Why Money Would Be Bad:
1) AI is bad with money
2) Admin development is for money, requiring money for money is okay, but... that's what buildings are for
3) Diplomatic development is for money
4) This would create snowballing. Your rich nations would snowball aggressively financially.
5) Even wealthy AI can have little income
6) Loans
7) Many simulations/playtesting required to see the effect of the change (some OPMs have +0.4 budgets, but others might have +0.1 and big countries aren't guaranteed big budgets)
Then you have questions:
Each development in admin gives you +1 gold a year. Say you want development once every 20 years? Then do you increase the ducat cost by 20? So then they can't spend it? Or do you increase it by 10? But then they might start doing it too fast? It's almost impossible to control the period of time between the developments. That's not good, you want to have a good exception of the result. BUT say you make it greater than 20, then richer countries can improve it, and the diminishing margin of returns applies - which is great. But you might get little/no development - which in a city at peace for 400 years you actually want.
Should the AI take loans for development? They'll always pay themselves back - if so, should it be doing so regularly, after all that +1 gold per year might mean the inflation is 3 or 4 percent over the course of the loan, but they're already paying 100 admin for one development...
The reason manpower is good:
1) All countries have a set minimum for their maximum (10,000)
2) It is known exactly how long it takes to collect this resource.
3) It is a tangible resource that increases with size of nation, but human players aren't always swimming in
4) It is easily scaleable due to how it's calculated.
5) There's a clear minimum
So if you want it to be one development every 20 years for a OPM? Well you can put a "Recently developed +5000 manpower cost to develop" modifier. It's not going to cause problems to a big nation, they'll develop a different province. But a OPM can't get much past 10k, so won't be able to do so more frequently than this modifier - the minimum-maximum being a clear advantage.
BASICALLY. Yeah, manpower is rewarding peaceful OPMs more, but the current system does that. However this system is easier to control. Chances are with many OPMs in the HRE that at least one will have a god-like king for many years ploughing into development. This lowers that variance. But it also doesn't add the snowballing of money or the fail-balling of money where the rich countries can't develop.
Like, solely from an ease of controlling a mechanic and being able to prevent OPMs being skylines and France being a desert this has more flexibility than money
Just thinking out loud, but I'm not sure if you'd use manpower as a 'currency' per se, as unlike wars, you don't lose thousands of construction workers when you build a university (well, hopefully!) What if the percentage of manpower available was a multiplier to development cost - such that it would be relatively cheap to develop at full manpower, and very expensive to nigh-on-impossible if it was closer to empty?
Also - if manpower is the currency, don't forget that MP means more manpower, so you haven't gotten away from the 'monarch points means more of the resource which means more monarch points' issue, you've just shuffled it along the MP order from admin and diplo to military.
I dont see a problem in the rationale of snowballing, cause it happens everywhere in the real world. If you conquer lot of provinces, you have more money and manpower to conquer even more. But who is complaining about this problem? Nearly none.
As I've said elsewhere.
I think the problem is that nothing was added that makes the AI covet the new mega provinces. If you (or more usually the AI) wanna be an OPM and build some mega city you should expect your neighbors to come in and try to conquer your ridiculously rich province.
Seems like they added a feature without changing that aspect of AI behavior towards the feature.
Just need to add a scaling -X (covets your rich city) malus for neighbors of provinces over 25-30 development.
For a start, what if a peaceful nation that's been spending it's manpower on development suddenly gets attacked? Even though it might not have been to war in 100 years, it only has 10% of its available manpower pool on hand (but lots of well developed provinces), and gets rolled. This is neither plausible nor necessarily particularly good for gameplay. No need to wait for your opponent to have a bad war to run down their manpower, just wait for them to be at peace and build up a few provinces. That's just off the top of my head, I'm sure there's other ways that using manpower as a currency could skew gameplay.
For a start, what if a peaceful nation that's been spending it's manpower on development suddenly gets attacked? Even though it might not have been to war in 100 years, it only has 10% of its available manpower pool on hand (but lots of well developed provinces), and gets rolled. This is neither plausible nor necessarily particularly good for gameplay. No need to wait for your opponent to have a bad war to run down their manpower, just wait for them to be at peace and build up a few provinces. That's just off the top of my head, I'm sure there's other ways that using manpower as a currency could skew gameplay.
Strange that we are not seeing this level of development from natives in America since they have even fewer things to spend MP on. Even at 250% tech cost they seem to prefer saving up for those over spending it on development and holding out on tech until they can slingshot using reforms.
What happens if you declare war, deplete your manpower pool and a neighbor declare war on you too?
What if you spend all your money for food, household etc. and then your dog/cat get ill and you have to pay the bill for medication?
Same situation.
I have no experience in MOD making but it should be a simple task to switch the payment for development with manpower and then play some 2-10 province nation on lvl 5 speed to test it peacefully.
I have no clue how the AI calculate the importance of development over technology, coring or ideas, but its an easy task to use this simply string:
if manpower pool >= 85% ---> use development
As player you can chose to play risky or mainly with mercanary to save your manpower for development, but the AI would be playing safe with this feature.
I mean we have three abstract resources where:
- You either invest in improving manpower, getting better tech/guns or infiltrating rebellions and making them slow down...
- You either make a province a part of your empire, improve your tax or improve your philosophical thought
- You either invest in bringing vassals into your empire, improve your production or enforce your military demands
Okay, but artillery is a great example here. You would never have 1000 men required for one battalion of troops. Heck... what would they all do? The number is clearly strongly abstracted and the representation is presumably the cost of industry and infrastructure required to build that battalion. That's how I justify these weirdities to myself.
But justifications might be:
- You're improving your tax by improving your bureaucratic process and hiring more tax-collectors. During war you can't dismiss your tax collectors. Sure you don't need 3000 tax collectors, but maybe part of that is the training, recruitment, etc.
- You're improving production by improving mines and any associated production materials. Mines need to be kept structurally sound when they're not in use.
- You're improving manpower by creating better recruitment techniques and during wartime you can't stop your men signing up, that's stupid! So you can't dismiss your recruiters.
Would it make more sense to you if you thought of it as losing 100 men a month for 30 months while developing?
Okay, but artillery is a great example here. You would never have 1000 men required for one battalion of troops. Heck... what would they all do?
Valiant attempts, but I've studied too much economics, production and history for any of them to be within an alternative dimensions distance of plausibility to me. Tax collecting has always been a low manpower job, as has recruitment, training and mine maintenance. Plus, manpower is only a proportion of your realms total adult population of 'fighting age' - if the fighters are suddenly doing everyone else's jobs, are the usual workers suddenly all on holiday?
Holidays? Good questions. Manpower pool of 300.000? What are all these people doing?
Compare it to victoria 2, where your manpower pool, even you dont use it, have to be paid. In EU IV, no influence. No matter if you have 99% or 2% manpower, it have no influence to your economy.
There could be a solution to this. What if you need manpower and have to use them over time in a province to develop. Say, 4000 over a time of 5 years to develop a province from 10 to 11. For every higher development you need 100 more manpower. And for every development level in the province you get 1% less back. 4000 - (1% * 10) = 3600.
Technology in lategame will reduce the time and the necessary manpower for this task.
There would be a soft cap for OPM, cause at lvl 70, you need 10000 (4000+ 60*100) manpower, close to the limit of a OPM. Also the time based component would limit the maximum development a province can get. With 5 years development time (without any reductions from technology), the maximum additionally development would be 75.