Merging mandate with manpower (also, add Tighten Recruitment maybe?)

  • 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.

colinljx

Major
15 Badges
May 15, 2009
744
123
  • Crusader Kings II
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Victoria 2: A House Divided
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Victoria 3 Sign Up
  • Crusader Kings II: The Old Gods
1. Allow manpower to accumulate above the max limit
2. Apply the scaling modifier that positive mandate uses (revolt risk, war exhaustion, and stab cost reduction while manpower is below max; increasing revolt risks, war exhaustion and stab cost while above max limit)
3. Remove mandate and use meritocracy instead for mandate reforms, so that becoming emperor of China is not a bad joke.
 
  • 1Like
Reactions:
Also, some DLC ideas copied from discussion forum (posted a while ago):
Paid feature: tighten recruitment - for poor countries that can't afford to drill and not strong enough to war non-stop (cost double the manpower that slacken recruitment gives or half the professionalism in return)

Free feature: force limit changed into reinforcement limit - no extra cost until you have more troops than the limit allows outside your border (this is more of a quality of life change)
 
  • 1
Reactions:
The manpower and forcelimit changes you describe are far from quality of life, they violate the entire reason that the manpower cap and forcelimit exists, which is to prevent a country that is never at war from becoming impossible to defeat by virture of having massive amounts of saved up resources.

Imagine trying to face down a country with half your development, that hasn't been at war for 50 years, while you bottomed out on manpower 10 years ago. You are at your manpower cap, while the other country is 5 times over theirs. So, despite them being only half your size, they have 2 and a half times more troops. And, because the forcelimit doesn't apply to armies in their own territory, they can mobilize all that manpower defensively without any extra penalties.

You could try waiting to recover more manpower to match them, but they are still gaining even more during that time. Not until another 40 years have passed can you finally equal the military strength of a country that has half your size.

This is bad enough in singleplayer, where stagnant ai will become superpowers by just sitting around, but I'd reckon it would make multiplayer completely broken.
 
...5 times over...
Assuming that you read carefully (not sure if u did), at 5 times manpower, u get:
+10 revolt risk,
+40% stab cost, and
+0.12 monthly WE.

Pretty hard penalties for AIs to manage, but perhaps a bit mild for human player, maybe. We could use the current penalties for negative instead, which gives u at 5 times manpower:
-200% goods produced,
+200% damage received,
+20 global unrest,
-200% merc manpower, and
-200% global manpower.

Is this what you are suggesting?
 
Last edited: