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
Agreed.
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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
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.
I don't know. Let me hit your ships with a microwave laser (which would literally fry your crew, and leave the ship intact) and then we'll talk about how important crew numbers are![]()
Neither did nations run out of people in EU times.It is a good mechanic to make war have strategic consequence.
Three pages and no-one has objected to the term "manpower"?
How utterly racist.
Also, the Necrontyr Empire was larger than the Imperium before they all became Robomummies; there could very well be more sleeping Necrons than there are humans. So the Necrons aren't going to run out of robomummies and canoptek robots to commit to campaigns any day soon.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