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maurot12

Second Lieutenant
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Oct 1, 2019
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One of the things that has bothered me the most is manpower mechanics. I have been a proponent of eliminating it but i recently thought how to rework it to make it more balanced and realistic, so it is not abundant as sand in the desert.

The problem with manpower, is manpower replenishment and total manpower cap:
1 freeman provide X total manpower, and it is replenished monthly based on taking 20 years to reach that total manpower cap. So this is the formula, manpower monthly replenishment = X/240. (20 years = 240 months). Because the replenishment continues until reaching that total manpower cap, as long as you spend your manpower before reaching that cap, the same freeman pop will continue to generate manpower until end game.

For example (using hypothetical numbers) 10 freemen pops provide 2.500 total manpower, and it takes 20 years to reach that total manpower cap of 2.500. From start of the game to end game this 10 freemen pops would have produced 56.250 manpower( [450/20]*2.500 ) as long as you recruit them before reaching the manpower cap.

This is unrealistic because 1 freemen pop should represent a fixed number of individuals in that group of both genders and age at all times. For example 10 freeman = 10.000 individuals of which 50% men 50% women, of which 25% are war-able men, and each passing year new people are born and old people die in that same pop. In this case 10 freemen pop would produce 2.500 manpower in total from start to end game at all times.

Suggestion:

When we recruit the manpower, substract it from the total manpower cap by the same amount that we recruited. If cohorts suffer casualties the total manpower cap is increased again, by the same amount of manpower loss.

For example: If 10 pops provide a total of 2.500 manpower and we recruit 5 cohorts, then the total manpower cap becomes 0, so there is no further production of manpower. If the 5 cohorts are destroyed then the total manpower cap grows again to 2.500 and it takes 20years to fill it as normal, representing the fact that the war-able men died, and their children needs time to grow to become war-able men. If cohorts don't die but take 50% casualties, then the total manpower cap grows to 1.250, and so on based on the casualties taken.
 
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