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Zaku

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There are technologies such as cloning and robot manufacturing in the game, so I really don't see the point of having manpower. It would serve no purpose, and only complicate the game for no reason.
 
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13Foxtrot

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Indeed and neither is dresdening cities.The game requires ground force invasions.

it does, but only to defeat the force on the ground, but even a planet of billions after the defenses are gone would not need too large of a force to control...at least game-wise....

the game does not model local politics at all or many of the nuances.
 
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Hanekem

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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

While I think an EU4 manpower would be out of place, from what I've seen from the Blorg videos, if you have an alien pop under your control you can recruit as many armies of that pop as possible.
There should be some sort of limit to how many armies a pop can support, but maybe that will be fleshed out in a ground combat dlc?
 
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sethfc

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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.

We have a system already, known as war weariness, it reflects adequetly that as a war goes on you lose productivity as a result of lost happiness, and also have to deal with ethical divergence/factions rising up. It's effectively similar.

I understand why you like the idea of a manpower system, I just don't think it's truly necessary, for one losing 10 billion people on one planet still won't effect the other planet, all it will do is dishearten the population (and therefore cause war weariness) you still have millions-billions to draw crewmen from which means you can effectively field any number of ships, and a large amount of armies since I doubt a single army is more than a million troops.
 
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Yenzen

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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.
 
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ashbery76

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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.

Conquering a different species is a different frame of reference.It would be impossible to conquer a bug world with panzer III's
 
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Eid3r

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I don't feel either that a manpower mechanic is necessary. We are talking about galaxies, planets and billions of inhabitants.

Surely, we can recruit with enough "I want you to join" posters. ;)
 
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Amightypie

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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
 
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Yenzen

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Conquering a different species is a different frame of reference.It would be impossible to conquer a bug world with panzer III's

That's why we brought the hovering Panzer XIXs and space chocolate for those who would betray their own.
 
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Toledo37

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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.

Perhaps that's part of the point of making robots

As long as you have minerals and energy to afford it
 
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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 :)
 
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Turin the Mad

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Armies carry maintenance costs of their own IIRC, especially assault armies with their integrated starship transports. The more fancy they're outfitted, that cost goes up (or should). Coupled with the recruitment costs and time to build is something of a limiting factor in its own right.
 

Eldorian

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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.
 
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A) The Imperium of Man isn't the only faction in Warhammer 40k.
B) Imperial Guard battles in Warhammer 40k empty planets.

orks - endless manpower supply

Tyranids - HAK HAK HAK

Necrons - being able to teleport back to tombs for repairs when badly damaged causes them to take very few losses compared to other races

Chaos - effectively unlimited

etc etc. With the exception of the dying race of the Eldar and Dark Eldar who would both be better represented as fallen empires rather than full races in the stellaris sense the only real race that doesn't possess this unlimited source of manpower is the Tau

and lore wise the tau are screwed by the tyranids that are heading right towards them with the largest hive fleet so far, last time i checked.

so A) is a pretty awful argument, 40k lore has the vast majority of races having nearly impossible to deplete manpower reserves
 
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naisel

Second Lieutenant
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Oct 30, 2014
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I'd like to see a manpower mechanic, but only as a soft limit, to represent the current pool of trained soldiers; it's true that with planet of billions you won't run out of men, but you still have to train them, and it should take time.

The way I see it, when you're out of manpower the game should still let you recruit soldiers, but only raw recruits of reduced effectiveness and maybe at a higher resource cost too.
 
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