Manpower

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A country's manpower is the amount of men eligible for military service. Manpower is used to recruit and reinforce armies (except mercenaries). A country with exhausted manpower reserves will be crippled in its ability to wage war.

Maximum[edit]

The maximum manpower of a country is calculated as follows:

Manpower increase[edit]

The base value for every country is +10 000 men.[1] Furthermore:

Manpower.png Conditions
+500 per state (excluding free cities) in the Holy Roman Empire as emperor[1]
+1 000 per free city in the Holy Roman Empire as emperor[1]
+100 000 as invasion nation[1]

Province manpower[edit]

Province manpower is the amount of soldiers each province contributes to the national manpower maximum. It is computed as follows:

: Provinces of the Cossacks.pngcossacks, Nobility.pngnobility and Tribestribes estates are not affected from multiplicative local autonomy effects on province manpower.

Base[edit]

Province base manpower in 1444.

Base manpower is determined by the level of military development in a province. Each level of military development adds 250 men[2] to the province base manpower. The starting development level of a province is a preset in the game files[3]. See the list of provinces for these values.

With the Common Sense.png Common Sense expansion enabled, the military development level of a province can be increased by spending military points. It can also be modified by a few special events, decisions and missions.

When hovering over the manpower value in the top bar of the ingame UI, the amount of manpower gained from provinces can be seen. This amount is only affected by local modifiers. The country-wide modifiers take affect on the total amount of manpower.

Manpower efficiency[edit]

Manpower efficiency is the sum of all manpower modifiers of a province.

National manpower modifier[edit]

National manpower modifier.png Conditions
+50% with difficulty set to ‘very easy’
+30% with the Crusade triggered modifier
+25% as Government monarchy.png revolutionary empire
+25% as March icon.png march[1]
+10% /+20%/+30% as Government steppe horde.png steppe nomads (modified by government rank)
+10% /+15%/+20% as Government tribal.png tribal federation (modified by government rank)
+10% as Government monarchy.png feudal monarchy
+10% with Government monarchy.png enlightened despotism as form of government
+10% with Freya.png Freya as personal deity as Norse nation
+10% with a Advisor Master recruiter.png master recruiter as advisor
+10% as Revolution target.png revolution target[1]
+5% with Parliament.png parliament and “Conduct Nationwide Census” as active issue
+0.2% for each percentage point Lack of piety lack of piety as Muslim nation[1]
−10% with Guilds the guilds in power as merchant republic
−25% during the Plutocratic Coup.png Plutocratic Coup disaster
−25% during the Janissary Decadence.png Janissary Decadence disaster

Ideas and policies:

National manpower modifier.png Traditions Ideas Bonuses Policies
+50%
  • Quantity idea 1: Levée en Masse
  • Muscovite ambitions
+33%
  • Italian (cU) idea 4: The Office of Censor
  • Tverian idea 7: National Army
  • Roman ambitions
+25%
  • Desmondian traditions
  • Golden Horde traditions
  • Muscovite traditions
  • Aristocratic idea 3: Serfdom
  • Burgundian idea 7: Create the Regimental System
  • Dai Viet idea 4: Village Militia
  • Daimyo idea 6: Armies of the Daimyo
  • Horde idea 7: The Glory of Conquest
  • Iroquois idea 2: Keepers of the Western Door
  • Kazani idea 4: Legacy of the Great Horde
  • Polish idea 3: Piechota Wybraniecka
  • Prussian idea 6: Regimental Cantons
  • Shan idea 7: Expansionism
  • Tuscan idea 7: Territorial Ambitions
  • Aztec ambitions
  • Chinese ambitions
  • Jerusalem ambitions
+20%
  • French traditions
  • Afghan idea 3: Tureh
  • Bengali idea 3: Bengal's Endlessly Productive Rice Fields
  • Cherokee idea 3: Red Chiefs
  • Hungarian idea 2: Bulwark of Christianity
  • Japanese idea 3: Reformed Land Holding
  • Native idea 6: War and Peace Chiefs
  • Novgorod idea 5: Grand Duke’s Army
  • Punjabi idea 4: The Khalsa
  • Scottish idea 3: Rein in the Clans
  • Shawnee idea 7: Private War Parties
  • Taungu idea 2: Mandala System
  • Wallachian idea 7: Abolition of Serfdom
  • Khmer ambitions
  • Milanese ambitions
  • Semien ambitions
  • Zaporozhian ambitions
+15%
  • Arabian traditions
  • Central Indian traditions
  • Holstein traditions
  • Lunda traditions
  • Ruthenian traditions
  • West African traditions
  • Albanian idea 7: Break The Power Of Princes
  • Ashanti idea 5: Centralized Coalition
  • Baluch idea 4: Reorganization of the Army
  • Creek idea 5: Micos Leadership
  • Dahomey idea 2: Slave Hunts
  • Guarani idea 5: Missions Settlements
  • Interlacustrine idea 1: Source of the Nile
  • Kutai idea 5: Encourage Immigration
  • Malvi idea 1: The Rajputs Malwa
  • Montenegrin idea 7: Cojstvo I Junastvo
  • Muiscan idea 4: The Tale of Bochica
  • Nepali idea 3: Our Valleys United
  • Persian idea 1: Support the Qizilbash
  • Rajput idea 1: Clan Loyalties
  • Ryazan idea 1: The Arsenal of Ryazan
  • Siberian idea 6: Successful Raids
  • Somali idea 3: Somali Clans
  • Tapuian idea 7: Unite The Tribes
  • Tarascan idea 6: Otomi Settlements
  • Tumbuka idea 2: Central Melting Pot
  • Tupi idea 4: Slash And Burn
  • Württemberger idea 2: Swabian League
  • Miao ambitions
+10%
  • Assamese traditions
  • Beninese traditions
  • Dali traditions
  • Hejazi traditions
  • Lan Na traditions
  • Mapuche traditions
  • Maratha traditions
  • Sami traditions
  • Swiss traditions
  • Transylvanian traditions
  • Zambezi traditions
  • Anatolian idea 2: Seljuq Marches
  • Ayutthayan idea 2: The Corvee System
  • Byzantine idea 2: Repopulation of the Countryside
  • Carib idea 7: Integrate the Garifuna
  • Chimu idea 7: The Mit'a
  • Danziger idea 3: Centralized Population
  • Granada idea 6: Moors
  • Incan idea 4: Drafted Hatun Runas
  • Indian Sultanate idea 4: Counting the People
  • Kangra idea 2: Riches of the Kangra Valley
  • Kongolese idea 2: Elephant Hunts
  • Korean idea 5: The Hopae System
  • Kurdish idea 3: Kurdish Tribes
  • Malagasy idea 4: Martial Traditions
  • Malian idea 3: Reclamation of Land
  • Manchu idea 1: United Three Jurchens
  • Manipur idea 5: Unite the Hill Tribes
  • Maravi ideas 3: A Fertile Land
  • Romanian idea 5: Peasant Soldierss
  • Siddi idea 4: The Siddi Diaspora
  • South Indian idea 3: Polygar System
  • Swedish idea 7: Union and Security Act
  • Yarkandi idea 6: Black Mountain and White Mountain
  • Andhra ambitions
  • Administrative-Plutocratic: The Land Inheritance Act
  • Quantity-Exploration: Hired Adventurers
+5%
  • National idea 5: Peasant Levy

Local manpower modifier[edit]

Local manpower modifier.png Conditions
+100% for having Latin training fields.png training fields
+75% for all core provinces[1]
+50% for having Latin barracks.png barracks
+50% for having Native great trail.png great trail as tribal nation
+33% if held by Tribestribes estate with at least 40 loyalty.
+25% for all land provinces[1]
+20% if held by Nobility.pngnobility estate with at least 40 loyalty.
+20% if held by Cossacks.pngcossacks estate with at least 60 loyalty.
+10% with republican cultural sufferance as non-tribal Government republic.png republic[1]
+10% with seat in Parliament.png parliament[1]
+0.3% for each percentage point of Patriarch authority.png patriarch authority in OrthodoxyOrthodox provinces of an Orthodox nation[1]
−15% for having a non-accepted culture in the same culture group as the owner[1]
−33% for having a non-accepted culture in another culture group as the owner[1]
−50% during occupation[1]
−100% for belonging to a Subject tradecompany icon.pngtrade company[1]

Using manpower[edit]

Raising new regiments as well as replenishing existing ones that have lost men due to battles or attrition will draw men from the manpower pool. Mercenaries do not require manpower to raise or reinforce, but are much more expensive and are only available in limited amounts. All regiment types (infantry/cavalry/artillery) require the same amount of manpower.

Manpower recovery[edit]

Manpower replenishes over time until it reaches the maximum level. It takes 10 years[2] to fill the manpower reserves from zero. The monthly recovery rate is:

or 100 men[2], whichever is greater.

Manpower recovery speed[edit]

Manpower recovery speed modifies the recovery rate of province manpower.

Manpower recovery speed.png Conditions
+100%.0 as invasion nation[1]
+50%.0 with enabled player or AI bonuses.[1]
+20%.0 as March icon.png march[1]
+10%.0 with Parliament.png parliament and “Support the War Effort” as active issue
+10%.0 with China temple.png the temples in power as celestial empire
+10%.0 with “Parish Registers” aspect as Protestantism Protestant country
+5%.0 for trading in Cocoa.png cocoa
+0.5% for each percentage point of Revanchism icon.png revanchism[1]
+0.1% for each point of Army tradition.png army tradition[1]
−1%.0 for each point of Icon war exhaustion.png war exhaustion[1]
−20%.0 for having Recruitment Sabotaged [1]
−100%.0 if bankrupt[1]

Ideas and policies:

Manpower recovery speed.png Traditions Ideas Bonuses Policies
+20%
  • Plutocratic idea 7: Emancipation
  • Quantity idea 2: The Young can Serve
  • Anatolian idea 4: Ghazi
  • Georgian idea 6: Sadrosho Districts
  • Golden Horde idea 5: Logistics of the Khan
  • Horde idea 6: Logistics of the Khan
  • Iroquois idea 5: Mourning Wars
  • Karamanid idea 2: Ghazi
  • Manchu idea 5: The Green Standard Army
  • Ottoman idea 2: Ghazi
  • Romanian idea 1: Flexible Recruiting
  • Swedish idea 4: Indelningsverket
  • Wallachian ambitions
+15%
  • Divine traditions
  • Native traditions
  • Maratha traditions
  • Lithuanian traditions
  • Serbian traditions
  • Assamese idea 4: Reform the Paik System
  • Catalan idea 5: Miquelets
  • Hanseatic idea 5: Hanseatic Levy System
  • Knights Hospitaller idea 2: Assistance to the Suffering
  • Mamluk idea 3: Purchase New Mamluks
  • Ryazan idea 3: Land Charters
  • Teutonic idea 2: Recruit Peasants
  • Württemberger idea 4: Swabian Circle
  • Mexican ambitions
  • Shan ambitions
+10%
  • Albanian traditions
  • Chinese traditions
  • Imerina traditions
  • Nepali traditions
  • Rajput traditions
  • Ruthenian traditions
  • Tupi traditions
  • Yaroslavlyian traditions
  • Zaporozhian traditions
  • Aztec idea 3: Telpochcalli
  • Bahmani idea 1: Gharbians
  • Danish idea 1: Vornedskap
  • Lunda idea 4: An Army Overnight
  • Luxembourg idea 5: The Spanish Road
  • Moldavian idea 2: Razesi Peasants
  • Muscovite idea 3: Oprichnina
  • Nivernais idea 6: Morvan Wet Nurses
  • Persian idea 6: Promotion of Irrigation
  • Tarascan ambitions
  • Yi ambitions
  • Administrative-Quantity: Provincial Taxation System
  • Quality-Exploration: Superior Supply Systems
+5%
  • Danziger idea 6: Continued Independence

Estates:

Manpower recovery speed.png Estate
+5% - +20% with loyal Nobility.pngnobility estate (scaled by influence)
+5% - +20% with neutral Nobility.pngnobility estate (scaled by influence)
−2.5% - −10% with disloyal Nobility.pngnobility estate (scaled by influence)
+5% - +20% with loyal Tribestribes estate (scaled by influence)
+5% - +20% with neutral Tribestribes estate (scaled by influence)
−10% - −40% with disloyal Tribestribes estate (scaled by influence)

Footnotes[edit]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers).
  2. 2.0 2.1 2.2 See in /Europa Universalis IV/common/defines.lua.
  3. See the files in /Europa Universalis IV/history/provinces.
Warfare
Land warfare ArmyLand unitsDisciplineManpower
Naval warfare NavyNaval unitsSailors
Other concepts Casus belliWar exhaustionMilitary traditionLeadersAlliance
Province mechanics
Management CapitalCoreCultureReligionRebellionAutonomyList of provinces
Economy DevelopmentTaxProductionBuildingsManpowerSailors