Military population is manpower, and manpower is already dynamic.
Are you sure that the manpower is taken away from the total population of the country represented in its states?
Military population is manpower, and manpower is already dynamic.
Are you sure that the manpower is taken away from the total population of the country represented in its states?
Yes, manpower is a set percent of your population and it depends on your conscription laws.
That's not what I meant, I meant is the actual number of manpower taken away from the population of states when you view them, if not then my point still stands
Discussing civilian casualties is off the table, and the game will not include it.Note: Threads on military statistics that are non-game specific are not be started. Also, statistics will not be used as a backdoor to get around rules regarding slave labor, gulags, concentration camps, terror bombing of civilians / civilian casualties, and other forbidden topics.
I think I don't understand you.
I'm not sure if this is what you ask, but: I think Johan once mentioned that MP is stored in the states, so if you lose a state you lose the manpower, so it is connected to the population that way.
If you want to know if the population of a state will be changing due to acts of war, then let me link you a part of the forum rules:
Technically they would be military casualties subtracted from the total population of a state, not civilians as they are part of the manpower pool. IE a state has 1 mil people. Germany loses 4 million men at war. That state ends up with 900k people due to military losses. This would depend if military manpower is related to state population in that way.
The problem with such a system is that it would inevitably be partial, and making it complete would require the exploration of aspects of the war which the team don't want to include or discuss.
Overall population is not hugely relevant to the continuation of the war, which is the focus of the game. Manpower already represents the body of the population which can actually be useful to the player, and given the short timeframe the game depicts birthrate should not really impact on manpower growth. Given that, what is the advantage of tracking changes in general population?
Technically they would be military casualties subtracted from the total population of a state, not civilians as they are part of the manpower pool. IE a state has 1 mil people. Germany loses 4 million men at war. That state ends up with 900k people due to military losses. This would depend if military manpower is related to state population in that way.
Really this would just result in the battle losses you sustain, already represented, represented as a subtraction from one other area of the game, the population of a state.
Agreed. However, the game could take into account increases in workforce. In the time span 1936-1945, people born 1918-1927 will become adults, and thus be available for both conscription and workforce. That means that if you want to model these changes in population, it would be more accurate to model the historical growth before the game starts, as well as migration during the game. That would potentially make the game needlessly complex however, and a more simple model (which I believe they already have implemented) is through events and modifiers instead.
Indeed, but ppl born in 1920-1930 will grow up and fight...
- there is no population growth, the game is focused mainly on a 10 year span and on war so there isnt much point.
- the recruitable pool of manpower does tick up a bit to indicate growth and people getting into recruitable age
Didnt we have a diary on exactly this a while back?
Are you sure that the manpower is taken away from the total population of the country represented in its states?
Wait, you play a game where you are an omniscient ruler of a country, with perfect knowledge of future events and God-like control over your subordinates (including the ability to instantly teleport general officers around the map and to have your every order instantly communicated to, and precisely followed, by every unit in your domain), and the fact that a population counter (which would have no impact on actual game play anyway, for the reasons already stated) doesn't increment in some historical fashion is somehow immersion-breaking?
Not this again...True, people born from 1936 will not be able to join the military (or work in the factories), but the people born after about 1926 will age into being able to join the military or workforce. Of course some of that population will age out of it.The people born from 1936 - 1945 will have no influence on WWII, so I don't see why this game should account for them tbh.
Wait, you play a game where you are an omniscient ruler of a country, with perfect knowledge of future events and God-like control over your subordinates (including the ability to instantly teleport general officers around the map and to have your every order instantly communicated to, and precisely followed, by every unit in your domain), and the fact that a population counter (which would have no impact on actual game play anyway, for the reasons already stated) doesn't increment in some historical fashion is somehow immersion-breaking?
Can we not just accept that in HOI4 the population stats of provinces/states is more indicative of the manpower we can expect to extract over the 1936-1945 period and in no way a quantifiable representation of the actual population of those inherent areas?
Realistic simulation of the civilian population was always a sensitive spot in the HOI series for obvious reasons.