![]() ![]() Since artillery takes twice the normal damage when in the front line, it should be deployed in the second line.Artillery defends first line units from attacks with half of its defense points in the corresponding battle phase.Artillery can fire from the second line, and therefore can vastly increase the effectiveness of an army.To avoid the insufficient support penalty, an army must not surpass the maximum ratio of cavalry per infantry regiments.To maximize combat effectiveness of an army, the ratio of infantry, cavalry and artillery is vital. There are also many modifiers from decisions, events and missions that affect recruitment time.Ĭomposition See also: Battlefield unit deployment logic Recruitment time can be affected by countrywide and provincial modifiers which are added. The base time for recruiting a regiment is: The recruitment time of a regiment is computed as follows: There are also many modifiers from decisions, events and missions that affect artillery cost. Transoxianian idea 4: Turkoman Cannoneers.Rajputana idea 6: Expanded Artillery Arm.There are also many modifiers from decisions, events and missions that affect cavalry cost. Aristocratic-Economic: The Court of Wards and Liveries.Oirat idea 1: Fearsome Warriors of Tumu.Nanbu idea 2: Owner of the 'Nine Gates'.Couronian idea 7: Promote the Curonian Kings.Circassian idea 1: Horsemen of the Steppe.Scandinavian idea 5: Finnish Hakkapeliitta.Horde government idea 1: Horse-lords of the Steppes.There are also many modifiers from decisions, events and missions that affect infantry cost.įrom cossacks estates (scales with loyalty and influence) (only with )įrom tribes estates at high loyalty (scales with influence) (only with ) Court-Quantity: Plentiful Materials Act.Odoyev idea 5: Cities of the Upper Oka Valley.Some specific modifiers reduce only the cost of one unit type. There are also many modifiers from decisions, events and missions that affect regiment cost. Plutocratic idea 1: Tradition of Payment.Plutocratic-Trade: Trade Kontor Network.Expansion-Defensive: Local Army Organization.With parliament and “Expand the Army” as active issueĪs optional difficulty bonus (for the player (very easy) or the AI (very hard))įor each percentage point of inflation General modifiers reduce the cost of all types of land units. Regiment cost may be affected by general and type-specific modifiers which are summed. The base costs for recruiting a regiment are: Manpower is also used for reinforcing depleted regiments. It takes 1000 manpower to recruit a regiment. Regiments start with 50% of maximum morale. 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. Each province can recruit one regiment at a time, though multiple regiments can be queued up in a single province. Recruiting regular forces requires an owned, unoccupied province to recruit in, and three resources: manpower, ducats, and time. Please help with verifying or updating this section. 8.6 Mercenaries and Army Professionalism.Outside of this, advisors wont assist in recovery. You can help increase this limit by building military manpower buildings in accepted culture provinces.Īlso, there is a 10% recovery for 6 years event that can happen with an event if you have a tier 3 Recruit Master Advisor. This is equal to any nation fully recovering within 10 years base. You recovery manpower by a percentage of your maximum.so a nation with 100k manpower will get more monthly than a nation with 50k manpower. The only other way to get 'more men per month' is by increasing your manpower limit. Policies from Quantity/Admin & Quality/Exploration Your manpower recovery rate is sped up (outside of a nation's unique ideas or events) from: The reinforcement advisor just speeds up the rate of filling your regiments from your existing pool. Unfortunately there isn't an advisor that speeds up your nation's manpower recovery rate by default. ![]()
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