Kamiran, I
love underlining the same question over and over as a rhetorical device, but
if you can't see the logical differences between using manpower, a thing that full regenerates over the course of ten years,
to buy manpower, which actually influences the gross # of itself recovered per month,
and the other things you mentioned,
I don't think I can help you.
Your already spending money to build tax and production improvements and manufacturies to get more money. Why you didnt complain about this circular system?
This is a false equivalency: I cannot buy money with money. If I take out a loan to pay off a loan, I take a loss, for example. In fact, the primary determinant of income is base tax and base production (development) added to trade. More to directly debunking your point, over something like an 80-year time frame, I can increase my income by a tiny percentage by investing in a temple that will make me money. This also costs me a building slot, which is another finite resource. So, in several generations, my investment pays off, and I'm still down a building slot.
Manpower buying manpower, if priced to allow for half the current rate of AI development growth, will pay for itself in much less than 10 years, with no associated extra costs.
When you conquer with your soldiers provinces and integrate them, you have even more soldiers to conquer more. Why you didnt complain about this curcular system?
This is a false equivalency: soldiers do not purchase soldiers. Soldiers, as you know, cost manpower and money. Under your system, manpower development would be paid for by manpower, which would recover at a rate determined by manpower development. This is a one-variable equation.
I can't buy soldiers with soldiers. I -can- use soldiers and casus belli and diplomacy and strategy and tactics to acquire land which will have manpower development and base tax and production and raise forcelimits which will give me the resources to pay for the maintenance of the soldiers I can add to my army. This is called a multi-variable system; it's different from a one-variable system.
With a lot of MP you can unlock more ideas and technology to safe MP (-25% coring cost, +25% administration efficience, etc). Why you didnt complain about this curcular system?
This is a false equivalency: there are other associated costs. The amount of Monarch Points I spend up front, and the limited amount of idea slots/church powers/etc mean that I both need to give up other potential bonuses and that the savings will be worthless unless one gets them early. EDIT: You, yourself, later called the MP-saving idea groups (admin and inno) "weak," and suggest we strengthen them by applying bonuses to your system there. So their "weak" bonuses are not as strong as the "strong" manpower bonus you hope to give them - even without implementing your system!
The real world is in most cases a circular system, you invest something and get more of it. Thats capitalismn. Iam sorry if you want communismn or something else but this is reality and I dont know why you dont want this global rule of economic NOT in this game.
This is utter nonsense: I'm an economist. Capitalist economics, even in the simplest possible model, considers at least the inputs of labor and capital. These two inputs combine to create both all other goods, and additional capital. However, that capital is subject to diminishing returns, and the original stock decays over time. Labor is usually considered as exogenously determined, but more complicated models consider the multitude of different goods produced, and whether or not they are luxuries versus necessities for labor (population) growth. So, we have a system with multiple inputs, natural decay rates of the means of production, and dynamically adjusted diminishing returns.
What you're proposing is Economics in a world where robots have only one job: building other robots. Thus, all of the labor is the capital and all of it builds the labor-capital which, without diminishing returns or natural decay (in fact, it naturally grows!), then produces more labor-capital. I don't know how you think that's the real world, but I think you should refrain from making grandiose statements without admitting the flaws of your own proposal.
Quantity idea group is even without any changes too powerful, but paradox is changing and balancing a lot and i dont see any problem in changing some ideagroups to fit the new system. Why not reducing the +50% manpower to +20% and switch it to administrative or innovative idea groups? Improving the weaker and rarely taken idea groups?
Possible changes would be also to reduce the manpower gain per mil-lvl from 250 to 200 and integrate +10% to manpower gain by technology in two or three steps. This would also reduce the effect of barracks and training fields.
Then take 5000 manpower that is needed for 1 development, over 4 years, with 200 more every point above 10, and lose 25% of that manpower, when the development is finished.
That is 9000 manpower for upgrading a province from lvl 30 to 31, effectivly loosing 2250 manpower, 2 full troops.
And with the new mechanic, you cant develop military dev every time. You have to develop adm or dip too (one dev cant be higher then the two other together).
Oh, I gotcha. So all we have to do to implement your system is to change everything.
All I want ist to go away from this illogical, magic monarch power system. If you plan your wars well, you never need war taxes, war exhaustion and rararely diplomatic points for treaties. 50 Points for a conquistator, discoverer or general lasts for 5-30 years. That you have to pay "coring" cost for provinces is also never seen in any other strategy game, but ok.
Do you know what I think? Paradox dont integrated a development system for a NEW AWESOME playstyle. The only intention was, to give new options for monarch points wasting.
All you seem to want is equality for super-wide empires, which is the exact opposite of the mechanics goal. I get that you don't think Paradox was attempting to introduce a new playstyle, but I'm going to believe the intentions of Paradox as mentioned in the dev diaries over they spent hours coding a way to waste their primary system for advancement within the game. Just my opinion, though.