right now it is not modelled in the game
Indeed and neither is dresdening cities.The game requires ground force invasions.
right now it is not modelled in the game
Indeed and neither is dresdening cities.The game requires ground force invasions.
Seeing the numbers for flavour is definitely nice, but having a limiting mechanic based around manpower and ship crews like in EU4 would definitely be out of place, and unsuitable for a sci-fi title like Stellaris
Alternately, imagine a situation where you have been at war with at least one empire (or possibly one of the end-game invaders) for hundreds of years. The species you're playing is slow to reproduce, or has a reduced lifespan, or something along those lines. You've lost several planets and probably hundreds or thousands of ships and billions of soldiers. For an empire that never expanded very aggressively, perhaps having peaked at somewhere around a dozen populated systems, such a situation would be putting a serious strain on your population. I would like to see the game reflect that your production and research ability are being crippled as you desperately recruit/conscript people to avoid not being wiped out by your enemies after such a long period of warfare.
I'd imagine this could be dealt with by giving pops a numeric size value, then as that gets reduced by the construction or repair of ships and armies it applies a penalty to production based on what percentage of the pop is missing. Either way it's not a huge detriment to the game, it's just something I've noticed is never really represented in most games in this genre, and something that paradox has modeled in all of their previous titles.
To invade and occupy trillions it would take triilions.
1: Nah, billions would do. German troops numbered in the hundreds of thousands in France during WW2, for example. The necessary number would fall as the planet, over long periods of time, started to churn out loyalists, and from the start there's the rather pressing threat of orbital bombardment in the case of disloyalty.
2: Even assuming every planet has on average 7-8, including colonies (that is a huge assumption), you won't have trillions before the late game.
its not going to happen as your empire isn't going to run out of its entire population for stellaris it would just be a pointless and annoying number to look at
Conquering a different species is a different frame of reference.It would be impossible to conquer a bug world with panzer III's
not in an age where faster than light travel is possibleNeither did nations run out of people in EU times.It is a good mechanic to make war have strategic consequence.
Since you can even build robot ships, and possibly armys, I can't see how the concept of manpower would benefit the game. Just imagine you lost all your manpower in a great war, your opponent too, but he happens to stumbe over the robot soldier tech. He would wipe you out, with you having no opportunity to regain your strength. That would be totally OP.
Manpower does make sense as a mechanic for a game with a Warhammer 40k vibe. Probably not in Stellaris, however, the time scale is so much longer.
not really though. the Hive Worlds of the Imperium give humanity what is essentially infinite manpower to throw at any problem. Lives are far cheaper than the equipment an imperial guardsman carries.
Stellaris would ironically be more suited for manpower, since its not about an incredibly large empires but about ones that are taking their first steps and then the hundreds of years that follows. But i still think it would be a poor in game mechanic and i'm happy with the way things play out as is. Manpower would just encourage setting up a few stellaris hive world knock offs i think![]()
A) The Imperium of Man isn't the only faction in Warhammer 40k.
B) Imperial Guard battles in Warhammer 40k empty planets.