
Demonstration on how reinforcements operate.
Reinforcements are a military mechanic that automatically replenish one or more damaged unit divisions, whether they were harmed by direct combat engagements, land, naval, or air bombardment, attrition, or Oil shortages, by consuming the required money and manpower to fulfill the healing process.
Reinforcement typically occurs when a division remains halted for approximately 10 days/seconds (2 ticks) after they have sustained damage, specifically on enemy territory. However, in the homeland and allied countries' territories, reinforcements for ground units are usually automatic, even if they are not halted. Additionally, naval and air units require specific buildings for reinforcement: destroyers and frigates need a port, battleships and aircraft carriers require Shipyard I, and all aircraft need an airport. During the reinforcing sequence, the duration, manpower, and money required to complete the process vary depending on the severity of the damage.
While reinforcements are highly useful for replenishing military losses, following a major or multiple wars, they can often deplete significant amounts of manpower and sometimes money. This can result in manpower shortages if the national manpower capacity cannot fully meet the demands of reinforcements. Consequently, it is sometimes recommended to temporarily disable reinforcements to conserve as much manpower as possible. In addition, certain external modifiers, such as various military doctrines, Socialism, Communism, and formable modifiers, can increase or decrease reinforcement speed and reinforcement costs.
Modifiers[]
Reinforcement Modifiers | ||||
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Type | Modifier | Unit(s) Affected | Influence(s) | Amount |
Military Doctrines | Arms from the Fallen | Infantry | Increases Speed Reduces Cost |
0.25x - Cost 2x - Speed |
Adaptability | Infantry | Decreases Speed | 0.5x | |
Advanced Training | Infantry | Decreases Speed | 0.8x | |
Ideologies | Socialism | All Units | Reduces Cost | -15% |
Communism | All Units | Reduces Cost | -40% | |
Formable Modifiers | The Southern Realm - ![]() |
All Units | Reduces Cost | -15% |
Command of the Vikings - ![]() |
Naval | Reduces Cost | -15% | |
The Lion of the North - ![]() |
Ground | Reduces Cost | -30% |
Trivia[]
- Reinforcements are prohibited under four conditions: when a ground division is embarked in a transport boat, when a nation is in debt (lacking money), when a nation is experiencing an
Oil Shortage, rendering them unable to repair tanks, ships, and planes, or when a nation is struggling to reach sufficient manpower and cannot initiate the reinforcement process, not even to a small degree of reinforcements.
- Reinforcements can passively reduce military experience for the division that is actively healing/replenishing, causing it to gradually lose ranks depending on the amount of reinforcements.
- Before the 07/18/2023 Minor Update (July 18, 2023), naval units formerly incurred exorbitant reinforcement costs during repairs in a port. For instance, the reinforcement of an aircraft carrier would lead to a staggering increase in costs of approximately $40,000,000, while the reinforcement of an entire naval fleet would result in costs spiking by over $300,000,000. Often, players would find themselves in debt due to these high reinforcement costs, due to their massive deficit. Alternatively, some players would disband their entire fleet if it was deemed unrecoverable and recruit new ships.
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Units | ||
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Army | Primary | Infantry • Tanks • Home Guard |
Support | Artillery • Anti Aircraft | |
Navy | Escort | Destroyer • Frigate • Transport Boat |
Capital | Battleship • Aircraft Carrier | |
Underwater | Submarine | |
Air Force | Fighter • Attacker • Bomber • Transport Aircraft | |
Nuclear | Nuke | |
April Fools | Nuke (April Fools) • Space Units |
Mechanics | ||
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Strategic | Doctrines • Operations • Attrition • Entrenchment • Flanking • Auto Capture | |
Leadership | Military Leaders • Traits • Political Leaders | |
Logistics | Manpower • Experience • Military Power • Conscription Laws • Readiness • Military Spending • Recruitment Centers • Reinforcements | |
Other | Technology • War Exhaustion • War • War Justification • Skins |