• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Palleon

First Lieutenant
95 Badges
Feb 12, 2009
200
17
  • Heir to the Throne
  • Majesty 2
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Semper Fi
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • 500k Club
  • BATTLETECH
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Stellaris: Leviathans Story Pack
  • Surviving Mars
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Third Rome
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Mandate of Heaven
  • Imperator: Rome Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Jade Dragon
  • Surviving Mars: First Colony Edition
  • Shadowrun Returns
  • Europa Universalis IV: Dharma
  • Victoria 2
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Megacorp
  • Crusader Kings II: Monks and Mystics
  • Imperator: Rome
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • Europa Universalis IV: Cradle of Civilization
Using Beta Patch 1.01

While I understand that the point of the game is to generally give you manpower only through mobilization events, I feel like perhaps a little balancing is in order. Even at Mobilization level 5 as the USA, my manpower increase is 0.01 per day. The main problem with this rate being so low is that the manpower techs you can research are essentially worthless, who cares about a 1-2% increase when you're only getting 2-3 men a year? I feel like for these big countries, even if the bulk of your manpower should come from further mobilization, I should really be able to get enough manpower without mobilizing to at least cover minor reinforcements.

My suggestion would be to either increase the rate of manpower gain, decrease/rebalance the penalty from each level of mobilization, and/or make the manpower techs significantly more powerful, with the 1945 tech researched and with the -40% penalty from mob 5, I really feel like I should be getting at least 0.1 manpower a day if not more, not a tenth of that.
 
Last edited:
Upvote 0

ewphoenix123

Darkest Hour Cartographer
10 Badges
Apr 26, 2007
817
1
  • Arsenal of Democracy
  • Cities in Motion
  • Crusader Kings II
  • Europa Universalis III
  • Divine Wind
  • Hearts of Iron III
  • Sword of the Stars
  • Sword of the Stars II
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
This is working as designed, during peace time a historicaly maintains a predefined number of man in its military (age group), and populationgrowth doesn't really comes to bare in this short time periods.
So the number of mp remains besicly stable.
When war starts men are no longer sent home necessarily at the the end of there service, and new men of the right age are drafted, so the number grows.
In game term that means during peace , your mp don't grow on there own, but once you are at war they will.
 

Palleon

First Lieutenant
95 Badges
Feb 12, 2009
200
17
  • Heir to the Throne
  • Majesty 2
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Semper Fi
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • 500k Club
  • BATTLETECH
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Stellaris: Leviathans Story Pack
  • Surviving Mars
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Third Rome
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Mandate of Heaven
  • Imperator: Rome Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Jade Dragon
  • Surviving Mars: First Colony Edition
  • Shadowrun Returns
  • Europa Universalis IV: Dharma
  • Victoria 2
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Megacorp
  • Crusader Kings II: Monks and Mystics
  • Imperator: Rome
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • Europa Universalis IV: Cradle of Civilization
For me the problem is, that 0.01 manpower IS at war. When I'm at peace, it's 0.001, and I can buy that at peace, it's essentially no growth, but even at war, without it getting to 0.1 or 0.2, it's essentially negligible, that comes out to about 3 manpower a year which is nothing, and still makes the manpower techs worthless because what's a 2-3% bonus on that? It you still think that's working as designed, I'll drop it, but from what you're saying, it sounds like possibly it's a bug.
 

unmerged(83496)

Colonel
5 Badges
Sep 5, 2007
842
1
  • Arsenal of Democracy
  • Darkest Hour
  • East India Company Collection
  • Hearts of Iron III Collection
  • Iron Cross
Yes, as it stands agriculture techs are important mainly for the industrial efficiency bonus. Is it possible for techs to influence decisions? Maybe having agriculture technologies would increase the percentage of total population dumped into the manpower pool?
 

unmerged(151781)

Corporal
5 Badges
Aug 10, 2009
35
0
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Darkest Hour
  • Hearts of Iron III
  • Semper Fi
I must add that i love the mob-system. It's accurate of how drafting worked, and gives a more realistic feeling to the game.

But i agree that some techs needs a closer look. Maybe there can be a decision connected to the medicine tree just like with equipment tree(produce winter/desert/robust/djungle equipment)? I can't think of a good decision at the moment, but some of the ideas discussed seems good. Maybe a short drop in IC for producing better medicines and getting a boost to manpower?
 

Palleon

First Lieutenant
95 Badges
Feb 12, 2009
200
17
  • Heir to the Throne
  • Majesty 2
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Semper Fi
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • 500k Club
  • BATTLETECH
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Stellaris: Leviathans Story Pack
  • Surviving Mars
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Third Rome
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Mandate of Heaven
  • Imperator: Rome Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Jade Dragon
  • Surviving Mars: First Colony Edition
  • Shadowrun Returns
  • Europa Universalis IV: Dharma
  • Victoria 2
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Megacorp
  • Crusader Kings II: Monks and Mystics
  • Imperator: Rome
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • Europa Universalis IV: Cradle of Civilization
the medicine techs on the industry page could be made worthwhile by giving them a slight effect on attrition and trickleback.

If manpower is in fact working as intended this is probably the best idea to change the tech to make it represent what it is supposed to represent, although it makes it a little redundant with the hospital system.
 

vota dc

Captain
7 Badges
Sep 15, 2006
398
70
  • Darkest Hour
  • Hearts of Iron III
  • 500k Club
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: Warband
  • Age of Wonders III
  • Shadowrun: Dragonfall
If I play with Ethiopia at the start of game (war with Italy) I have twice manpower in map than Hoi 2 but I get a little less manpower than Hoi 2. In the unpatched version.