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  1. #1

    Default Thoughts on the Manpower System

    Up front I want to say the Manpower system is a great addition in its current form. But I think it has a lot of room for improvement as well. First some notes on how I perceive the current manpower system works.

    What the Manpower system does:


    • Limits the quality of the player's armies in the early game, forcing more varied army composition. However, this is the same limitation imposed by costs, especially upkeep. I've found that upkeep cost is a determining factor far longer into the game than manpower restrictions.
    • Slows rate of expansion as armies can't easily replenish in newly conquered or frontier regions. Theoretically this would encourage you to pull back to developed provinces, but unless your armies were devastated it's usually fine to wait on settlers to show up. Though this does make Auxillia/Foreigner units more attractive as they can quickly replenish in new territory.
    • Creates a new lose condition for 1 region factions: the total depletion of its manpower. You can't just hold up forever behind walls and wait for an opportunity to push out. Under constant pressure you'll eventually be unable to replenish your units. However, Supply does exactly the same thing. If enemies are in your province too long you'll be unable to replenish. They even regenerate at similar rates.


    What the Manpower system doesn't do:


    • Limit the size or quantity of the player's armies. Starting manpower and growth rates are so large that any region save the most devastated can handle constant 3rd class unit recruitment. Upkeep costs will be the determining factor here. This also means that the total loss of an army is really only an economic loss, not a loss in manpower. Devastation is the only threat to your manpower pool, but again only for 1 region factions.
    • Limit the quality of the AI's armies. Even 1 region factions field elite armies with multiple noble-class units that the player would be unable to muster. This is certainly challenging and shows off the best of each factions unit roster, but it also makes the player's elite units less special.
    • Play an important part in building priorities. Because peaceful regions grow so quickly regardless, it doesn't matter if I go for a building that boosts 1st and 2nd class growth. It might matter in the long term for economic benefits, but not for recruitment.


    Ultimately I think Manpower is too fluid (up to the cap) and then too static (once at the cap). Most regions start the game at 20k, and they'll usually be up to 50k within two dozen turns. At which point they sit there for the rest of the game, perhaps moving up to 60k if you pick the right buildings to overcome the squalor penalties. But it's largely irrelevant at that point outside of a small economic boost (which is a very welcome and interesting mechanic I might add). 50k Manpower is enough to fuel any number of armies. Your 2nd Class might drop down by 2-3k, but once you're no longer at the squalor cap it'll regenerate in only a few turns. And this is only talking about one region. With 3+ regions Manpower ceases to be a restricting element whatsoever.

    I'd like to see manpower be a more prominent and limiting mechanic with less overlap between the economy and supply systems. You want to create situations where a rich faction could be short on manpower and have to rely on AoR and Mercenary units, ala Carthage. Or a faction with vast manpower reserves that can't be translated into a vast army due to economic or class restrictions, ala Rome going into the Marian reforms. Right now the distinction between a 2nd class Principes and a 3rd class Legionnaire isn't significant.

    Regions also shouldn't be so uniform. There are rich regions, poor regions, regions with specialty goods and those without. There are also densely populated regions and sparsely populated regions - this is already a thing, but with the current values it again becomes purely an economic difference. If Rome has 80k and the forests of Germania have 40k, that only affects your income, not your recruitment capacity.

    Some ideas I was planning to turn into a submod:


    • Reduced starting Manpower across most regions, with greater variation between regions. This will increases the impact of new unit recruitment on your manpower reserves, and create regions that are strategically important for their dense populations.
    • Lower modifiers, especially for growth but also for decay. Outside of colonization and resettlement a population should take generations to double in size, not 5 years. Likewise it should take longer to depopulate a region unless you raze it to the ground. With a more static but open-ended manpower pool you can still be feeling the effects of siege 10 years later without being devastated by it, rather than being devastated by it for a few turns and then bouncing back to full capacity.
    • Increase the effects of culture on class growth, possibly with lower cultural drift (but that's another topic). It should be very difficult to field a professional native force as Carthage, Massalia, Seleucia, Egypt etc. Buildings also play a part in this. Outside of unique building chains every culture gets similar growth rates from buildings, but they could be more diverse.
    • Greater (relative) impact of building choices. Clearer differences between buildings that will boost your economy and buildings that will boost your manpower. Encourage the player to invest in manpower as a resource. The Minor Settlement Outpost building is a good example, though it's not really useful with the current system.
    • Not sure yet, but somehow separate the limits imposed by manpower and the limits imposed by economy. Right now manpower limits your army quality in the early game, and income limits your army quality and size for most of the game. Smaller, more static manpower would make it a factor on both quality and size for longer into the game, but ideally they would limit different things. To go back to the Principes and Legionarie example, Principes would be limited by manpower (2nd class) but be relatively cheap. Legionaries would be less limited by manpower (3rd class) but be more expensive.


    Thanks for reading, I only critique because I care! This is really a great mod, in part for bringing in so many new and interesting mechanics like the manpower system.

  2. #2
    KAM 2150's Avatar Artifex
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    Default Re: Thoughts on the Manpower System

    AI is unable to understand population system so it is not restricted by it.
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  3. #3

    Default Re: Thoughts on the Manpower System

    I am all for a "hardcore population" submod which is effectively what you are describing. I think some players would appreciate that - lower growth, lower starting populations, less modifier bonuses, etc. The trick is that you have to balance this all for the various starting situations, different factions, different unit rosters, etc. The early game is already pretty brutal, that is why the population system is a bit more lenient right now in that situation. Then you have to take into account difficulty levels, faction expansion/new settlements, etc. On top of that you need to account for new players, players who are not accustomed to the system, the complexities already existing in the mod...as you can see it becomes a bit of a nightmare to try to find the proper settings for all the various parts.

    But, like I said, I am sure a lot of players would like to see something like this idea to make the population system a bit more impactful.
    Last edited by Dresden; February 08, 2017 at 07:25 PM.

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  4. #4

    Default Re: Thoughts on the Manpower System

    Yep, I sure would. I've noticed a lot of the same things about the manpower system. Of course some of it is just what we're stuck with because of the game's limits (like the AI not comprehending it).

  5. #5

    Default Re: Thoughts on the Manpower System

    Also I should say that we can't rule out changes to the main mod itself. We have been testing the PoR portion of the mod for a year but there is always room for improvement.

    Unfortunately the AI portion will not be changed for both technical and gameplay reasons. Basically, restricting AI recruitment is a performance hog and it would be even more so I think for a dynamic system like population. Add to that the fact that any sort of restrictions on AI usually ends up with them turning into complete imbeciles.
    Last edited by Dresden; February 08, 2017 at 08:24 PM.

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  6. #6

    Default Re: Thoughts on the Manpower System

    So just for fun if anyone wants to try it - http://www.mediafire.com/file/282ul8...rdcorePOP.pack

    Lowers some of the base growth modifiers, makes culture negatives higher, makes overcrowding happen a bit sooner. These are all simple variables to change in the tables also if anyone wants to play with it.

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  7. #7

    Default Re: Thoughts on the Manpower System

    Quote Originally Posted by Dresden View Post
    So just for fun if anyone wants to try it - http://www.mediafire.com/file/282ul8...rdcorePOP.pack

    Lowers some of the base growth modifiers, makes culture negatives higher, makes overcrowding happen a bit sooner. These are all simple variables to change in the tables also if anyone wants to play with it.
    Played a hundred turns with this. I liked it, most noticeably frontier regions took a lot longer to regrow if devastated. Immigration for the first few turns still felt too high in terms of replenishing my army, but if you reduce it more then frontier regions will take forever to grow.

    In terms of restricting recruitment, not much different. But I suspect that's largely going to come down to starting manpower sizes. I'm going to be lazy and just cut it all by 50% as a test and see how that works.

    Also, is there an easy switch that would make the AI limited by the Manpower system, like there is for the foreigner_mechanic? It's not a good idea of course, but I'd like to see what happens.
    Last edited by Kolaris8472; February 18, 2017 at 07:42 PM.

  8. #8
    Maetharin's Avatar Senator
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    Default Re: Thoughts on the Manpower System

    I´m generally for increasing the importance and prominence of the effects of the custom systems in DeI, whilst reducing the costs of recruitment and upkeep.
    IMO it would greatly enhance immersion and authenticity, maybe even have some positive effects on the AI.

    In more detail:
    1)PoR:
    I´d love it if the proportion of the respective classes in the military had stronger effects on the economy.
    Also would it be possible for the ratio of faction population to foreigner population to have effects on cultural influence?
    F.e. 4 stages of mali/boni to your cultural influence, with the proportions being >75%/>50%/>25%/<25% for ++/+/-/- - influence boni/mali.


    2)Supply:
    I do enjoy the increased costs for supplying my armies, I´m positivly content with that part.
    But I´d also like increased attrition in ravaged lands or during sieges as the attacker, to the point of making a long siege only possible with a supply train attached to the army. Esecially in deserts.
    But then again, would it be possible to restock a besieging Fleet´s supply with supply ships?

    3)Recruitment/Upkeep:
    Instead of directly affecting your treasury to a significant degree, reduced costs would, in combination with the aforementioned changes, reduce your economic growth.
    It may have the same overall effect, but in the long run it´s way more dynamic.

    I often play with half prices, but double army sizes, which essentially doubles the effects of all these systems.
    I can say it definitly makes the attacking difficult, whilst favouring defending, as it was in real life.
    It also increases the importance of raiding, looting and sacking whilst on campaign.
    Last edited by Maetharin; February 08, 2017 at 09:53 PM.
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  9. #9

    Default Re: Thoughts on the Manpower System

    The issue with having population directly impact culture is that currently culture directly impacts population. This would effectively double-up on the overall effect.

    For example, if you have low culture you currently get low population growth. Then, if we added pop> culture effects, low pop would also give culture negatives. This would effectively be a downward spiral. It would also act in reverse too well also. If you had a lot of culture/majority culture you would get population growth bonuses, which would in turn give you more culture.

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  10. #10

    Default Re: Thoughts on the Manpower System

    I've tried to tie some of the cultural stuff in with my Kulturkampf submod. Would be interested to see what we could do to simulate a "conflict of the orders" in terms of Army composition and class/political conflicts.

  11. #11
    Maetharin's Avatar Senator
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    Default Re: Thoughts on the Manpower System

    Quote Originally Posted by Dresden View Post
    The issue with having population directly impact culture is that currently culture directly impacts population. This would effectively double-up on the overall effect.

    For example, if you have low culture you currently get low population growth. Then, if we added pop> culture effects, low pop would also give culture negatives. This would effectively be a downward spiral. It would also act in reverse too well also. If you had a lot of culture/majority culture you would get population growth bonuses, which would in turn give you more culture.
    That pretty much is my point
    Culture is interdependent with the people living it (at least that´s what my culture studies professor says and IMO it makes sense)

    Of course it would need to be properly balanced with current effects.
    I´d say PoR´s influence on culture ought to be greater than the culture´s effect on PoR, but cultural conversion in general should be slower.
    But that´s my opinion, I also think it would make PoR and culture more dynamic and realistic.

    Anyway, from your post I take it you think it´s possible?
    Last edited by Maetharin; February 09, 2017 at 05:07 AM.
    "Ceterum censeo Carthaginem delendam esse!"

    Marcus Porcius Cato Censorius

    "I concur!"

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  12. #12

    Default Re: Thoughts on the Manpower System

    Dresden could you please maybe add this sub mod to same place where we have softcore and hardcore sub mods? I would like to try this out as well since I have exactly the same feeling that Manpower system does not really stop the player from expanding at all and does not really work as limiting factor.

  13. #13

    Default Re: Thoughts on the Manpower System

    Sure I will np. Probably needs testing though I just randomly changed the variables

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  14. #14

    Default Re: Thoughts on the Manpower System

    Thanks a lot Dresden. As long as sub mod contains just a few needed tables/values it should not be that difficult to change them a bit not bothering you for such small things. Thanks again.

  15. #15

    Default Re: Thoughts on the Manpower System

    Possibly, it would probably have to be added to the economic effects somehow I guess. My point is I don't think it would be good at all for gameplay. Realism is great but if it impacts gameplay negatively then its not worth it.

    I also don't see it as necessary. Right now, the more culture you have the more pop growth you have basically - so that simulates the fact that they are working in unison. You don't really need it to go both ways.

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  16. #16

    Default Re: Thoughts on the Manpower System

    Quote Originally Posted by Kolaris8472 View Post
    Up front I want to say the Manpower system is a great addition in its current form. But I think it has a lot of room for improvement as well.
    Some ideas I was planning to turn into a submod:


    • Reduced starting Manpower across most regions, with greater variation between regions. This will increases the impact of new unit recruitment on your manpower reserves, and create regions that are strategically important for their dense populations.
    • Lower modifiers, especially for growth but also for decay. Outside of colonization and resettlement a population should take generations to double in size, not 5 years. Likewise it should take longer to depopulate a region unless you raze it to the ground. With a more static but open-ended manpower pool you can still be feeling the effects of siege 10 years later without being devastated by it, rather than being devastated by it for a few turns and then bouncing back to full capacity.
    • Increase the effects of culture on class growth, possibly with lower cultural drift (but that's another topic). It should be very difficult to field a professional native force as Carthage, Massalia, Seleucia, Egypt etc. Buildings also play a part in this. Outside of unique building chains every culture gets similar growth rates from buildings, but they could be more diverse.
    • Greater (relative) impact of building choices. Clearer differences between buildings that will boost your economy and buildings that will boost your manpower. Encourage the player to invest in manpower as a resource. The Minor Settlement Outpost building is a good example, though it's not really useful with the current system.
    • Not sure yet, but somehow separate the limits imposed by manpower and the limits imposed by economy. Right now manpower limits your army quality in the early game, and income limits your army quality and size for most of the game. Smaller, more static manpower would make it a factor on both quality and size for longer into the game, but ideally they would limit different things. To go back to the Principes and Legionarie example, Principes would be limited by manpower (2nd class) but be relatively cheap. Legionaries would be less limited by manpower (3rd class) but be more expensive.


    Thanks for reading, I only critique because I care! This is really a great mod, in part for bringing in so many new and interesting mechanics like the manpower system.
    I must say I can't find one inappropiate toughs in your ideas. Go ahead with the submod.

  17. #17

    Default Re: Thoughts on the Manpower System

    No, because you would have to actually restrict unit recruitment (like reforms).

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  18. #18

    Default Re: Thoughts on the Manpower System

    I'm having alot of problems with the manpower system. Im macedon and have conquered all of greece, north of greece and into the east and cant even keep 1 army of tier 1 troops. I was able to recruit 1 army of nobles about 70 turns ago and lost about 10% of those troops in a battle and the army hasnt replenished those troops since. I have only been able to recruit noble horses because in hellas and makedonia I havent had more then 150 nobles at any time. I tried having my taxes down and waiting long periods before recruiting and also half of my buildings in both are growth buildings favoring the 1%. I have 10's of thousands warrior level troops though. I seen some post saying you only are limited early on but I was okay early on and later on I've been screwed. I really enjoy the system but I want to be able to field atleast some more elite troops. I havent had more then 200 nobles in any proviance for 70 turns.
    Last edited by omgitsnuc1; February 24, 2017 at 12:01 PM.

  19. #19

    Default Re: Thoughts on the Manpower System

    Well maybe you shouldn't recruit entire armies of noble troops? The manpower system is meant to be a check on that sort of thing, you know.

  20. #20

    Default Re: Thoughts on the Manpower System

    Quote Originally Posted by Augustusng View Post
    Well maybe you shouldn't recruit entire armies of noble troops? The manpower system is meant to be a check on that sort of thing, you know.

    Yes I know, but I didnt think it cap'd total recruitment. I have maybe 7 full armies and havent been able to recruit 1 noble infantry unit in like 70 turns. Some places will go over 100 so I can recruit horsemen but I have been trying to wait to see if it keeps going up. It doesnt. I cant even get the army I have to replenish.

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