How many soldiers, and farmers/workers, are needed for province , and what level of maobilization pool is manageable, in order to ensure that mobilization never ever touches precious craftsmen and clerks ?
Irioth said:How many soldiers, and farmers/workers, are needed for province , and what level of maobilization pool is manageable, in order to ensure that mobilization never ever touches precious craftsmen and clerks ?
Irioth said:Hmm, what you says confirms my initial impression, that mobilization is really much worse of an hurdle on a developed economy than a regular amry, it is way beterr to build an all-regulr army and if necessary expand the soldier POPs as needed, and set the mobilization pool at 0.
Irioth said:Hmm, what you says confirms my initial impression, that mobilization is really much worse of an hurdle on a developed economy than a regular amry, it is way beterr to build an all-regulr army and if necessary expand the soldier POPs as needed, and set the mobilization pool at 0.
Really, the fact that the game de-evolves mobilized POPs to farmers/laborers is a nasty bug IMO.
Next issue becomes, how many soldier POPs are necessary to substitute the mobilization pool to all effects and ends ??
OHgamer said:It's only worse if you plan on taking an aggresive approach to your fellow neighbors in the late game period. One of course does not have to do this at all to win in Victoria, since economic score is weighted equally as military score in the final calculations. A peaceful economic juggernaut with a large mob pool to deter potential aggression can have the best of both scores.
OHgamer said:Disagree with you on post-mobilization. Look at the experience of soldiers demobilized after WWI. They did not simply walk back into the jobs they left in '14-'18, a large precent of them remained unemployed for well over a year after demobilization while others had to relearn skills lost after serving in the fronts for 1-4 years.
this economic dislocation caused by demobilization is captured perfectly by the game model having all the POPs go back to being farmers/labourers.
Re-evolution is only a few mouse clicks. Money and goods used in it represent that disruption pretty well.Irioth said:Being unemployed for a while post-mobilization is fine, but completely losing your previous job skills is stupid and utterly ahistorical IMO. In the WWI timeline, technological advancement was not so quick that staying in the army 1-4 years seriously wrecked your job skills. It's not like they got a Windows release every two years... All that post-war unemployement came from economic disruption. This is why I insist, permanent demobilization de-evolution of POPs is a nasty bug of the game.
NikkTheTrick said:Re-evolution is only a few mouse clicks. Money and goods used in it represent that disruption pretty well.
OHgamer said:As for substituting, each mob pool increase adds 4 units, so you need to produce 40 manpower, that is 40K soldier POPs, to replace each potential expansion of your reserves. Since that takes 40K in pops (160K raw population) out of productive service to your economy,
notger.heinz said:I do not understand you, OHGamer.
Why does 40K soldier pops take 160K "raw" population?
What is "raw" population? Why the factor x4?