
Originally Posted by
Causeless
The most obvious immediate solution would be to utilize buildings as a method of affecting manpower (building barracks etc could primarily increase manpower growth instead of allowing more recruitment options as in vanilla), as well as edicts.
It is possible to recruit units and disband them in another region to increase population, but this isn't ideal. Using a peasant unit might work but then it's still imperfect, because these would both take up army slots as well as only representing one class (when the population system has multiple cultures and classes). In the future it may be possible to use some UI magic and have a custom button which changes the recruitment interface to show a citizen unit for each culture/class that you can recruit to move around, without cluttering up the normal recruitment interface. However, that'd take quite some work and wouldn't add a huge amount; as well as requiring micro-managing from the user to handle.
I'm not entirely sure of what we'll end up with in terms of scripting for the first release, but a lot of these ideas are very good and I'd like to see some simulation of them eventually.
I'd like to be entirely clear these are just ideas at this stage.
As far as scripting goes I can promise nothing. The previous pictures/videos showing a population system after I left the team exaggerated the progress of what were really just non-functional proof-of-concepts and as a result none of that code can be actually be used. As such, it really comes down to time: if anybody has any lua scripting experience and would like to help, and especially if you are comfortable with Git, it would be greatly appreciated! Send me a message.
Frankly - at this stage I cannot guarantee or promise that a manpower system will even be included in the first campaign release.