![]() Manpower could be divided into unit types (i.e.Ways population/manpower could interact with existing mechanics Battles cannot reflect this currently due to performance limitations, but this is another way of representing this aspect of the skaven. Technology and/or faction could influence any aspect of this.įor example, skaven could finally play the way they are described in lore with an almost unlimited supply of skavenslaves for replenishment. Manpower as basically a currency needed to field units. Population (and perhaps buildings) in turn influence the growth of manpower, giving you more manpower to spend on soldiers. Basically tie them all into one mechanic. To give a short possible explanation, population could be a tracked mechanic instead of growth and population surplus. Perhaps only manpower is needed, with population being superfluous. ![]() ![]() It does not need to be called population and manpower specifically, but I am using these as examples as they are easy to understand. Unit caps would work to resolve some issues doomstacking (if you think that is an issue), but it is the most unimaginative solution. For the modders: This factor is defined in defines.txt as #_MDEF_MAX_MANPOWER_.Total Warhammer 3 needs a manpower/population systemA population/manpower system akin to the one in Europa Universalis 4 could resolve many existing issues and integrate with countless mechanics in the game. The maximum size of your manpower pool is ten (two for all previous versions) times the total of your yearly manpower. For example, if there are 10 member states in the Holy Roman Empire you will get an additional 5000 added to your yearly manpower. +500 manpower for each member state in the Holy Roman Empire.no land connection to capital and on different continent from capital)Īll applicable modifiers are added together before multiplying by the other factors in the equation.įinally, if you are the Holy Roman Emperor it gives you the following There are also some modifiers which only apply to individual provinces: In addition to the above, the difficulty levels gives additional modifiers: Members of the Holy Roman Empire (but not the emperor) get a +10% bonus.Catholic countries at war with the Crusade target get a +30% bonus.Quantity domestic policies slider retracts 2.5% for each step to the left of the middle, adds 2.5% for each step to the right. Naval domestic policies slider adds 5% for each step to the left of the middle, retracts 5% for each step to the right. The National Conscripts national idea gives a 50% bonus. ![]() The Revolutionary Empire form of government gives a 25% bonus.The Steppe Nomads form of government gives a 100% bonus.The Tribal Despotism form of government gives a 20% bonus.The Feudal Monarchy form of government gives a 10% bonus.The Armory, Training Fields, Barracks and Conscription Center buildings give bonuses of 250, 250, 10, respectively, that are added to the base manpower before modifiers are applied. Where Units is a number derived from population (and, starting in v3.1, base tax) and baseMP is the province's manpower value in the province history file which is visible in-game as a modifier to the garrison growth rate. ![]() Province manpower = int((125*Units)*baseMP + buildings)*(%modifiers) This is the amount of manpower you gain each year from that province. Manpower is recruited from your provinces, and thus the most effective way to improve your manpower is to gain more provinces - be it through conquest, diplomacy or colonization. This draft happens either through the raising of new regiments, or by reinforcements to existing regiments. This article is accurate for the latest versions of EU3, Napoleon’s Ambition, In Nomine, Heir to the Throne and Divine Wind.Ī country's manpower denotes the number of reserves that can be drafted into military service. ![]()
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