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View Poll Results: do you want to see man power impelmentead in NTW or other tw games?
yes, having manpower as a resource would work well 54 64.29%
manpower should be impelmentead but diffreantly and not as a resource (explain) 13 15.48%
no it will add too much to the manegment aspect and cut from the fun parts (wars) 17 20.24%
Voters: 84. You may not vote on this poll

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roy34543
Old November 02, 2009, 10:04 PM / Re: man power. yes or no?   #21
 
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why would a manpower cap be remotely fun?
So every minor nation dies out and you have a big map compromised mostly of the marathas?
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TSD
Old November 02, 2009, 10:13 PM / Re: man power. yes or no?   #22
 
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The less this game looks like EU3, the happier I'll be. So...no, no manpower resource. I don't mind a unit cap on certain units or something that can be easily modded (like hidden resources in M2TW), but I just don't want an EU clone.

Seriously though I think it can help with the Defiant to the end AI diplomacy. I am sure the reason essentially weak nations are never willing to deal with you, or making a reasonable response to a reasonable peace accord, is because they, according to the boosts the ai gets, think they are still capable of putting up an effective resistance. I loved the manpower aspect of EU rome. It made sense when 130k of my soldiers were sent to the meat grinder, I shouldnt be able to just shore up another 130k and continue where I left off i should be forced to the bargaining table. thats the problem with TW, there is no negative effect of a failed military campaign. if I throw everything I have at a nation and my Army gets wiped out, that should be catastrophic. Manpower is a fact of life, germany was resorting to old men and children at the end of WW2, their Manpower at the beginning of WW2 was a large part of their initial success. As far as the TW games are concerned, as long as you arent losing territories, your money keeps rolling in, if you are losing armies you can essentially replace them as you lose them, without end. As I mentioned in another post, I thought it was the coolest thing in EU rome, when i was forced to the bargaining table because I orchestrated a poorly thought out invasion of another nation, that resulted in disaster and i didnt have the man power to simply roll out more legions to continue the invasion indefinitely. You had to be prepared and make sure, you are bringing to bear the proper invasion strategy and proper force to achieve your goals, Not i ll send my whole army and just keep rollin em out cuz I got money and ordered star wars clone armies.
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TSD
Old November 02, 2009, 10:26 PM / Re: man power. yes or no?   #23
 
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Originally Posted by roy34543 View Post
why would a manpower cap be remotely fun?
So every minor nation dies out and you have a big map compromised mostly of the marathas?
I dont agree with a manpower "cap" per se. i.e. small nation X can have a max of 20k manpower while Large faction Y has a 100k cap and xmall nation X can never compete with Large naton Y. If there is an actual "cap" i think the cap should be equal for all nations, but personally i dont think there should be a cap period, i think the disparity among factions should only be how much manpower is generated per turn. Which if a small nation focuses on enhancing its population growth and stockpiles manpower, it can still defend itself from a larger nation and if the assaulting nation miscalculated said ability can even be brought to the bargaining table by the smaller nation. Rome, wasnt always the biggest and baddest on the block, despite its land holdings in comparrison to carthage, its wealth in manpower was key in its survival and victory in the punic wars.
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General_Meevious
Old November 03, 2009, 03:15 AM / Re: man power. yes or no?   #24
 
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I think manpower should be a relatively disconnected value that, rather than applying any limit to the number of troops which can be recruited, automatically affects upkeep - foreigners and countrymen with little interest in soldiering (almost always the vast majority of a population) can be persuaded to enlist by wage incentives.
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Florio
Old November 03, 2009, 07:00 AM / Re: man power. yes or no?   #25
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that's a good idea, three categories of workers, learner/companion/master, that can be upgraded and that consume food more that common people, those workers are used to produce iron, wood and cloth.
as well the learner can be recruited as light infantry, companion as regular infantry and master as heavy infantry.

such we could have a global market of iron, wood and cloth, respectfully to build muskets and canoons, boat, uniform while other ressource are just to earn money

workers could be upgraded with iron,wood and cloth (to make tools and better cloth).

inspired from a ten years old game called "Imperialism".
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Teutonic Joe
Old November 03, 2009, 07:35 AM / Re: man power. yes or no?   #26
 
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wait...isnt manpower already represented with population? the more troops you recruit, the population gets smaller...


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Florio
Old November 03, 2009, 07:52 AM / Re: man power. yes or no?   #27
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hmm, yes but, at all it don't affect truly the size of the city, as most of them are more that 10k people.
the advantage of workers would be great if associated with an economic system, so we could decide what ressource to produce by assigning some worker to any building in the game, and in capital or city to produce intermediate products (iron, wood, cloth) and with that to build manufactured products (useful as cloth or weapon or boat, or just for trade as it is in the game).
but it must include a trade system to work plenty, and i don't think it will be implemented anyway, so interest for "man power" decrease in my opinion.

thus that, we could when we take over a city take off stocks of goods.
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Razor
Old November 03, 2009, 02:27 PM / Re: man power. yes or no?   #28
 
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I'd definitely say yes, CA probably will say no, as in: noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
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gord96
Old November 03, 2009, 02:31 PM / Re: man power. yes or no?   #29
 
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You guys should check out A Proper Empire mod for Empire. They introduced manpower and supply. Adds ALOT to the game!
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Teutonic Joe
Old November 03, 2009, 04:48 PM / Re: man power. yes or no?   #30
 
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hmm, yes but, at all it don't affect truly the size of the city, as most of them are more that 10k people.
the advantage of workers would be great if associated with an economic system, so we could decide what ressource to produce by assigning some worker to any building in the game, and in capital or city to produce intermediate products (iron, wood, cloth) and with that to build manufactured products (useful as cloth or weapon or boat, or just for trade as it is in the game).
but it must include a trade system to work plenty, and i don't think it will be implemented anyway, so interest for "man power" decrease in my opinion.

thus that, we could when we take over a city take off stocks of goods.
thats a result of the fact that regiments are about 160 troops or less....now compare that to EU Rome (only EU game i have), their soldier units are 1k each (which is close to the size of one army in TW)....so either there will be a very unrealistic manpower count of hundreds rather than thousands to accommodate the small troop numbers


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rubenandthejets
Old November 03, 2009, 05:08 PM / Re: man power. yes or no?   #31
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I voted yes.
It needs attrition too.
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