Remove "BASE_MP_TO_MANPOWER" and replace it with static_modifier under manpower = {}

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CthulhuTactical

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Add modifier like "local_manpower = xxx" so i can make manpower dependent upon DEVELOPMENT instead of only manpower value. This would make base tax more useful, and i can only use mil point/manpower dev value of province for land force limit. This is only a suggestion for those who mod their games to make their life easier and enable some features that aren't supported right now. We already have local_sailors which add flat sailor amount per development, why not make same modifier for manpower?
 
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Tempscire

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Add modifier like "local_manpower = xxx" so i can make manpower dependent upon DEVELOPMENT instead of only manpower value. This would make base tax more useful, and i can only use mil point/manpower dev value of province for land force limit. This is only a suggestion for those who mod their games to make their life easier and enable some features that aren't supported right now. We already have local_sailors which add flat sailor amount per development, why not make same modifier for manpower?
The modifier "local_manpower" already exists. It is used by the soldier's household building. For reference see:
https://eu4.paradoxwikis.com/Modifier_list#Military_2

Just add it to the development static modifier and lower the define.
 

CthulhuTactical

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The modifier "local_manpower" already exists. It is used by the soldier's household building. For reference see:
https://eu4.paradoxwikis.com/Modifier_list#Military_2

Just add it to the development static modifier and lower the define.

That doesn't work i have
NDefines.NMilitary.BASE_MP_TO_MANPOWER = 0.0
and then development = { local_manpower = 0.25 } which should theoretically add 250 manpower per dev.

EDIT: FALSE ALARM, i had other files overwriting it. Sorry for bothering! it works now beautifully! finally my base tax and production can contribute to manpower, while manpower only dictate force limit.
 
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