Warfare

From Europa Universalis 5 Wiki
Jump to navigation Jump to search
War between countries

When declaring war, the war declaration window will show a comparison between the armies and navies of each country. The country that declares war and the country that was declared war upon will be called the War Leaders. Allies may join each side depending on their opinion of both sides and their distance from the enemy, but only the War Leaders can receive and accept peace proposals. Allies that are already at war have a -100 acceptance and are unlikely to join the war. A country cannot declare war on a country that's on the same side in a war.

If multiple countries are on the same side in a war, each country will have a War Participation percentage, which is how much they contributed to the war. It has no effect during civil wars, but during country wars, countries will react positively or negatively to treaties that favor or do not favor them depending on how much the country contributed.

Every country has an Army Size and a Navy Size number displayed in its tooltip. Army Size is calculated based on existing regiments, manpower, and army levies that can be raised. Navy Size is calculated based on existing ships, sailors and naval levies that can be raised.

After a peace treaty, a truce is formed between the war leaders. Truces block certain diplomatic actions and give penalties if war is declared again during that period.

Types of wars[edit | edit source]

There are two possible types of wars: country wars and civil wars.

  • Civil wars are wars that start when a rebellion reaches 100% progress. When a location either falls within the zone of control of an enemy fortification or is successfully sieged, it becomes owned by the enemy. Civil wars do not use casus belli, treaties or warscore and can only end in the complete surrender and annexation of either side.
  • Country wars are wars started when a country declares war on another country. When a location either falls within the zone of control of an enemy fortification or is successfully sieged, it becomes occupied and usually has to become so before it can be added to a peace treaty. Country wars use casus belli, treaties and warscore.

Casus belli[edit | edit source]

Literally meaning cause for war, the casus belli is the justification a country uses for starting a war. Depending on the Casus Belli used, the type of war and the wargoal will be different. Most casus belli have to be created before they can be used, which costs 20 Spy Network. Most casus belli expire if they are not used within 4 years. Casus belli can also be created through international organization actions, situations, and other random events. War can be declared without a casus belli, but this incurs an additional cost. Each casus belli has a wargoal, which is the objective established for the war. Achieving the wargoal will grant ticking warscore over time, while not achieving it reduces warscore. When the wargoal changes status, its warscore impact is cleared.

Casus belli War Goal How to Obtain Conquer cost for attacker Subjugate cost for attacker Max antagonism for attacker Conquer cost for defender Subjugate cost for defender Max antagonism for defender Ticking War Score modifier Other effects
No Casus Belli Superiority Always Available +50% +30% 50%
War from Event Superiority +50% +30% 50%
Subject Broke Free Superiority +50% +30% 50%
Insulted Us Superiority From Insult diplomatic action targeting you +50% +30% 50%
Supported Rebels Superiority +50% +30% 50%
Declined Call to Arms Superiority Attempt and fail to call to arms +50% +30% 50%
Denied Military Access Enforce Military Access Send military access request and get denied +1900% +1900% 100%
Following Through on Threat of [Province] Take Province Demand Unlawful Territory action -25% -25% 25%
Destroyed Buildings Superiority +50% +30% 50%
Trade War Superiority Triggered by event +50% +30% 50%
Border Feud Take Border Triggered by event -20% -20% 50%
Religious Conformance Take Capital HRE member refused religious conformance -50% -50% 50%
Annex Take Capital Triggered by event -50% -50% 50%
Maritime Dominance Naval Superiority Triggered by event +900% +900% 50%
Destabilized Our State Superiority Triggered by event +50% +30% 50%
Livonian War Superiority Triggered by event -25% -25% -25% -25% 50%
Claim Timurids Take Capital Triggered by event -50% -50% 50%
Invasion of China Superiority Triggered by event -50% -50% -40% -40% 25% Attacker only allowed conquest of locations in China
Restoration of Andalucia Superiority Triggered by event -50% -50% -40% -40% 25%
Incursion into [COUNTRY] Superiority Triggered by Scottish event against England -25% -25% 25% Attacker can only conquer locations in the Great Britain region.
Subjugation Take Capital Triggered by event -75% 50%
Anti-Piracy War Naval Superiority Created. Allowed against countries sending privateers to a market in your country +900% +900% 50%
Seize Fur Supply Superiority Created against tribes with provinces that produce furs. Requires modifier from event -20% -20% 25%
Break free from the Tatar Yoke Superiority +50% +30% 50%
Claim Throne Take Capital Given when a ruler dies and one of the possible heirs is your family member +100% -75% -75% 50% Attacker cannot subjugate defender. Allows the 'Join Union' peace treaty.
Coalition Take Capital Coalition IO -75% -75% +150% +150% 50% Adds war enthusiasm to attackers. Allows areas to be released. Adds extra antagonism reduction for defender. Disallows separate peace.
Colonial Conflict Naval Superiority +900% +900% 50%
Colony War Take Capital -75% -75% 50% Attacker and defender cannot subjugate each other. Overlords are not called into the war.
Claims on [PROVINCE] Take Province Created. Have cores on unowned province -25% -25% 50% Adds war enthusiasm
Crusade Take Province Curia vote from Catholic church -25% -25% 25%
Crush Hussitism Superiority Hussite Wars situation +75% +75% +75% +75% 50%
Cut Down in Size Superiority +50% +30% 50%
Religious War targeting [PROVINCE] Take Province Created. Requires advance and defender to be part of another religious group +20% +20% 50%
Disloyal Subject Take Capital Can be created on disloyal subjects. Persists even if subject is released -50% -50% 50%
Disrupting Trade Naval Superiority Created. Allowed against countries sending privateers to sea zones adjacent to your provinces +900% +900% 50%
Dissolve the Tatar Yoke Superiority Can be created by any kingdom or empire that is part of the Tatar Yoke against the golden horde -25% -25% 25%
Excommunicated Ruler Superiority Target has been excommunicated by curia vote -25% -25% 25%
Expansion into the Steppes Superiority Created against neighboring hordes, tribes, or country with a capital in the steppe or Northern Asia regions. Requires modifier that allows this CB. -50% -50% 50%
Exploration Superiority Created against a country in a sub continent different from yours with less power projection. Requires exploration or chartered companies advance. +50% +30% 50%
Dubious Claims on [PROVINCE] Take Province Has the same requirements as the regular claim CB but appears to be disabled. +30% +30% 50%
Flower Wars Superiority Can be created by a Nahuatl country with the flower wars focus on its neighbors +900% +900% +900% +900% 50%
Force Migration Take Capital Created by tribes against other tribes 50%
Force into our Faction Take Capital Guelphs vs Ghibellines situation. Can be created against countries that are eligible to join your international organization. +25% +25% 100% Allows the 'Force into our Faction' peace treaty.
Great Northern Conflict Take Province Given by event -10% -10% 25% Attacker can only conquer location which are either neighboring locations they own, or coastal locations in the Baltic or North German region
Take Down Hegemon Take Capital By non-hegemon against hegemon -75% -75% -75% -75% 50%
Cleanse Heresy Superiority Created against neighbors of a heretic religion +75% +75% +75% +75% 100,00 % 50%
Overthrow High King Superiority Can be created by members of the High Kingship IO against the leader +50% +30% 50%
Reclaim High Kingship Land Take Province Created. Target province is in High Kingship IO -75% -75% -75% +100% +100% +100% 50%
Subjugate High Kingship Member Superiority Created. Target country is non-leader member of High Kingship IO +100% -75% -50% +100% -75% -50% 50%
Horde Expansion Superiority Can be created by hordes against non-horde neighbors 50%
Raiding Retaliation Superiority +50% +30% 50%
Imperial Liberation Take Capital Can be created by the HRE emperor against non-HRE countries with HRE subjects +100% 200% 200% 50%
Humiliate Superiority Can be created by an OPM to humiliate another OPM +900% +900% 50%
Humiliate Rival Superiority Can be created against rivals +900% +900% 50%
Conquer the Throne of France Superiority From Hundred Years War Situation -25% -25% -25% -25% 50% Only allows conquest of location in the French region or from French subjects.
Defend the Throne of France Superiority From Hundred Years War Situation -25% -25% -25% -25% 50% Only allows conquest of location in the French region or from French subjects.
Unify the [ILKHANATE] Superiority Created by an Ilkhanate claimant against other members -25% -25% -25% -25% 25%
Refuse the False Claimant Superiority Can be created by Ilkhanate members against claimants 25%
Shed Shackles of the [ILKHANATE] Superiority Can be created by non-Iranian Ilkhanate members against other Ilkhanate members -25% -25% -25% -25% 25%
Imperial Ban Take Province Can be created by the HRE emperor against non-HRE countries holding HRE land -25% -25% 50% Attacker can only conquer locations part of the Holy Roman Empire International Organization
Imperialism Take Country Can be created in the age of revolutions by independent kingdoms and empires -50% -50% 100%
Independence Independence Can be created by subjects -25% -25% 100%
Jihad targeting [PROVINCE] Take Province From Jihad religious action -25% -25% 25% Adds wars enthusiasm
League of the Public Weal Superiority +20% +20% 50%
Lodi Claims Take Capital 25%
Make Tributary Take Capital Can be created either by a steppe horde, against a steppe horde or tribe, or by a country with the modifier that allows tributaries. Can only be created against a country of a lower or equal rank. 50% Attacker cannot conquer location or subjugate defender except for making it a tributary
Nanbokuchou Destroy Army From the Nanbokuchou situation -25% -75% -25% -75% 100% Only allows subjugation of countries that are not a subject of another country.
Nationalism Take Country Can be created in the age of revolutions against countries of the same culture -75% -75% 50%
Native Subjugation Superiority Can be created against neighboring countries of pops. Requires advance +50% +30% 50%
Approved Claims on [PROVINCE] Take Province From parliament action +25% +25% 50%
Prevent Annexation Take Capital Granted when annexation starts +100% +100% +100% +100% 50%
Push Back Colonizers Superiority Created by tribes against non-tribe neighbors with colonial charters -50% -50% +900% +900% 50%
Red Turban Rebellions Superiority Red Turban Rebellions situation. Created by a rebel country against China -98% -98% -98% -98% -98% -98% 125% Attacker only allowed conquest of locations in China. Adds a lot of war enthusiasm
Rein in the Rebels Superiority Red Turban Rebellions situation. Created by a China against a rebel country -98% -98% -98% -98% -98% -98% 125% Attacker only allowed conquest of locations in China. Adds a lot of war enthusiasm
Regional Supemacy Superiority Red Turban Rebellions situation. Created by rebels against any other country in the China region -98% -98% -98% -98% -98% -98% 125% Attacker only allowed conquest of locations in China
Resist Annexation Independence Granted when annexation starts +100% -75% -75% -100% 50% Attacker cannot subjugate defender. Adds war enthusiasm
Religious Superiority Superiority +25% +25% +25% +25% 125% Adds a lot of war enthusiasm
Crush the Revolution Take Capital The Revolution situation. Created by a non-revolutionary country against a revolutionary country -75% -75% -75% -75% 50%
Spread the Revolution Take Capital The Revolution situation. Created by a revolutionary country against a non-revolutionary country -75% -75% -75% -75% 50%
Take Shogunate Superiority Sengoku Situtation. Created against the Shogun 25%
Sengoku Destroy Army Sengoku Situation. Created against another member of the Shogunate IO -25% -25% -25% -25% 25%
Expand Clan Authority Destroy Army After Nanbokuchou has ended or during Sengoku. Created by building-based clans against other clans or diamyo, but diamyo can only create against other diamyo -25% -75% -25% -75% 100% Only allows subjugation of countries that are not a subject of another country.
Rebel Against the [SHOGUN]'s Authority Destroy Army Created outside of the Nanbokuchou situation by a member of the Shogunate against the Shogun. -25% -75% -25% -75% 100% Only allows subjugation of countries that are not a subject of another country.
Reassert [SHOGUN]'s Authority Destroy Army Created by the Shogun against other members of the Shogunate. Disallowed during Nanbokuchou -25% -75% -25% -75% 100% Only allows subjugation of countries that are not a subject of another country.
Slave Raiding Superiority Created by countries with slave raiding allowed +900% +900% 50%
Sound Toll Exemptions Broken Take Capital Sound toll exemptions revoked via diplomatic action -50% -50% 50%
Timur's Conquest Superiority Created by Timurid Empire againt any of its neighbors -25% -25% 50%
Trade Conflict Naval Superiority Created against countries embargoing the country +900% +900% 50%
Tribal Feud Take Country Created by tribes against neighboring tribes -25% -25% 50%
Unify China Superiority Created by leader of Middle Kingdom against other members -75% -75% -75% -75% -75% -75% 25% Only allows conquest of location part of the Middle Kingdom International Organization
Claim Mandate of Heaven Take Capital Created by member of Middle Kingdom of Chinese, Confucian, Jurchen, or Mongolian culture group with less than 75 sinicized against Middle Kingdom leader -50% -50% -40% -40% 20% Attacker only allowed conquest of locations in China
Union Independence Defend Capital Created by junior personal union member against the senior member 50%
Union War for Superiority Take Capital Created by junior personal union member against a senior member who has less than twice the great power score. -50% -50% 50%

Treaties[edit | edit source]

The peace treaty interface

A country can leave a war by proposing peace to the opposing war leader and the opposing war leader accepting the proposal. The country that proposes peace can choose to either enforce demands, which allows picking peace treaties that give the country a benefit, or offer tribute, which allows picking peace treaties that give the opponent a benefit. Demands and offers can target any country on the opposing side of the war. Demands will increase the antagonism of the country sending the proposition, while offers will increase the antagonism of the opposing war leader. Demands also requires the warscore to be at least 10 towards the country making the demand. A war will end when the war leaders sign a treaty, but after the war had dragged for a year countries that are not the war leader can propose peace with the enemy war leader for themselves.

Each treaty has a peace cost, which scales with the scope of the treaty. A country will only accept a peace proposal if its acceptance is higher than the peace cost. Acceptance depends on the difference in warscore, their war exhaustion, and how long the war has dragged out. In case of offering tribute, acceptance is massively decreased if the country receiving the offer would gain too much antagonism for it.

Gold can also be added to a demand or offer, which add or deduct from the peace cost. The peace cost is reduced by −10% if both countries have the same primary religion or primary culture.

Vassalizing an enemy in a peace deal will only be available when the country making demands has equal or higher country rank as the target country. In cases where the country making demands has a lower country rank, the Vassalize treaty will be hidden from the peace treaty menu.

If a treaty gives a war ally more land than they'd expect from their war contribution and the peace treaty is accepted, the country that proposed the treaty will gain Favors from the said war ally.

Treaty Effects Peace cost Antagonism Requirements

Warscore[edit | edit source]

Warscore is the value that indicates how well a country is performing in a war. A country can increase their warscore by winning battles, managing to siege enemy locations, achieving the wargoal, and establishing blockades. Warscore obtained from battles is capped to 50%. A warscore of at least 10 is required to make demands during a peace treaty.

Every location has a warscore value, which determines how much warscore it will give if occupied. Each location gives the following amount of warscore

  • 2 always
  • 1 has a port
  • 1 is a province capital
  • 5 is a country capital
  • 0.25 per fort level
  • 0.05 per development
  • Up to 4 depending on population
  • Up to 10 depending on buildings

War exhaustion[edit | edit source]

Every country has a war exhaustion, which represents how much is has been ravaged by war. If it is high enough, the country will be forced to sign a peace treaty. Each point of war exhaustion brings the following penalties:

  • Land morale.png −2% Army morale
  • Naval morale.png −2% Navy morale
  • Global production efficiency.png −1% Production efficiency
  • Trade efficiency.png −1% Trade efficiency
  • Global population growth.png −0.03% Population growth

War exhaustion decreases by −0.1 each month while the country is at peace.

Declaring war cost[edit | edit source]

Declaring war has the followings costs:

  • Stability +10 Stability if declaring war on a country with 50+ Opinion.
  • Stability +20 Stability if declaring war on a country with 100+ Opinion.
  • Stability +40 Stability if declaring war on a country that gave military access.
  • Stability +50 Stability and +1 War Exhaustion if declaring war without a casus belli. It will also cost 20 Righteousness.png Righteousness or Karma.png Karma if the primary religion uses the resource.
  • Stability +50 Stability, +1 War Exhaustion and +25 Antagonism.png Antagonism if declaring war on a country with a truce. The penalties are reduced by Power Projection.

Blockade[edit | edit source]

A blockade is when a hostile navy is present in the sea zone adjacent to a port. How large the navy has to be depends on each ship's Blockade Capacity and the population, development, exports, and imports of the port locations.

The most important effects of blockade:
• Reduce Food Production
• Reduce Maritime Presence
• Reduce Development
• Reduce Control
• Reduce Prosperity

Privateering[edit | edit source]

Privateers are pirates which are paid by a country to stay in an area and will only target countries that are at war with it. Hiring privateers requires either certain Piracy law.png Piracy Law policies or the Advancement background.pngletters of marque Letters of Marque generic advance but can also be unlocked through some country-specific advances or reforms. Hiring privateers costs 250 Sailors.png Sailors, but this can be reduced by a few advances. All countries adjacent to the selected area will lose 25 Opinion.png Opinion with the country that hired the privateers.

Initial wars[edit | edit source]

There are three existing wars when the game starts:

War Wargoal Attacker Attacker allies Defender Defender allies
Moroccan-Tlemceni War Take Tlemcen Flag of Morocco Morocco Flag of Tafilalt Tafilalt Flag of Tlemcen Tlemcen
Scottish Civil War Civil War Flag of Balliol Balliol Flag of Isles Isles Flag of Scotland Scotland
The Crusade Against Lithuania Take Vilnius Flag of Teutons Teutons Flag of Lithuania Lithuania

References[edit | edit source]

Mechanics
Realm CountryGovernmentParliamentEstateReformsLawsCharactersMissions
Economy & Research EconomyGoodsR.G.O.MarketBuildingPopulationAge
Diplomacy & Warfare DiplomacySubjectsInternational organizationWarfareCombatMilitary
The world LocationCultureReligionLanguageExplorationSituationsDisastersDiseases