Military

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Europa Universalis 5

Armies and navies can only enter another country's borders during a war. If they are still within another country's borders after a peace treaty has been signed, the army or navy will be marked as In Exile. They will be unable to siege or fight until they have returned to their own country's borders.

After a unit has moved at least half of the distance between two adjacent locations, its movement towards the destination location will be locked and cannot be changed.

If a unit has more than 40 regiments or ships, it will lose -2% Speed for every one above 40, up to a maximum penalty of -50%.

During a war, the unit UI will display whether the unit is visible to the opposing side or not.

Navies move 3 times faster than armies.

ActionsEdit

 
An army
 
A navy

Units can be ordered to perform the following actions:

  •   Split in Half: Unit will split into two units as equally as possible.
  •   Balance Unit: Redistributes regiments and ships evenly between all four sections.
  •   Attach to Unit: Unit will be attached to another unit within the same location, causing it to automatically receive the same movement orders the attached unit does.
  •   Order Full Retreat: Unit will retreat to friendly borders and cannot be attacked, but will lose half of its current strength.
  •   Disband Unit: Disbands the current unit.
  •   Detach Levies: Detaches all levies from the selected unit.
  •   Detach Mercenaries: Detaches all mercenaries from the selected unit.
  •   Upgrade: Upgrades the unit with the latest advances.
  •   Make Available for Hire: Turns the unit into mercenaries that can be hired by other countries. Cannot be done while at war.
  •   Recruit/Build: Opens the recruitment window. Once recruited, the new unit will receive an order to join the unit using the action.

Army actionsEdit

The following actions are only available to armies:

  •   Refill Garrison: Uses the army to refill the garrison of the fort in its current location.
  •   Create Supply Depot: Creates a supply depot in the army's current location. Supply depots can store up to 50 Food, which can be used by friendly armies up to 2 locations away. The army's current location must be controlled, but not owned Can only be used in unowned locations.
  •   Deposit Food in Supply Depot: Deposits 25% of the army's Food in the supply depot. Requires a supply depot in the same location.
  •   Consolidate Regiments: Merges regiments. Requires at least two regiments of the same type.
  •   Scorched Earth: Army's current province loses all stored Food and 15% Pop Satisfaction. It can only be done if the province's capital is controlled and at least 20% of its Food storage filled.
  •   Embark Army: Embarks the army on a navy. Requires a navy in the same location that has sufficient transport capacity. The army can disembark from a sea zone to an adjacent coastal Location.
  •   Detach Siege: Detaches enough regiments from the army to siege or occupy the current location.
  •   Detach Support: Detaches all auxiliary regiments from the selected army.
  •   Recruit to Army: Opens the regiment recruitment window. Once recruited, the new army will receive an order to join the army using the action.
  •   Drill Army: Gives +250% Monthly Experience Gain and +33% Army Maintenance until cancelled. Requires the advance with the same name.
  •   March to the Sound of Guns: Army will assist combat in adjacent locations. Requires the advance with the same name.

Navy actionsEdit

The following actions are only available to navies:

  •   Mothball: While active the navy cannot move, its strength is reduced to 10% and its maintenance cost is reduced by 50%.
  •   Distribute Food: While active, the navy will give its Food to any army or supply depot in adjacent locations.
  •   Gather Food: While active, the navy will take Food from adjacent locations to fill its Food Capacity.
  •   Repair Ship: Navy will travel to a friendly port to repair itself.
  •   Detach Damaged Ships: Detaches all damaged ships from the navy.

MoraleEdit

Every army and navy has a morale, which shows how long it will fight before leaving the battle. In battle, every regiment or ship inflicts morale damage upon its opponent, which can be increased or reduced by a variety of factors. Once morale hits zero, the army, or navy will retreat. Morale will slowly recover if the unit is not in combat or moving.

ExperienceEdit

Every regiment and ship has an experience level, which ranges from 0% to 100%. Every 1% experience reduces the damage taken by 0.5%. Experience is gained through participating in a battle, a siege, or a blockade, and slowly decays over time. Regiments can also gain experience by the   Drill Army unit ability after it has been researched.

TraditionEdit

Every country has an army tradition and a navy tradition, which both range from 0% to 100% and are calculated based on the total experience of its armies and navies.

Each 1% army tradition gives the following bonuses:

  •   +0.1 Great power score
  •   +0.2% Army morale
  •   +0.1% Siege ability
  •   +0.001 Monthly progress to Land
  •   +0.005 Army tradition decay

Each 1% navy tradition gives the following bonuses:

  •   +0.1 Great power score
  •   +0.2% Navy morale
  •   +0.5% Maritime presence
  •   +0.001 Monthly progress to Naval
  •   +0.005 Navy tradition decay

AttritionEdit

Attrition is applied at the start of each month, which for Regiments means that people die, while for Ships it also damages the actual ship. Some attrition is Unavoidable Attrition and the main sources for attrition include the following:

Military bonusesEdit

Each country has 4 modifiers that improve its military:

  •   Discipline increases the damage armies inflict and reduces the damage armies take
  •   Military Tactics reduces the damage armies take
  •   Naval Damage increases the damage navies inflict
  •   Naval Range increases the distance navies can travel before they must resupply

LeviesEdit

Levies are military units that can be raised from the remaining manpower when the country is at war or facing rebels. Raising levies reduces population by an amount equal to the raised soldiers or ships, and disbanding levies will increase population by an amount equal to the remaining levies. Hovering over the button to raise levies will list all locations where levies will be raised from. Levies will only be raised from pops whose estates have at least   25%[1] estate satisfaction, but a higher satisfaction will not increase the amount of levies. Estates who are below the threshold will not contribute any levies. Levies are generally less efficient than regulars and even more in later ages.

Army levies have the modifier Levy

  •   −10% Discipline
  •   +2% Monthly Experience Decay

Navy levies have the modifier Levy

  •   +2% Monthly Experience Decay

A location in which levies have been raised gains the modifier Raised Levies until all its levies are disbanded or killed

  •   −20% Local Food Production %
  •   −20% Raw Materials Output

There are multiple types of levies that can be raised, depending on the pop used to raise them.

Levies Requirements

MercenariesEdit

Mercenaries are private individuals who take part in military conflict for   Gold, but are otherwise outsiders to the conflict. The base cost of Mercenaries is 50% higher than regulars.

A country that is at peace can make its own units available for hire to other countries as mercenaries. The country will set up the   Gold fee and duration in months of the contract.

If a mercenary unit is inside or next to another country's borders, the other country can bribe them to switch sides by paying 5 times their   Gold fee.

In addition to mercenaries made available by countries, each country can hire mercenary leaders from among the characters in any nearby country to raise a mercenary army. The types and amounts of units a mercenary leader can raise depends on what is available for recruitment in the character's country of origin. Hiring mercenary leaders costs 50 Gold, increased by the mercenary leader's abilities. The cost is also affected by the mercenary leader's opinion of the hiring country's primary culture and religion.

Military objectivesEdit

Military objectives will put armies and navies under AI control, and the AI will attempt to accomplish the selected objective. Once an objective has been selected, at least one army or navy and one location must be selected.

The following objectives are available for armies:

Objective Description
  Carpet Siege Armies will seek to occupy the highlighted locations.
  Defend Coast Armies will defend the coast specified.
  Defend Home Territory Armies will defend the home territory connected to our capital.
  Focus Siege Armies will stay concentrated and focus on sieging forts first in the highlighted locations.
  Hunt Armies Troops will gather into a large force and hunt smaller enemy armies.
  Perform Army Logistics The assigned armies will gather and distribute food and build supply depots.
  Repatriate Troops Exiled armies will be transported back to home soil with the help of assigned navies.
  Suppress Rebels Armies will try to reduce unrest in locations with rebellious pops where it would permanently remove the pop from the revolt.

The following objectives are available for navies:

Objective Description
  Blockade Ports The assigned navies will spread out and blockade enemy ports.
  Hunt Navies Troops will gather into a large force and hunt smaller enemy navies.
  Patrol the Seas Navies will seek to increase maritime presence in the highlighted seazones and gain 1 Experience each month.
  Perform Navy Logistics The assigned navies will gather and distribute food to coastal armies.
  Repatriate Ship Navies out of home ports will be moved back to home.

ReferencesEdit

  1. NDefines.NCountry.ESTATE_LEVY_SATISFACTION_THRESHOLD = 0.25 in Defines.
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