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Choosing a leader in the army leader tab

Military leaders come in two styles, land and naval. Land leaders can be placed in command of armies and come in four types; Monarchs, Heirs, Generals and Conquistadors. Naval leaders can be placed in command of navies and come in two types; Admirals and Explorers.

Generals and Admirals can be recruited at any time, and cost -50 military or diplomatic points respectively.

military or diplomatic points respectively. Conquistadors and Explorers can only be recruited if the nation has purchased the 1st idea from the Exploration idea group. They cost -50 military or diplomatic points respectively. They are the only leaders capable of exploring Terra Incognita.

military or diplomatic points respectively. They are the only leaders capable of exploring Terra Incognita. A male ruler of a nation with a Monarchic government can be made into an army leader at any time. It does not cost monarch points to do so, but the chance of dying increases slightly. Female Monarchs may not be made into leaders.

A male Heir in a Monarchy can be made into an army leader after he has reached maturity (age 15). It does not cost monarch points to do so but the chance of dying increases slightly. Female Heirs may not be made into leaders.

A leader's skill is dependent on the army or navy tradition at the time they are hired. A Monarch's or Heir's skill is additionally affected by their military rating.

The cost for recruiting leaders can be reduced by a nation's Innovativeness, and by 50% if a nation has Army Professionalism at 100%.

The odds of a General or Admiral dying from combat are fairly low. Most leaders last around 12 years before dying.

Land leaders that drill armies may get an increase to their pips at times. A leader may increase more than once if they continue drilling. Leaders that win a battle may be awarded a special trait that enhances their performance.

Having at least one 3-star General or Admiral is an Age Objective in the Age of Revolutions.

Assigning and recalling leaders [ edit ]

Generals and conquistadors can only be assigned to armies that are not in battle, hostile territory, or embarked at sea. They can be assigned in provinces that are owned, allied, neutral, or un-colonized. Exiled units may assign leaders in the same circumstances non-exiled units are able to. Admirals and explorers can be assigned to any fleets within supply range that are not in battle. When assigning leaders to armies and fleets, it is possible to select leaders that are already assigned to another unit, if that unit is not in battle, in hostile territory, or on an Exploration mission. In this case, the chosen leader will immediately teleport over to lead the currently selected unit regardless of where he was previously located.

The requirement for recalling leaders is the same as that for assigning them, although generals can be effectively recalled from embarked armies by reassigning them.

Abilities [ edit ]

Leaders are rated on a scale of 0-6 for each of the following skills:

The leader's shock ability is added to the dice roll during the shock phase.

Like leader shock, leader fire is added to the dice roll during the fire phase.

The leader's maneuver affects the movement speed of the army or fleet it is assigned to.

Each point of land leader maneuver:

reduces unit supply weight by 1 , reducing attrition in low supply provinces. (This does not negate base attrition from sieges, winters, or "Attrition for Enemies" modifiers.)

, reducing attrition in low supply provinces. (This does not negate base attrition from sieges, winters, or "Attrition for Enemies" modifiers.) increases local reinforce speed by 10% in unowned (occupied, ally, subject or enemy) terrain, but not beyond 100%.

reinforce speed by in unowned (occupied, ally, subject or enemy) terrain, but not beyond 100%. River and strait crossing penalties can be negated if the attacking general has at least 1 more maneuver than the defending general.

increases movement speed of armies by 5% for each pip. up to a maximum of 30% .

Each point of naval leader maneuver:

increases engagement width by 10% .

engagement width by . increases fleet trade power by 5% .

Siege pips have different effects for land and naval leaders:

For land leaders, each siege pip adds +1 to the siege roll, making sieges go faster.

to the siege roll, making sieges go faster. For naval leaders, each siege pip adds +10% to the amount of development the fleet can effectively blockade.

Even with very high tradition, very few leaders have high siege pips, since siege pips are allocated a third as often as other pips (see below for details).

Ideas that improve leaders' abilities [ edit ]

The following ideas improve new leaders' abilities (up to the usual maximum of 6):

land leader fire

Traditions Ideas Bonuses Policies +1 — Offensive idea 3: Superior Firepower

Great Ming idea 7: The Red Cannon

Rajput idea 6: Martial Ethos

Smolenskian idea 5: Hold The Line Bohemian ambition

Mori ambition

Oda ambition

Qara Qoyunlu ambition

Utsunomiya ambition Expansion-Quality: The Mining Act

land leader shock

Traditions Ideas Bonuses Policies +1 Manchu traditions

Qara Qoyunlu traditions

Scottish traditions

Shirvani traditions

Timurid traditions Offensive idea 1: Bayonet Leaders

Ajuuraan idea 6: Expelling the Infidel

Aq Qoyunlu idea 1: The White Sheep

Arawak idea 7: Jungle Warfare

Bengal Sultanate idea 5: Conquest of the Gangetic Plain

Charruan idea 3: Bolas Warfare

Chiba idea 5: Katori Jingu

Cilli idea 2: Mercenary Captains

Crimean idea 4: Despoilers

Epirote idea 1: Legacy of Pyrrhus

Hatakeyama idea 2: Indomitable Generals

Hojo idea 2: Night Combat

Horde idea 4: Steppe Leaders

Jerusalem idea 5: Crusader Aristocracy

Jurchen idea 3: Foreign Service

Lithuanian idea 1: Warlord Dukes

Mexican idea 6: Heroes of the Revolution

Mongolian idea 7: The Kheshig

Oda idea 3: Oda Generals

Rassid idea 6: Like Salt Dissolves in Water

Shan idea 5: Raiders

Shoni idea 5: Bear of Hizen

Tibetan idea 2: Bön Influence.

Tyrconnell idea 5: Lessons of Knockavoe

Wallachian idea 5: Legacy of the Impaler

Yamana idea 4: The Western Army Air ambition

Arabian ambition

Oirat ambition

Swedish ambition Humanist-Quantity: Inspirational Leaders

land leader maneuver

Traditions Ideas Bonuses Policies +2 — Evenk idea 6: Love of the Forest Shawnee ambition — +1 Ainu traditions

Burmese traditions

Carib traditions

Crimean traditions

Herzegovinian traditions

Norman traditions

Ulmer traditions Defensive idea 3: Improved Maneuver

Air idea 6: Nomadic Traditions

Albanian idea 2: Land of Ambushers

Arabian idea 6: Clan Loyalties

Caucasian idea 3: Hit and Run

Kazani idea 5: Steppe Warfare

Mongolian idea 6: Mongolian Mobility

Nagpuri idea 2: Exploit Harsh Terrain

Oirat idea 1: Fearsome Warriors of Tumu

Pacific Northwest idea 5: Legacy of Raven

Permian idea 5: Warriors of the Taiga

Qara Qoyunlu 4: Dynamic Warfare

Romanian idea 2: Skilled Commanders

Tapuian idea 5: The Way of the Jaguar

Tyrone idea 6: Ambush Warfare

Zaporozhian idea 4: Hit And Run Lithuanian ambition Quantity-Exploration: Hired Adventurers

leader siege

Traditions Ideas Bonuses Policies +1 — Nepali idea 7: Envelopment and Blockade

Oda idea 4: Influential Strongholds Full Aristocracy

Cilli ambition

Meath ambition

Sonoran ambition

Urbinate ambition Innovative-Offensive: Modern Siege Weapons

naval leader fire

Traditions Ideas Bonuses Policies +2 — Dutch idea 4: Instructie voor de Admiraliteiten — — +1 — Naval idea 3: Naval Cadets

Ferraran idea 7: The Ferraran Arsenal

Norman idea 7: Great Commanders

Tunisian idea 5: Board of Captains Corsican ambition

Madyas ambition Naval-Innovative: The Nautical Education Act

naval leader shock

Traditions Ideas Bonuses Policies +1 — Naval idea 1: Boarding Parties

Madyas idea 4: Masters of Maritime Warfare — Naval-Religious: Zealous Captains

naval leader maneuver

Traditions Ideas Bonuses Policies +1 Madyas traditions British idea 7: Britannia Rules the Waves

Mahri idea 4: Pilots of the Arabian Sea

Mogadishan idea 2: Somali sailors

Omani idea 6: Skilled Captains

Spanish idea 4: A Spanish Armada

Swahili idea 2: Monsoon Season — Innovative-Maritime: New Naval Tactics

Maritime-Offensive: Hold the Weather Gauge

Formulas for stars [ edit ]

The formula that gives the total number of stars on a general is:

where refer to the general's pips.

Formulas for point distribution [ edit ]

This section is based on actual game code, not experimentation.

Summed up, a pool of points is generated, and then semi-randomly distributed between the different abilities.

Pool [ edit ]

First, a pool of points is generated using the following process:

Start with . chance of +1. chance of +1. chance of +1. chance of +1. chance of +1. chance of +1.

Effective tradition is computed as follows:

Leader type Effective tradition Generals Conquistadors Rulers/heirs Admirals Explorers

Below is the ranges, mean values and probabilities for pool generation a number of different military tradition levels:

Tradition Min Max Mean Percentage probability of rolling pool of at least: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 0% 1 7 4 100 91.67 75 58.33 41.67 25 8.33 0 0 0 0 0 0 0 0 0 0 20% 2 9 5.2 100 100 93.33 78.33 61.67 45.00 28.33 11.67 1.67 0 0 0 0 0 0 0 0 40% 3 11 6.6 100 100 100 96 84.33 68.33 51.67 35 18.33 5.67 0.67 0 0 0 0 0 0 60% 4 13 8.2 100 100 100 100 98.4 91.33 77.93 61.67 45 28.33 13.27 3.67 0.4 0 0 0 0 80% 5 15 10 100 100 100 100 100 99.68 96.99 88.65 74.68 58.34 41.67 25.32 11.35 3.01 0.32 0 0 100% 7 17 12 100 100 100 100 100 100 100 99.68 96.99 88.65 74.68 58.34 41.67 25.32 11.35 3.01 0.32

Distribution [ edit ]

This pool is then distributed between the different stats.

If the pool is larger than 10, it is reduced by 4, and 1 point added to each ability. Since the maximum pool is 17, this can only happen twice.

Bonuses (see #Ideas that improve leaders' abilities) are then added.

Then, the remaining pool is distributed point by point as follows:



If land leader, and which = 0, and siege < 6:

Else, if which < 4, and shock < 6:

Else, if which < 7, and fire < 6:

Else, if maneuver < 6:

Else, go back to generating a new

Effectively, this means that each point has a 10% chance of being assigned to siege, 30% of shock, and 30% of fire, 30% of maneuver, but when individual abilities are capped the probabilities change:

If siege is capped (extremely unlikely), the 10% goes to shock instead

If shock is capped, the 30% goes to fire instead

If fire is capped, the 30% goes to maneuver instead

Types of leaders [ edit ]

A country's ruler can be turned into a general - in any form of government other than papacy and theocracy, but for males only. A ruler leading troops into battle faces the risk of dying on the battlefield. This can be used to shorten the reign of a bad ruler for a better one, particularly if the country is a monarchy and the heir has decisively better stats (likewise, this can be used to get rid of a bad heir in the hope of a better one). Do note however, monarchies face an additional -1 stability hit if their ruler or heir dies on the battlefield, for a total of -2 stability in the case of the ruler. The chance of a ruler or heir dying in battle is directly proportional to the number of days a battle lasts.[1]

An adult male heir may also be converted into a general, and like its ruler counterpart, also faces the risk of death on the battlefield. Heirs that will die this way will also cause a -1 stability hit upon death. Republics cannot use this option as they have no Heir.

Generals are the ordinary leaders of land armies and give them bonuses, which are based on the general's stats. They cannot explore Terra Incognita unless they are at war with the owner of the province.

Only troops led by a conquistador can enter and explore land provinces classified as "Terra Incognita". (Although regular generals can do it too if the country is at war with the nation controlling the terra incognita.) A conquistador gets 20% fewer pips (before idea modifiers and similar) than a general.

Admirals are the ordinary leaders of fleets and give them bonuses, which are based, like generals, on the given admiral's stats. They cannot explore Terra Incognita.

Explorers are essentially admirals who can enter and explore sea provinces classified as "Terra Incognita". They will die if their entire exploration fleet succumbs to the sea and all ships sink (without El Dorado) and can conduct Exploration Missions to reveal territory (with El Dorado). An explorer gets 20% fewer pips (before idea modifiers and similar) than an admiral. Explorers can only be made available through the Exploration Idea group unless you are playing as Portugal, which starts with one, and Norway, whose second national idea allows recruitment of explorers and conquistadors, or Russia, who can gain one from completing a mission in Siberia.

Leader upkeep [ edit ]

All countries have a base value of 1 leader without upkeep. Further free leaders are granted by the following:

Conditions +1 for all AI controlled countries with difficulty set to ‘very easy’ for human players for embracing feudalism as emperor of the Holy Roman Empire as Curia controller with at least 25 power projection as empire

Ideas and policies:

Traditions Ideas Bonuses Policies +1 Kanem Bornuan traditions

Mysorean traditions

Piratical traditions

Thüringian traditions Aristocratic idea 6: International Nobility

Innovative idea 7: Formalized Officer Corps

Maritime idea 6: Seahawks

Bosnian idea 3: Empower Bosnian Nobility

Colonial idea 7: Liberty Heroes

Croatian idea 1: Hrvatski Ban

Ito idea 2: Unify the Ito Domain

Québécois idea 6: Commissions for Noble Sons

Ryukyuan idea 7: The Three Mountains

Takeda idea 6: Twenty-Four Generals

Ulster idea 1: Highland Connections English ambition

Hungarian ambition

Incan ambition

Kongolese ambition

Kurdish ambition

Nagpuri ambition Diplomatic-Aristocratic: The Tenures Abolition Act

Events and estate interactions:

Event modifier Trigger Duration +1 Dhimmi Nobles Dhimmi estate interaction: “Promote Dhimmi Nobles” for 30 years. −1 Reduced Number of Generals Tribes estate event: ‘Demands of the $ESTATE_NOMADIC_TRIBES$’ Option: “Agree”. for 5 years.

Each leader more than the free leaders of a country will cost 1 military power per month as upkeep. Rulers and heirs that have been turned into generals do not count, and will also never cost any upkeep.

Chance of death and life expectancy [ edit ]

Every day, a military leader that has been employed for at least 5 years has a daily chance of death where is the number of years elapsed since the leader was hired, is 1 if assigned to an army and 0 otherwise, and is 1 if in a battle or siege and 0 otherwise.