  • All provinces in Central America super region:
    • Is owned by us or any non-tributary subject
Misquito Coast Company 0.03 100% Infantry.png infantry Mosquito (838)
  • Not playing with a Random New World
  • All provinces in Central America super region:
    • Is owned by us or any non-tributary subject
Navajo Raiders 0.04 100% Infantry.png infantry Navajo (878)
  • Not playing with a Random New World
  • All provinces in California, Great Plains or Rio Grande regions:
    • Is owned by us or any non-tributary subject
Chonnonton Free Warriors 0.025 100% Infantry.png infantry Tionontate (2586)
  • Not playing with a Random New World
  • All provinces in Northeast America, Canada, Hudson Bay or Great Lakes regions:
    • Is owned by us or any non-tributary subject
Inuit Warriors Band 0.03 100% Infantry.png infantry Kwakiutl (974) x1.1
  • Not playing with a Random New World
  • All provinces in Cascadia, Canada or Hudson Bay regions:
    • Is owned by us or any non-tributary subject
+10% Shock damage.png shock damage
Mohawk Free Warriors 0.03 100% Infantry.png infantry Mohawk (964) x1.1
  • Not playing with a Random New World
  • All provinces in Northeast America or Canada regions:
    • Is owned by us or any non-tributary subject
+5% Morale of armies.png land morale
Muscogee Mercenaries 0.04 100% Infantry.png infantry Tuskegee (925)
  • Not playing with a Random New World
  • All provinces in Southeast America, Mississippi or Carribeans regions:
    • Is owned by us or any non-tributary subject
Quito Company 0.04 100% Infantry.png infantry Quito (820)
  • Not playing with a Random New World
  • All provinces in Peru or Colombia regions:
    • Is owned by us or any non-tributary subject
Silver Company 0.04 100% Infantry.png infantry Potosi (795)
  • Not playing with a Random New World
  • All provinces in Upper Peru, La Plata or Brazil regions:
    • Is owned by us or any non-tributary subject
Dahomey Amazons 0.025 70% Infantry.png infantry
10% Cavalry.png cavalry (capped at 2 regiments)
20% Artillery.png artillery
Abomey (1140)
  • All provinces in Guinea, Niger, Kongo or Sahel regions:
    • Is owned by us or any non-tributary subject
Is led by a Female advisor chance.png female general
+5% Shock damage.png shock damage
-5% Shock damage received.png shock damage received
Gascon Musket Company 0.025 100% Infantry.png infantry Armagnac (175) x1.2 Is not Age of Discovery.png Age of Discovery
Our Capital.png capital is in Europe super region
+50% Infantry fire.png infantry fire
Tyrolean Guard 0.025 100% Infantry.png infantry Etschtal (4758) Is not Age of Discovery.png Age of Discovery
Our Capital.png capital is in South Germany region
Mongol Banner 0.05 40% Infantry.png infantry
50% Cavalry.png cavalry (capped at 6 regiments)
20% Artillery.png artillery
Kobdo (718) x1.1 +100% Cavalry shock.png cavalry shock

Does not reduce Army professionalism when recruited

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

Does not reduce Army professionalism when recruited

Japanese Volunteers 0.02 60% Infantry.png infantry
10% Cavalry.png cavalry (capped at 2 regiments)
30% Artillery.png artillery
Ayutthaya (600) +10% Infantry combat ability.png infantry power
+2.5% Discipline.png discipline

Does not reduce Army professionalism when recruited

Order of Saint Joan 0.025 70% Infantry.png infantry
10% Cavalry.png cavalry (capped at 2 regiments)
20% Artillery.png artillery
Orleans (184) x0.5 Is led by a Female advisor chance.png female general
+20% Land fire damage.png land fire damage
+5% Discipline.png discipline

Does not reduce Army professionalism when recruited

Ottoman Janissaries 0.03 100% Infantry.png infantry Harer (1211) x0.25 One of the following:
  • All of:
    • Is Flag of Adal Adal
    • The Flag of Ottomans Ottomans exist
    • Has had the Msg event.png event "Support of the Ottoman"
  • Has completed Mission.png Flag of Ajuuraan Ajuuraan's mission "Ottoman Alliance"
  • All of:
    • Has its Capital.png capital in Africa
    • Is either Alliance.png ally or Vassal.png subject of the Flag of Ottomans Ottomans or Flag of Rûm Rûm
-10% Shock damage received.png shock damage received
-10% Fire damage received.png fire damage received
Portuguese Musketeers 0.02 100% Infantry.png infantry Harer (1224) x0.25
  • Is Flag of Ethiopia Ethiopia
  • Flag of Portugal Portugal exists
  • Has had the Msg event.png event "Support of the Portuguese", but not "End of the Portuguese-Ottoman Conflicts"
+5% Discipline.png discipline
+10% Infantry combat ability.png infantry power
Butua Warriors 0.03 100% Infantry.png infantry Butua (1185) x0.75 +5% Discipline.png discipline
+10% Infantry combat ability.png infantry power
Mamluk Soldiers 0.03 75% Infantry.png infantry
25% Cavalry.png cavalry
x0.75 One of the following:
  • All of:
  • Has had the Msg event.png event "Mamluks support [Root.GetName]"
+10% Cavalry combat ability.png cavalry power
Oyo Cavalry 0.04 100% Cavalry.png cavalry x0.25
  • Has completed Mission.png Flag of Oyo Oyo's mission "Cavalry for [Root.GetName]"
+50% Cavalry flanking ability.png cavalry flanking ability
+50% Cavalry to infantry ratio.png cavalry to infantry ratio
+20% Cavalry combat ability.png cavalry power
Does not reduce Army professionalism when recruited
Prussian Volunteer Army 0.01 100% Infantry.png Infantry Königsberg (41) x2 Unlocked via Flag of Livonian Order Livonian Orders "A Prussian Alliance" Mission.png Mission +20% Infantry combat ability.png Infantry Combat Ability
+5% Discipline.png Discipline
Does not reduce Army professionalism when recruited
Hakkapeliita Cavalry 0.02 100% Cavalry.png cavalry Nyland (28) x0.25 Unlocked via Flag of Sweden Swedens "The Hakkapeliita" and Flag of Finland Finlands "Raise our Armies" Mission.png Missions +1 Icon shock.png cavalry Shock
+100% Cavalry to infantry ratio.png cavalry to infantry ratio
+25% Movement speed.png Movement Speed

Does not reduce Army professionalism when recruited

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

(After forming Flag of Scandinavia Scandinavia)

+1 Icon shock.png cavalry Shock
+100% Cavalry to infantry ratio.png cavalry to infantry ratio
+25% Movement speed.png Movement Speed

Does not reduce Army professionalism when recruited

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

(After forming Flag of Scandinavia Scandinavia)

+1 Icon shock.png cavalry Shock
+100% Cavalry to infantry ratio.png cavalry to infantry ratio
+33% Movement speed.png Movement Speed

Does not reduce Army professionalism when recruited

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

(After forming Flag of Scandinavia Scandinavia)

+1 Icon shock.png cavalry Shock

+1 Icon fire.png cavalry Fire
+100% Cavalry to infantry ratio.png cavalry to infantry ratio
+25% Movement speed.png Movement Speed
Does not reduce Army professionalism when recruited

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

Mercenary manpower is modified by:

Mercenary manpower.png Traditions Ideas Bonuses Policies
+50%
  • Burgundian idea 3: Promote the Estates General
  • Sonoran idea 1: Republic of Mercenaries
  • Swiss idea 1: Swiss Mercenaries
  • Tyrconnell idea 7: Scottish Ties
  • Urbinate idea 1: The Italian Wars
  • Luccan ambition
  • Sienese ambition
  • Vijayanagar ambition
+40%
  • Swabian City-State idea 1: Swabian Mercenaries
+30%
  • Mercenary idea 7: Mercenary Recruitment
+25%
  • Corsican idea 4: The Corsican League
  • Evenk idea 5: Mongolian Deel
  • Pskovian idea 5: The Knights Guard
+20%
  • Espionage-Quantity: The Mercenary Registration Act
+15%
  • Caucasian idea 2: Alan Mercenaries
Mercenary manpower.png Conditions
+5.0% for raising war taxes for up to two years
+12.5% during the English War of the Roses.pngWar of the Roses disaster.
+0.3% per point of Army professionalism.png army professionalism below 50 (i.e. 15% at 0, 0 at 50% or higher).

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

Mercenary manpower 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:

Mercenary cost.png Traditions Ideas Bonuses Policies
−33%
  • Court-Mercenary: Innovative Payment Techniques
−25%
  • Mercenary idea 1: Organized Mercenary Payments
−20%
  • Plutocratic idea 1: Tradition of Payment
−15%
  • Trading City idea 5: Mercenary Contracts
−5%
  • Offaly idea 1: The Gallowglasses
Mercenary cost.png 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 Flag of Livonian Order Livonian Order)
−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 Gold Icon.png
Cavalry 25 Gold Icon.png
Artillery 30 Gold Icon.png

Note that for Mercenary maintenance.png 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:

Mercenary maintenance.png Traditions Ideas Bonuses Policies
−25%
  • Mercenary idea 3: Expanded Contracts
−20%
  • Administrative-Mercenary: Mercenary Registration Act
−15%
  • Ansbach traditions
  • Bayreuther traditions
  • Caspian traditions
  • Dortmund traditions
  • German traditions
  • Luccan traditions
  • Malabari traditions
  • Novgorodian traditions
  • Sienese traditions
  • Swabian City-State traditions
  • Swedish traditions
  • Swiss traditions
  • Telugu traditions
  • Ulster traditions
  • Aragonese idea 1: Mercenary Princes
  • Ashanti idea 3: The Akan Coalition
  • Ayutthayan idea 4: Foreign Mercenaries
  • Burgundian idea 2: The Compagnies d'Ordonnance
  • Byzantine idea 1: Regulations for Mercenaries
  • Client State idea 6: Recruitment Centers
  • Daimyo idea 5: Wandering Ronin
  • Danziger idea 4: Hanseatic League Member
  • Epirote idea 3: Albanian and Serbian Tribes
  • Gutnish idea 2: Invite Mercenaries to Visby
  • Huron idea 2: Hire Allied Warriors
  • Italian (minor) idea 2: Italian Condottieri
  • Kurdish idea 5: Kurdish Mercenaries
  • Milanese idea 4: The Age of the Condottieri
  • Pomeranian idea 5: Mercenary Contracts
  • Savoyard idea 3: Mercenary Tradition
  • Serbian idea 6: Mercenary Armies
  • Smolenskian idea 3: Western Mercenaries
  • South Indian idea 4: South Indian Mercenaries
  • Swahili idea 5: Recruit the Unbelievers
  • Theodoro idea 1: Principate Guards
  • Thomondian idea 4: Foreign Contracts
  • Tuscan idea 2: Condottieri
  • Wallachian idea 3: Mercenary Guard
  • Yaroslavlyian idea 4: Siberian Mercenaries
  • Zambezi idea 1: Warrior Culture
  • Hessian ambition
−10%
  • Caucasian idea 2: Alan Mercenaries
  • Evenk idea 5: Mongolian Deel
  • Mahri idea 2: Mercenary Traditions
  • National idea 3: Regulated Contracts
  • Pskovian idea 3: Balt Mercenaries
Mercenary maintenance.png Modifier
+50% base
+8% per military tech
−25% with a ruler which has the Mercenary maintenance.png ‘Fierce Negotiator’ personality
−15% trading in Cloth.png cloth
−15% with 'Institutionalized Black Army' reform (available only to Flag of Hungary Hungary)
−10% with 'Livonian Mercenary State' reform (available only to Flag of Livonian Order Livonian Order)

Mercenary discipline[edit | edit source]

Some ideas and bonuses increase the discipline of mercenary regiments:

Mercenary discipline.png Traditions Ideas Bonuses Policies
+5.0%
  • Danish idea 4: Royal Mercenaries
  • Offaly idea 1: The Gallowglasses
  • Sonoran idea 1: Republic of Mercenaries
  • Swiss idea 1: Swiss Mercenaries
  • Tunisian idea 1: Catalan Guard
  • Ulmer idea 6: Enlist the Swiss Mercenaries
  • Urbinate idea 2: Condottiere Kings
  • Full Mercenary
  • Infrastructure-Mercenary: Mercenary Tactical Deployment Act
+2.5%
  • Sindhi idea 7: Recruit Balochi Tribesmen
  • Tyrone idea 7: The Wild Geese
Mercenary discipline.png 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 Flag of Hungary Hungary)

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

Marines[edit | edit source]

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 attrition at sea
  • Uses Sailors Sailors.png instead of manpower Manpower.png
  • +200% Hostile disembark time.png disembarking speed
  • Ignores Hostile movement speed.png crossing penalties
  • +10% Icon shock.png 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.png 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:

Marines force limit.png Traditions Ideas Bonuses Policies
+50%
  • American traditions
  • Australian idea 4: The Diggers
  • British idea 7: Britannia Rules the Waves
+25%
  • Maritime idea 2: Merchant Marine
  • Naval idea 5: Press Gangs
  • Dutch idea 4: Instructie voor de Admiraliteiten
  • English idea 5: Redcoats
+20%
  • Navarran idea 5: People of the Sea
+10%
  • Maritime-Economic: The Recruitment Act
  • Mercenary-Maritime: Maritime Expertise Act
  • Quality-Maritime: The Organized Marines Act
Marines force limit.png Conditions
+50% “Portuguese Marines” naval doctrine for countries with Culture icon.png Portuguese or Brazilian culture
+25% “Venetian Marines” modifier granted by Expand The Arsenal mission for Flag of Venice Venice

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 Regiment cost.png ducats, Manpower.png manpower, or Recruitment time.png time to recruit. Unless stated otherwise they cost and are Land maintenance modifier.png 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.png 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.png 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 Great project mehrangarh fort.png Mehrangarh Fort (which gives Special unit force limit.png +10% Special unit force limit on the Great project level icon tier 3.png magnificent level (only with Leviathan.png)). Other ways to increase Special Unit force limit are :

, or :

, if both are given.


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.png 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.

Has banners.png Banners[edit | edit source]

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.png cavalry or Infantry.png infantry.


Their Modifiers are:

  • +5% Discipline.png discipline
  • -50% Reinforce speed.png reinforcement speed
  • -75% Manpower Reeinforcement Cost
  • -50% Land maintenance modifier.png Land Maintainance


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.png corruption by +5% [10] divided by the country's force limit.

Banners spawn immideately and with full morale but only at 100 manpower.

Possible Manchu banners.png 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.png development (rounded down). Availability is modified by the Possible Manchu banners.png possible manchu banners modifier. The complete formula for the Banner amount is :



The following are all the modifers that can increase the Banners amount :

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

For example, the Mongol Empire in the Age of Revolutions gets +150% Possible Manchu banners.png possible banners.

Unit modifications[edit | edit source]

The following can modify Banner units :

  • The government Reform "Eight Banners" :
    • Reinforce speed.png+33% Reinforcement speed
    • Land attrition.png-10% Land Attrition

Has carolean.png Caroleans[edit | edit source]

Caroleans are available for nations with the "Allotement System" Government reform enacted. This Reform is gained via the Flag of Sweden Swedish Mission.png Mission "Reform the Military".

Caroleans are displayed with a teal background in the army view.

Caroleans can only be Infantry.png Infantry.


Their Modifiers are:

  • Army drill decay modifier.png -25% Regiment drill loss
  • Morale damage.png +5% Morale Damage


Caroleans are recruited via the Macrobuilder in swedish or finnish culture provinces.

They spawn with 50% morale.

Possible carolean infantry.png 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 Possible carolean infantry.png 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" :
    • Morale damage.png−20% Morale damage received by Caroleans
  • The Nobility privilege "Carolean charge" :
    • Shock damage.png+15% Shock damage inflicted by Caroleans

Can recruit cawa.png Cawa[edit | edit source]

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 are always Infantry.png infantry


Cawa have the following modifiers:

Shock damage received.png −5% Shock damage received
Land attrition.png −50% Land attrition
Reinforce speed.png +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 Military power.png 2 military power per regiment raised but cost neither manpower nor money.

They immideately spawn with Manpower.png 500 men and 10% of the current Morale of armies.png maximum morale.

Possible cawa.png 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 :

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 :
    • Fire damage received.png-10% Fire damage received
  • The Nobility privilege "Assign Cawa Peacekeepers", unlocked via Flag of Ethiopia Ethiopias Mission "Train the Cawa" :
    • Land maintenance modifier.png−15% land maintenance modifier
    • Rebel suppression efficiency.png+25% rebel suppression efficiency
    • Army drill gain modifier.png+25% army drill gain modifier
  • The Nobility privilege "Assign Cawa Conquerors", unlocked via Flag of Ethiopia Ethiopias Mission "Train the Cawa" :
    • Discipline.png+2.5% discipline
    • Recover army morale speed.png+10% recover army morale speed
    • Reinforce cost.png+25% reinforce cost

Can recruit cossacks.png Cossacks[edit | edit source]

Cossacks are a special unit category available only to countries that have access to the Cossacks 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.png infantry or Cavalry.png cavalry.


Their Modifiers are:

  • Shock damage.png +15% shock damage bonus


Cossacks are recruited using the macro-builder.

Their base recruitment costs are raised to Gold Icon.png 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 :
    • Land maintenance modifier.png-10% Land maintenance modifier

Can recruit janissaries.png Janissaries[edit | edit source]

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.png infantry troops.


Their modifiers are :

Fire damage received.png −10% Fire damage received
Shock damage received.png −10% Shock damage received
Army drill gain modifier.png +50% Army drill gain modifier
Assault fort ability.png +50% Assault fort ability
Reinforce cost.png +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 Military power.png 3 military power per regiment raised but cost neither manpower nor money.

They start withMorale of armies.png10% 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.pngdevelopment 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 Flag of ottomans ottomans :
    • Reinforce speed.png+25% Reinforce speed
    • Reinforce cost.png−20% Reinforce cost
  • The "Loosen Devshirme System" Janissaries estate privilege:
    • Reinforce speed.png+33% Reinforce speed
    • Reinforce cost.png−20% Reinforce cost
    • Shock damage received.png+10% Shock damage received
    • Fire damage received.png+10% Fire damage received
  • The "Ensure Disciplined Training" Janissaries estate privilege:
    • Discipline.png+5% Discipline
  • The "Janissary Officers" Janissaries estate privilege:
    • Discipline.png-5% Discipline
  • The "Professional Soldiers" Janissaries estate privilege:
    • Reinforce cost.png−20% Reinforce cost
    • Army drill decay modifier.png−25% Regiment drill loss
  • The "Recruitment by Merit" Janissaries estate privilege:
    • up to Infantry combat ability.png+20% Infantry combat ability, scaled with Janissaries Crown land
  • The "Ottoman Vanguards" Janissaries estate privilege:
    • Morale damage.png+10% Morale damage


Can recruit rajputs.png Rajputs[edit | edit source]

Rajputs are a special unit category available only to countries that have access to the Rajputs.png 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.png infantry.


Their modifiers are :

Army drill decay modifier.png −25% Regiment drill loss
Reinforce cost.png −50% Reinforce cost
Morale of armies.png +5% Regiment Morale


Rajputs are recruited in the macrobuilder.

Their base recruitment costs are raised to Gold Icon.png 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 Privilege promote purbias.png "Enlist Purbias" :
    • Land fire damage.png +10% fire damage
    • Discipline.png +5% discipline if the government reform "Purbias Register" is enacted.

Can recruit revolutionary guards.png Revolutionary Guard[edit | edit source]

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.png infantry, Cavalry.png cavalry or Artillery.png artillery units


Their modifiers are :

Fire damage received.png −10% Fire damage received
Shock damage received.png −10% Shock damage received
Army drill gain modifier.png +100% Army drill gain modifier
Army drill decay modifier.png −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

Army drill decay modifier.png +50% Regiment drill loss modifier
Special unit force limit.png +10% Special unit limit

Professional Revolutionary Guard Training (requires 40% army professionalism)

Land maintenance modifier.png +50% Land maintenance modifier
Army drill decay modifier.png -25% Regiment drill loss modifier

Vanguard Revolutionary Guard Training (requires 60% army professionalism)

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

Elite Revolutionary Guard Training (requires 80% army professionalism)

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

Streltsy[edit | edit source]

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.png infantry.


Their Modifiers are:

  • Land fire damage.png +10% fire damage
  • Fire damage received.png -10% fire damage received


They are recruited using the Macrobuilder.
They cost Manpower.png 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%).

Allowed streltsy fraction.png 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 :

Unit modifications[edit | edit source]

The following can modify Streltsy units :

Can recruit hussars.png Winged Hussars[edit | edit source]

Hussars are special cavalry Cavalry.png units, available for Flag of Poland Poland, Flag of Lithuania Lithuania and the Flag of Commonwealth Commonwealth, via their national ideas.

They are displayed with an brown background in the army view.

Hussars are always Cavalry.png cavalry


Their Modifiers are:

  • Icon shock.png +1 Cavalry Shock
  • Morale damage.png +50% Morale Damage
  • Reinforce speed.png -50% Reinforcement Speed


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%).

Amount of hussars.png 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 :

Has samurai.png Samurai[edit | edit source]

Every nation with a Primary culture.png Japanese primary culture can recruit Samurai but addditionally the Shogunate Reform and Flag of Japan 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.

They are always Infantry.png infantry.


Their Modifiers are:

  • Discipline.png +5% Discipline
  • Morale damage received.png -10% Morale Damage Taken
  • Reinforce cost.png +50% Reinforce Cost


They can be recruited from the Macrobuilder and can only be build in Japanese culture provinces.

They spawn with 50% morale.

Allowed samurai fraction.png 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 :

The following can increase a nations Samurai force limit :

Unit modifications[edit | edit source]

The following can modify Samurai units :

  • The government reform "Reform the Samurai" :
    • Land fire damage.png+10% Land fire damage

Tercio[edit | edit source]

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.

They are always Infantry.png infantry.


Their Modifiers are:

  • Shock damage received.png-30% Shock Damage Received


They can be recruited in provinces of the Iberian culture group using the Macrobuilder.

They spawn with 50% morale.

Allowed tercio fraction.png 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 :

Unit modifications[edit | edit source]

The following can modify Tercio units :

Has musketeer.png Musketeers[edit | edit source]

Musketeers are available to Flag of France 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.

They are always Infantry.png Infantry


Their Modifiers are:

  • Land fire damage.png+15% Land Fire Damage


They are recruited using the Macrobuilder.

They spawn with 50% morale.

Allowed musketeer fraction.png 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 :

Unit modifications[edit | edit source]

The following can modify Musketeer units :

References[edit | edit source]

  1. 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. 2.0 2.1 2.2 2.3 2.4 2.5 See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers).
  3. Note that inflation does not affect regiment cost, but the cost of all unit types - infantry cost, cavalry cost and artillery cost.
  4. The 0.25 is the LAND_MAINTENANCE_FACTOR from /Europa Universalis IV/common/defines.lua.
  5. See in /Europa Universalis IV/common/defines.lua: LAND_TECH_MAINTENANCE_IMPACT = 0.02
  6. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Army professionalism).
  7. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Lack of army professionalism).
  8. Error?
  9. Error?
  10. From /Europa Universalis IV/common/defines.lua: CORRUPTION_FROM_BANNERS = 5
Mechanics

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