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GUNNM

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The reduction in recruitable manpower is not implemented correctly.

Using a savegame where I have a lot of political points I noticed that if you have had Total mobilization (TM) on for a while, you can switch to any other law and then back to TM to get some free manpower.

At 5% conscription (-3% for TM) Germany had a MP pool of 1.17M
Switching to any other law (5% conscription) it jumped to 2.10M
Switching back to TM it reduced to 1.32M (150k extra men!)

Loading up the same save and changing to 10% base conscription.
With TM: 3.72M
Any other law: 6.14M
Back to TM: 5.36M (1.64M extra men!)

I got these numbers without unpausing...

After this I can change to and from TM without numbers changing which leads me to beleive that there is a MP leak somewhere when you run TM for a while.

I checked these in different savegames so any save should work.

EDIT: This bug is still present in the 1.1.0 beta patch
 
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-Stukov-MK VII

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please read this thread Dev's

this is not an extra manpower bug, its a manpower loss bug and its due to economic laws being switched prior to conscription law

If you switch to a higher economic law prior to a higher manpower law you will bleed a ton of manpower, for example
1939 Scenario, Uk (bug applies to any nation)
Changing Laws in order
1) Total Economic Mobilization
2) Extensive Conscription

Manpower =122,000

same scenario
1)Extensive Conscription
2)Total Economic Mobilization

Manpower= 745,234

if you switch economic law back and forth from total economic to something else and back to total economic mob the lost manpower will return

I believe the issue is the game is not properly calculating total manpower via conscription law (as total economic mob takes 3% manpower and limited conscription only gives 2.5% so its like when you switch to a higher man power law its calculating the math starting at -.05%

either way its a devastating bug