![]() ![]() So in conclusion, I find that the situation is a lot more complicated (and expensive) than saying "reinforcements cost three times as much". So, anyway, sometimes it's a little cheaper for the final 100, but I don't know exactly how it works, and it might confuse you too if you're collecting data. (Maybe you have to run the game some, which really messes with trying to collect data. I wouldn't be surprised if it is, in fact, either a little buggy here, or maybe the displays are slightly buggy or not updating immediately. ![]() But it doesn't directly depend on the reinforcement percent rate, or the number left - I don't think it's because I'm not taking fractions of maximal reinforcement into account. I can't quite figure out rhyme or reason here the closer you are to 1000, the more likely it is to only be 10x. In other words, sometimes they are as low as half the normal reinforcement cost of 20x. If the unit has over 900 men, the reinforcements will cost somewhere between 20 and 10 times as much. So ultimately you pay the same extra cost in total, to get all the reinforcements.īut there is something odd in the numbers. The example here which cost 0.46 only got us from 900 to 950, and we'll have to do it yet another month to get to 1000. But compare how the previous example that cost 00.644 got us from 900 to 1000 men. Total is 0.46, exactly twice the normal cost. That's not three times normal.Īnother example: 900 men and 5% reinforcement. If the unit has been highly damaged and is only at, say, 300 men, then it will only pay 30% of normal maintenance (0.069), then if it reinforces 100 men for 0.46, the tooltip cost is 0.51. But what's actually happening is that the replacements cost 20X per man. That's sort of true - in an abstract way, it looks like the unit in need of replacements costs three times 0.23. I guess that's why someone on the wiki wrote reinforcements "cost double the normal maintenance in addition to its normal maintenance". The tooltip will show the grand total of 0.644 (0.184 + 0.46). If it's having 100 men show up (max possible 10% reinforcements), these new men will cost 0.0046 each (20 x. For example, the infantry unit has 900 men. Et cetera.īut I have found that, when 100 or more men are missing, it costs 20 times the normal maintenance cost to replace them. If on foreign territory with 50% reinforcements (50 men), you only pay for those actual 50, not the theoretical max possible of 100. it's always 0 on a boat or other situations with no actual resupply. Then, past the regular but proportional maintenance cost, there is the cost of the reinforcements that will arrive, which is a bit more complicated.įor one thing, it depends on the actual number that arrive. For example, the infantry unit will cost 0.115/month at half strength (500 men 0.23/2). (Keep in mind, Leaders can change how many will show up, although not the cost per man.)įirst, there is a "normal" maintenance cost, as a percent of strength. Make sure you know how many replacements there will be, however to be absolutely certain, put them in a separate stack and look at Attrition to see how many will show up. And individual units include these costs when they show their maintenance cost if you hover over the unit in a stack. Also, a new infantry unit costs 10.00 to buy, which is 0.01 per man, or ~43 times the cost of normal maintenance.Īlso: You can see extra Reinforcement costs in the Army Maintenance value of the Economy pane, for your whole empire. That's 0.00023/month maintenance for each man normally (more on this later). that reinforcements "cost double the normal maintenance in addition to its normal maintenance", which sounds a lot like three times to me, but that's not what I've been finding.įor this example, I will use an infantry unit at the beginning of the game (no inflation) which costs 0.23/month for the whole unit of 1000 men in normal maintenance. The part of the EU4 wiki on how Reinforcements work isn't as detailed as I'd like, so I have been researching it. ![]()
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