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kubaka4

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Maintaining a manpower pool is one of the main elements of the game as it decides whether or not you can win a war, or even deal with rebels. With that said, once the maximum manpower cap is reached, any manpower that would've been generated just doesn't, and that puts pressure on me to make use of my manpower to declare a war or something just to make sure nothing gets wasted. This isn't a major problem, it encourages the player to take action in a way that changes the map if they really want to micro. But sometimes war isn't possible, so here are some suggestions for new mechanics that deal with this.



1. EXPAND MILITARY CAPACITY
(Government Reform Progress inspired)
Before 1.30, if a player was capped on Government Reform progress, and already had all of their reforms, that progress was wasted. Now that progress can be used to increase governing capacity via a button that increases in cost when pressed.

If something like this was applied to manpower, the effect could be:
25% Manpower for 1% Land Forcelimit Modifier (allowing smaller nations to play tall by raising larger armies)
or, for +1 leader slot (allowing larger nations to have more leaders, each leader would still have to be bought with military points)




2. TOGGLE MANPOWER RECOVERY
This would simulate the country stopping recruitment of its people into the army, instead growing the local economy.
Toggling off manpower recovery could be done at any point, but would happen automatically if the manpower cap was reached.
While toggled the nation gets +10% tax modifier.



3. MAXIMUM MANPOWER MODIFIER
This would simulate the excess manpower being used to garrison local territories, and help with construction projects.
Reaching the cap would give the country some minor economic modifiers like:
5% construction cost reduction
-10% fort maintainance



4. TIGHTEN RECRUITING STANDARDS
This would be the opposite of the current Slacken Recruiting Standards button in the military interactions.
(sacrificing two years of manpower to get 1% Professionalism)



Or maybe i'm just playing the game wrong and there's another solution i'm not seeing... post below
 
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Arizal

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I wouldn't be in favor of permanent increases like in 1., but 2, 3 and 4 sound like great ideas. Especially for 4., there is already an event which resembles that (and often makes no sense when later in the game). Making it a mechanic could be interesting.
 
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PyroMegaManZ

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As has been said before, I believe 1 is too powerful considering the permanent bonus that are added. I think 4 wouldn't work as intended, as being able to exchange manpower for Professionalism every two years would start to break some of the arithmetic that keeps certain parts of the game more balanced (the main limit to Professionalism now is that you can't build it up without money and you can't build it up and fight a war at the same time).

You have given me some ideas on giving manpower a scaling modifier though:
  • At 100% manpower; +10% goods produced, -10% development cost, +0 autonomy, -10% construction costs, -10% fort maintenance
  • At 0% manpower; -10% goods produced, +0% development cost, +0.05 autonomy, +0% construction costs, +0% fort maintenance
My main worry with this idea though is if it overlaps with War Exhaustion or Devastation too much and if it should have a more minimal approach like what you have suggested (focusing on small modifiers such as the construction cost and fort maintenance)? I suggest this scaling modifier in response to your suggestions as I believe where possible more buttons for small actions here and there should be avoided where possible and should be all tied to how your amount of manpower as you ave suggested.
 
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Amlet

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Good idea, manpower pool ratio should gives bonus/malus scaled.
Low manpower = malus on tax/production/devastation/development cost/etc but high manpower recovery
High manpower = bonus but low manpower recovery
At 100% maybe new bonus.
 

FantasticFwoosh

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1. as a temporary buffer for 100 mil points (or calculation of max manpower vs dev) for 10 years until it expires would be fine, because like events, it just dissapears into the aether eventually when it runs out but maybe you want to stock up before a war, with some sanity checks that you are not already at war.

Just to add to balance that out, if currently at war and it expires, it should equate how many losses in manpower you took when applying a war-exhaustion penalty, so end the war in a timely fashion or buy your way out of it, france might punch over its weight to start with but other nations have some reasonable way to counter it if they hold out and clinch a win.
 

MK1980

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i like the idea of a reverse "slacken" button (OP idea 4). more professionalism gives some bonuses and you could also use it as a "piggy bank" to store excess manpower (and if necessary plunder the piggy bank with the slacken button later on)
 

Freeeeeeeeeeeeeeeedom!

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You have to remember the attitudes of the ruling class of the era. Men from the peasant class being able to live out full lives and die of natural causes would have been regarded as wasteful. A missed opportunity to die gloriously in service to their betters. They also constantly itched for wars. So, if you reach maximum manpower and remain there, you are playing ahistorical, and the game shouldn't be modified to accommodate that. If anything this game needs more things to herd players into more wars.
 

ViperJay

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3. MAXIMUM MANPOWER MODIFIER
This would simulate the excess manpower being used to garrison local territories, and help with construction projects.
Reaching the cap would give the country some minor economic modifiers like:
5% construction cost reduction
-10% fort maintainance

I think adding forts' garrisons to manpower usage could also be a viable option - seeing as right now they fill up effectively by themselves, without drawing from manpower pool. For example: construction of a level 2 fort could draw 2k manpower in order for it to be active upon construction, and activating mothballed forts could also cost monthly chunk of manpower to fill.