Army – europa universalis 4 wiki histiocytoma bleeding

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

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

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 histiocytoma bleeding local supply limit, up to a maximum of 5%. Armies that are besieging hostile provinces take 1 unit of histiocytoma bleeding supply weight extra attrition, regardless of their size. An army trying to take back its own captured province histiocytoma bleeding does not suffer this penalty. For the duration of a battle, the armies engaged do not suffer attrition.

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

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 histiocytoma bleeding 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 histiocytoma bleeding troops to take 1% attrition on top of normal attrition values while in friendly histiocytoma bleeding territory.

Army regiments that have taken casualties will gradually reinforce up histiocytoma bleeding 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 histiocytoma bleeding attrition, there is no extra cost beyond base army maintenance, so reinforcement speed modifiers can save you a lot of histiocytoma bleeding money – even so, beware of heavy attrition.

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

Aside from regulars and mercenaries, there are five other categories of units with unique recruitment histiocytoma bleeding mechanics and modifiers that are each available only to countries histiocytoma bleeding that meet certain conditions. Because they are each recruited in a unique way, none cost ducats, manpower, or time to recruit, but unless stated otherwise they start at low morale and histiocytoma bleeding are maintained and reinforced at the same ducat and manpower histiocytoma bleeding cost as regulars.

Banners are a special unit category available to nations that histiocytoma bleeding have Manchu or Jurchen as their primary culture and are histiocytoma bleeding available to the Mongol Empire. Banner units are displayed with a purple background in the histiocytoma bleeding army view. The total number of Banners can be viewed in the histiocytoma bleeding Military tab (shortcut .) by hovering over the total number of individual unit type. Banners have +5% discipline — they can still be drilled — and can be cavalry or infantry.

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

Unlike other special unit categories, banner units spawn at full morale but only have 100 histiocytoma bleeding men when recruited and must be reinforced to full strength. They reinforce at 50% the reinforcement rate (and is therefore a multiplier and not additive) *after all Reinforcement Speed modifiers*, which are half as effective. They cost only 25% manpower to reinforce, meaning that after the initial corruption cost of recruiting them, they will only consume 25 manpower for every 100 men histiocytoma bleeding reinforced. They also cost -50% the maintenance of their equivalent non-banner regiments.

Streltsy are a special unit category available only to countries histiocytoma bleeding with one of the three governments unique to East-Slavic-culture nations ( Veche Republic, Russian Principality, and Tsardom), and are displayed with a silver background in the army histiocytoma bleeding view. Streltsy are always infantry and have +10% fire damage compared to other unit categories.

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

Cossacks can be recruited with the cossacks estate interaction "Raise Cossack Host", which will recruit one cossack cavalry regiment per province assigned histiocytoma bleeding to the cossacks, up to a maximum of 5 regiments (10 if their influence is over 60). This interaction is available at 50 loyalty, 40 influence, and will add +5 influence and −15 loyalty to the cossacks while having a 5 years histiocytoma bleeding cooldown.

Janissaries are a special unit category available only to countries histiocytoma bleeding with the Ottoman government, and are displayed with a red background in the army histiocytoma bleeding view. They are elite infantry troops with −10% fire damage received, −10% shock damage received, and +100% army drill gain modifier. However, unlike other special units, janissaries are +100% costlier to reinforce.

Rajputs can be recruited with the Rajputs "Recruit Rajput Regiments" estate interaction, which will recruit one Rajput infantry regiment per province assigned histiocytoma bleeding to the Rajputs, up to a maximum of 10 regiments. This interaction is available at 50 loyalty, 40 influence, and will add +5 influence and −15 loyalty to the Rajputs estate while having a 5 histiocytoma bleeding years cooldown.

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

20% – Salaried Soldiers May build supply depots: for 20 military power, an army can establish a supply depot in a friendly-controlled province. The supply depot will increase the friendly supply in the histiocytoma bleeding entire area by 50% and all friendly troops will reinforce as if they were histiocytoma bleeding 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 histiocytoma bleeding to restore the garrison of a fort instantly, working in your own forts, as well as friendly and occupied enemy forts. 60% – Conscription Army Regain manpower when disbanding: instead of the manpower disappearing, disbanded regiments now return their soldiers to the manpower pool. 80% – Permanent Army −50% Reduced morale damage taken by reserve – regiments in the back row during a day of battle histiocytoma bleeding normally take passive morale damage in large ongoing battles, but will now take −50% as much. 100% – Professional Army −50% General cost +100% Army drill gain modifier