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Thread: Manpower

  1. #1

    Icon7 Manpower

    is there anything that can be done in RTW II about the men power and provinces regions not having infinite number of men. When you recruit your units just like in RTW I population or rather the pool of recruitment drops in numbers. Thus you are careful what and how much you are recruiting in your regions and also negatively effecting your economy as a result.

    If there is anything of this sort already done i apologize in advance

  2. #2
    Barune's Avatar Miles
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    Default Re: menpower

    Dresden has been unable to figure out a way to implement this into R2TW. Still searching for Ideas.

  3. #3
    Maetharin's Avatar Senator
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    Default Re: menpower

    how about upping the upkeep cost while a unit is not in the patrol region stance

  4. #4

    Default Re: menpower

    I see. One of the options would be that getting troops in a region has negative effects on growth itself and perhaps a bit on the economy of the region as well. It would definitely raise up questions about where to recruit and how many

  5. #5
    Semisalis
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    Default Re: menpower

    Is there a way to delete population surplus so the city wont have all slots if you murder the population, that would be a good one... I wished there was a - growth implemented so it actually reduces the population surplus, so when it gets to - x the city gets smaller or something like that... (atm it just stays at 0)
    Last edited by Alu10; September 28, 2014 at 06:45 AM.

  6. #6

    Default Re: menpower

    Is there a way to tweak the population system in rome 2 so it works like in rome 1? Increasing the population generated by turn with real numbers and giving armies in muster mode a negative growth in the province or something.

  7. #7
    Baltizar's Avatar Civis
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    Default Re: menpower

    war there not a mod that implemented manpower for Napoleon total war using scripts and percentage of population

  8. #8
    dbX7's Avatar Foederatus
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    Default Re: menpower

    YES, please....proper population system...will CA ever listen??

  9. #9

    Default Re: menpower

    Looks like Mitch implemented menpower in his mod

    http://www.twcenter.net/forums/showt...anpower-System


    You know what you have to do right. Jump on the bandwagon asap

  10. #10

    Default Re: menpower

    Yea... like Dresden said... Mitch is a some sort of wizard. That is amazing.

  11. #11

    Default Re: menpower

    He is truly at a genius level while I am still playing with toys in a corner.

    I was talking with Litharion just the other day about doing some sort of population system but all of our ideas were nothing compared to that. It will be a true masterpiece when Mitch releases it. It sounds like he will be open to having it used in other mods.
    Last edited by Dresden; October 09, 2014 at 01:06 PM.

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  12. #12
    Zonac's Avatar Miles
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    Default Re: menpower

    Please integrate that mechanic (if it is working properly+ is balanced ) with 1.0!! I don't care if the realese need 6 month more or so, because it would be totaly awesome to see a manpower system coming allong with the new battlebalance
    I am not afraid of an army of lions led by a sheep; I am afraid of an army of sheep led by a lion.
    Alexander the Great

  13. #13

    Default Re: menpower

    Assuming he releases it, we get permission, and we are able to properly incorporate it. I think it is a no-brainer.

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  14. #14
    Litharion's Avatar Artifex
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    Default Re: menpower

    of course this has to be part of DeI

  15. #15
    Maetharin's Avatar Senator
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    Default Re: menpower

    well maybe it will be something universally compatible like his guaranteed major empires mod, this way it wouldnīt have to be incorporated just one little tick in the mod manager and fun ensures xD

  16. #16

    Default Re: menpower

    It will have to be customized somewhat because all of our units and sizes will have to be entered. We always wanted to have a population system in the mod so hopefully he will allow it to be used by other mods.

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  17. #17
    Maetharin's Avatar Senator
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    Default Re: menpower

    hey dresden, as far as i know, mitch wrote that the first version of the mod wouldnīt differentiate between native and conquering manpower, so i think at least in the beginning, how about only applying the manpower system to core units, and AoR Units only use the current restrictions available?

  18. #18
    Semisalis
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    Default Re: menpower

    i dont see a reason why he wouldnt allow DeI to use his system. His work will make alot of players happy + he gets reputation, unless he wants to contend with DeI making his own thing, there is nothing against allowing dei to use it.

  19. #19

    Default Re: menpower

    Quote Originally Posted by Dresden View Post
    Assuming he releases it, we get permission, and we are able to properly incorporate it.
    Quote Originally Posted by Dresden View Post
    It will have to be customized somewhat.
    From reading him I got an idea that his exact intention is to provide as many modders\players as possible with the new basic mechanic as well as all the necessary tools to incorporate and customise it. So that it'll come a universally accepted basic aspect of most mods and the core game itself. From that point of view, no worries for you. We all wish him to succeed in his endeavour
    Last edited by Furgon; October 11, 2014 at 06:11 AM.

  20. #20
    Maetharin's Avatar Senator
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    Default Re: menpower

    With Mitchīs system i think we would be able to completely revamp how cultural conversation works...
    Itīs completely unrealistic how you can convert a barbarian village or oppidum into a civilized town or city in the course of a few years, thatīs just not how it worked.

    No matter how advanced oneīs culture is, a conquered people will rebell if you absolutely repress and destroy their culture.
    I mean where once stood a temple to Bellenus or Epona, there now stands a temple to IVPITER OPTIMVS MAXIMVS after just one and a half years?
    Cultural conversation needs to be more subtle than that!

    If one would tear down a church inmidst of London, and replaces it with a shrine to the flying spaghetti monster, would the people of london start worshipping it? I donīt think so...

    I think building a temple of oneīs own gods, whilst the native culture is still prevalent, should enrage the native population.
    So cultural conversation needs first to be started by colonization* or through dignitaries before the impending conquest.

    This would add further depth to the game, and would force the player to rely on AoR and Auxiliary forces more.

    *Colonization could be realized through units led by a general called Colonists, with a manpower worth of 1000 (more or less).
    These should only be recruitable in a provincial capital with enough manpower behind it and should take a long time to recruit,
    simulating political resistance to such undertakings. After getting these units, which should have a very small movement range,
    were talking about civilians here, to a region, one could dissolve this unit, and tada, colonization happened!
    Last edited by Maetharin; October 11, 2014 at 09:42 AM.

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