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May 3, 2002
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Ran a search and couldn't find the answer to this. What I'm thinking of doing is cutting the manpower values of all provinces in province.csv in half, as an experiment in trying to make manpower limitations an actual factor in the game. What I need to know is:

- will the game use fractional values for manpower in province.csv, e.g., 0.5, 1.5, etc.?
- when the game rounds manpower values, does it total the values for all controlled provinces and round the total, or does it round for each individual province and then add those adjusted figures together?

Thanks much,
Max
 

Norrefeldt

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maxpublic said:
- will the game use fractional values for manpower in province.csv, e.g., 0.5, 1.5, etc.?
- when the game rounds manpower values, does it total the values for all controlled provinces and round the total, or does it round for each individual province and then add those adjusted figures together?
I don't know if the game can use fractional values, I guess you will have to try. The game rounds the total.
 

unmerged(9404)

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The manpower of a province is -after aplication of the modifiers- is calculated with quarters (.25, .5, .75) and displayed rounded to one decimal (.3, .5, .8). The calculated values are added to calcuialte the total manpower of a country.

I don't think you can use fractionals for base manpower numbers, but try and report if it works. If it doesn't work maybe you can request Johan to change it.
 

unmerged(9145)

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Well, I tested it and fractional values don't work; the game uses the integer and ignores the fraction altogether. Which means that if you set a province to 0.5 manpower, it actually has 0 manpower in-game.

As for a change request, I'd rather see some way to modify the manpower total calculations for a nation, e.g., a factor I can set to percentage x which applies to all nations. Or just an added value for the religion tables which modifies manpower calculations, much like religion already modifies tech, stability, and so forth. Then I could easily cut the manpower values in half for every nation, and at the same time add some minor bonus for the real fanatics (e.g., CRC, Shiites).

Max
 

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A province with 0.5 manpower? Hmm that´s the lowest I have seen, I think you need to up population a bit, too then.
 

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TheArchduke said:
A province with 0.5 manpower? Hmm that´s the lowest I have seen, I think you need to up population a bit, too then.

Actually, no, that was the intended effect but it didn't work. As is there's far too much available manpower in the game; there's very little reason to choose 'quantity' over 'quality' because unless you're playing a very small nation early in the game you never lack for manpower.

I tried to fix this by cutting all the manpower values for every province in half, so that manpower shortages would occur (at least in the early to mid-game), giving folks a darned good reason to pick 'quantity' and perhaps even 'serfdom'. Later on, when manpower becomes more plentiful, they could start opting for the other end of the spectrum. All in all, a very historical outcome.

But it doesn't work. Fractional values for manpower in province.csv are ignored. And apparently the game doesn't like '0' manpower values in at least certain provinces because it crashed on me rather quickly, too.

Max
 

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maxpublic said:
Actually, no, that was the intended effect but it didn't work. As is there's far too much available manpower in the game; there's very little reason to choose 'quantity' over 'quality' because unless you're playing a very small nation early in the game you never lack for manpower.

I tried to fix this by cutting all the manpower values for every province in half, so that manpower shortages would occur (at least in the early to mid-game), giving folks a darned good reason to pick 'quantity' and perhaps even 'serfdom'. Later on, when manpower becomes more plentiful, they could start opting for the other end of the spectrum. All in all, a very historical outcome.

But it doesn't work. Fractional values for manpower in province.csv are ignored. And apparently the game doesn't like '0' manpower values in at least certain provinces because it crashed on me rather quickly, too.

Max

Well since fractions are not recognized, how about halving all the manpower values, with a minimum value of 1...would this give the desired effect?

Late,
Jeser