Force limit

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A force limit is a soft limit on how many ships or regiments a country can possess. It can be exceeded at a monetary price.

If a country goes past its force limit the maintenance cost per unit will increase by as many percent as they are above the force limit, eventually making further expansion of the army or navy prohibitively expensive.

There are two independent force limits, one for naval units and one for land units, but both operate largely the same.

Computing force limit[edit]

Province modifiers[edit]

Provinces contribute to the force limit through their development level and through the following modifiers and buildings. Note that only coastal provinces may contribute to a country's naval force limit.

Condition Tech Level Land Force Limit Naval Force Limit
Per development +0.1 +0.1
Regimental Camp Mil 8 +1 0
Conscription Center Mil 22 +2 0
Shipyard Dip 6 0 +2
Grand Shipyard Dip 19 0 +4
Important center of trade 0 +2
Being in trade company 0 +0.5
Local autonomy (per 1%) -1% -1%

Country modifiers[edit]

Condition Force Limit multiplier
Land Naval
Independent nation +6 +12
Subject nation +3 +6
March nation +3 / +30% +6 / +30%
Trade good bonus: Grain +10% 0
Trade good bonus: Naval supplies 0 +10%
Being the revolution target +40% +40%
Being an invading nation +100 +100

Updating force limits[edit]

Force limits are normally recalculated by the game on the first day of each month. To force an update in the middle of a month, you can activate a privateer mission and wait one day for the force limits to refresh. This may be necessary if one changes local autonomy levels in the middle of the month for example.

More sources of force limit[edit]

Ideas and policies[edit]

Ideas and policies that increase force limits:

Land force limit

Land force limit modifier.png Traditions Ideas Bonuses Policies
+50%
  • Muscovite idea 2: Found the Streltsy
  • Full Quantity
+33%
  • Scottish traditions
  • Ottoman ambitions
+25%
  • Chickasaw traditions
  • Daimyo traditions
  • Nepali traditions
  • Hessian idea 6: Hessian Mercenaries
  • Moldavian idea 3: Upper Boyars
  • Permian idea 7: Permian Army Reform
  • Ryazan idea 1: The Arsenal of Ryazan
  • Sukhothai ambitions
  • Welsh ambitions
+20%
  • Arawak traditions
  • Incan traditions
  • Mazovian traditions
  • Tverian traditions
  • Offensive idea 6: Grand Army
  • Albanian idea 1: All Lands Under Skanderbeg
  • Thomondian idea 2: Subdue the Clans
  • Baluch ambitions
  • Lan Xang ambitions
  • Laotian ambitions
  • Somali ambitions
+15%
  • Roman idea 4: The Roman Legions
+10%
  • Diplomatic-Quantity: The Pen Relies on The Sword Act
  • Economic-Quantity: Agricultural Cultivation
  • Quantity-Expansion: Colonial Garrisons

Naval force limit

Naval force limit modifier.png Traditions Ideas Bonuses Policies
+50%
  • Dutch traditions
  • Maritime idea 4: Grand Navy
  • Danish idea 5: Found the Copenhagen Dockyard
  • Knights Hospitaller idea 6: Scourge of the Corsairs
+33%
  • Gutnish idea 6: Gutnish Merchant Navy
  • Cypriot ambitions
  • Maritime-Expansion: Naval Infrastructure
+25%
  • Sulawesi traditions
  • Exploration idea 7: Global Empire
  • Aragonese idea 2: Protection of the Coastlines
  • Berber idea 1: Barbary Pirates
  • Candarid idea 6: Sinop Shipyard
  • Couronian idea 5: Couronian Colonization
  • Genoese idea 6: Setup the Office of Grand Admiral
  • Hormuz idea 7: Hormuzi Naval Expansion
  • Ionian idea 5: Naval Expansion
  • Leonese idea 5: Expand the Leonese Navy
  • Neapolitan idea 4: Expand the Arsenale
  • Orissan idea 7: Heritage of the Sadhabas
  • Pomeranian idea 7: German Navy
  • Sumatran idea 7: Rule of The Sea
  • Venetian idea 1: Venetian Arsenal
  • Breton ambitions
  • Cham ambitions
  • Hamburger ambitions
  • Malagasy ambitions
+20%
  • Navarran traditions
  • Mogadishan idea 6: Horn of Africa
  • Naxian idea 1: Maritime State
  • Ragusan idea 4: Ragusan Arsenal
  • Sligonian idea 6: Sligo's Naval Ambitions
+15%
  • Croatian traditions
  • Naval-Maritime: The Naval Supremacy Act
+10%
  • Provençal idea 6: Toulon Dockyard

Government[edit]

Land force limit

Type Modifier
Steppe nomads +10%/+20%/+30%
Tribal Federation +10%
Dutch Republic +25% if the Orangists are in power
Revolutionary republic +20% if the Girondists are in power

Additionally, the Holy Roman Emperor gets Land forcelimit.png+0.5 land force limit per member state.

Naval force limit

Type Modifier
Dutch Republic +10% if the Statists are in power

Subjects[edit]

  • Following ideas and policies that increase force limits increased by subjects


Vassal forcelimit bonus.png Traditions Ideas Bonuses Policies
+100%
  • Influence idea 7: Marcher Lords
  • Bosnian idea 5: Land of Princes
  • Influence-Aristocratic: Autonomous Estates
  • Influence-Economic: Vassal Obligations Act
  • Influence-Offensive: Unified Army Command

Effect on maintenance[edit]

If a country has more land or naval units than the corresponding force limit, maintenance for those units will be multiplied by the ratio of units to the force limit, with the units over the force limit counting twice[1]. For example, being at twice the force limit will triple the maintenance for each unit.

Strategy[edit]

For purposes of this section, assume the average base maintenance per unit—that is, the maintenance cost of a unit before force limit modifiers—is constant. Units over the force limit count double[1], thus the force limit ratio is defined as

Total maintenance cost[edit]

The total maintenance cost of an army or navy is

In this case, when above the force limit:

  • A multiplier to force limit has the same effect as a reciprocal multiplier to maintenance.
  • The number of units that can be fielded for a fixed maintenance cost grows as the square root of the force limit.

Footnotes[edit]

  1. 1.0 1.1 See in /Europa Universalis IV/common/defines.lua
Warfare
Land warfare ArmyLand unitsDisciplineManpower
Naval warfare NavyNaval unitsSailors
Other concepts Casus belliWar exhaustionMilitary traditionLeadersAlliance