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unmerged(9188)

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May 5, 2002
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Hi, i have victoria v1.03. When i start a game every nation has a negative manpower....why is that,...i can't biuld anything..and the anpower stays negative..that happen atleast in Grand Campaign. So annoying. :(
Happy for any all replys

/Ols
 

Castellon

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Not hardware related.
*Moved
 

qvcatullus

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I'll admit, even after years of playing, to still being confused by negative manpower. Firstly, I'd love to know why no one has tried to restructure the grand campaign to get rid of it, because it's a huge problem for new players (or players new to warmongering) getting started with Prussia and Austria.

Second, what on earth is it supposed to represent?
We have all of our armies, and they're all fully manned with no strength or org penalty, but we have to convert a tenth of our population to soldiers before we can reinforce ANYTHING.
 

Nightcap

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qvcatullus said:
I'll admit, even after years of playing, to still being confused by negative manpower. Firstly, I'd love to know why no one has tried to restructure the grand campaign to get rid of it,

Probably the same reason you haven't done it. Either a lack of know how, time or inclination.

Second, what on earth is it supposed to represent?

It is a mistake. The MP calculations were changed (fixed) in one of the patches, however the soldier POPs were never updated to take into account the change.
 

unmerged(18025)

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Generally, unless I've got some really large unassigned pops, I switch over some large pops working on RGOs I either don't really need, or have a large surplus in.
 

unmerged(36763)

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One way to get some quick soldiers at the start of the game is to mobillize your reserve pool and leave them as a standing army. This seems ok if 1) There are enough POPs in your country to handle the drain and 2) You can play passably with what's left (Im relatively new and was able to handle it). Playing as Switzerland, I was able to get something like 15 or so divisions right at the start of the game, there is no way I could have managed that through building an army the regular way, it would have taken years.
 
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I conquer uncivs so my nation's pops can be factory workers.
 

unmerged(27576)

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Apr 5, 2004
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ya best way to get MP after u get a decent economy is to conquire places like CHina grab a few provs and use their HUGE pops to support your army, check out an AAR called HAmburger by Heretic I think... fyi
 

unmerged(24320)

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Nightcap said:
qvcatullus said:
I'll admit, even after years of playing, to still being confused by negative manpower. Firstly, I'd love to know why no one has tried to restructure the grand campaign to get rid of it,

Probably the same reason you haven't done it. Either a lack of know how, time or inclination.

qvcatullus said:
Second, what on earth is it supposed to represent?

It is a mistake. The MP calculations were changed (fixed) in one of the patches, however the soldier POPs were never updated to take into account the change.

that is unacceptable. i am a newbie and i know how to adjust the starting manpower POPs. well, at least for Prussia, the only nation i have played...

for Prussian manpower adjustment:

go to scenarios/GC/brandenburg.csv and open that csv file in notepad or some other editor of your choice. i used notepad.

for the soldier line that looks like:

342;North_German;Protestant;soldiers;;;;11

just change that last number (11, in this example) to whatever you need to obtain your desired starting manpower.

realize that any number you put there will be OK. well, i don't think i have used over 161 or there abouts. rather than go over 200 on that line, i just added another line with copy and paste. that said, if there is a limit to the highest number that the game will take in that position, the game will let you know through an error message at the "boot-up" of the game. whatever you do, don't mess up the ";'s" near the end of that line. [no, i do not know what will happen... :rolleyes: ]

i picked that province number "342" because it is the province of Berlin, the capital of Prussia... btw, Brandenburg is the name of the "state" that includes Berlin...

through hit and (mostly) miss, i adjusted the starting manpower to 1 (one). actually, i stopped at "one" because it was the first positive number i achieved with the starting manpower, and that was acceptable to me.

another reason i am very happy with a manpower of one is that when i get around to playing another country, i will leave the Prussian manpower at one and adjust the new country manpower to one...
 

unmerged(27576)

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Apr 5, 2004
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isnt negative manpower just a representation of the lack of resources (funding, extra soilders who are not in the field in a division, etc) To maintain and recruit avaiable reserve soilders and stuff? I don't get how it is a bug. I mean after all it is a fairly abstract thing and abstract things can be negative I guess?

Besides it's not like it cant be fixed by just recruiting more pop soilders....
 

unmerged(36402)

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Nov 26, 2004
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im guessing that what it is is that one of the patches changed the game so that your starting army+navy counted towards your manpower requirements. However when this was implemented, the number of soldiers in said nations was not increased to match this. While you can increase that for the nation you use, unless you increase it for all nations, then you are having an unfair advantage over all the other nations. Basically every country is in the same condition.
 

unmerged(24320)

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Coco said:
im guessing that what it is is that one of the patches changed the game so that your starting army+navy counted towards your manpower requirements. However when this was implemented, the number of soldiers in said nations was not increased to match this. While you can increase that for the nation you use, unless you increase it for all nations, then you are having an unfair advantage over all the other nations. Basically every country is in the same condition.

while what you say certainly makes sense, who among us newbies knows enough to adjust each and every country in the game? that is why i am content to just take the starting manpower to one, or some other small positive number.

that plus taking each country (as i play it) to one is the best that i am willing to do. :rolleyes:
 

unmerged(24320)

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deltren said:
isn't negative manpower just a representation of...

Besides it's not like it cant be fixed by just recruiting more pop soilders....

i suspect that the reason that nothing has been done to fix the (to me, at least) bug is that anything done to increase the starting manpower will also increase the starting population... (btw, this is strickly a guess.)
 

Gwalcmai

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GhostWriter said:
i suspect that the reason that nothing has been done to fix the (to me, at least) bug is that anything done to increase the starting manpower will also increase the starting population... (btw, this is strickly a guess.)
Not if you take the trouble to remove some farmers when you increase the amount of soldiers. Just because you fix the problem by increasing the total population doesn't mean everyone would do it like that. :p

For a better fix, I would go around the files skimming a couple thousand people from every farmer and labourer pop above a certain size (say, 15k) and adding them all up into soldier pops. That would keep population values the same, wouldn't remove any pops from productive activities and would probably be enough to fix the negative manpower. It would take a bit more trouble than just making several thousand soldiers materialize, though.
 

unmerged(24320)

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Gwalcmai said:
Not if you take the trouble to remove some farmers when you increase the amount of soldiers. Just because you fix the problem by increasing the total population doesn't mean everyone would do it like that. :p

For a better fix, I would go around the files skimming a couple thousand people from every farmer and labourer pop above a certain size (say, 15k) and adding them all up into soldier pops. That would keep population values the same, wouldn't remove any pops from productive activities and would probably be enough to fix the negative manpower. It would take a bit more trouble than just making several thousand soldiers materialize, though.

what you are saying is that my guess was correct, and, that there is a way to "fix" the "bug." thanks.

IMHO, it is the "job" of Paradox to fix that bug, for several reasons. the primary being that if each of us amateurs did it, no two renditions of Vicky would be the same. not much of a problem (except in multiplayer...) :rolleyes:

btw, i did that manpower fix for my handicapped son over on my wifes computer. IIRC, it took something like 460 additional soldiers to "fix" the problem. that is an awful lot of farmers to loose... not to mention that at taking two thousand from each pop would require Prussia to have 230 farmer POPs... and i doubt that Prussia has that many, much less that many over 15k. :rolleyes:



hmmm. just had an idea. if you did your POP adjustments within each province, you would accomplish two things.

1. you would not effect the province population, and

2. you could raid POPs other than farmers for your manpower requirements. however, this "MICRO-engineering" would require MACRO information that i don't have.
 

unmerged(36402)

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Nov 26, 2004
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bear in mind that for this fix to work you need to have your defense spending at max.
prussia has 14 divisions, each with 10k troops at the begining. It should therefore not require more than 140 manpower to get equal. (i just started a game and prussia starts with -91 manpower)
this shouldnt need more than 91000 soldiers (there are 4x40k polish pops in posen state which should do this and leave you with ~70 manpower)