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Emperor of Europe

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Hi,

When I built army units I always choose the default home province. Why would I for instance as Prussia want to build divisions manned with Polish troops?

All troops go to the same manpower pool regardless of their ethniticity (spelling?), so I can't really see the point.

cheers/EoE
 

OriginalRafiki

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Originally posted by Emperor of Europe
Hi,

When I built army units I always choose the default home province. Why would I for instance as Prussia want to build divisions manned with Polish troops?

All troops go to the same manpower pool regardless of their ethniticity (spelling?), so I can't really see the point.

cheers/EoE
There isn't one, the way things are now.

Take a look at this discussion where this has been debated a bit back and forth.

:) Rafiki
 

Emperor of Europe

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Re: Re: Why build divisions with "foreign" troops?

Originally posted by rafiki
There isn't one, the way things are now.

Take a look at this discussion where this has been debated a bit back and forth.

:) Rafiki

Thanks, I didn't know it had been discussed in length before. Guess I just stick with my trusty North Germans then to fill my ranks. ;)

cheers/EoE
 

veji2

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Here is a stupid and unimplementable idea :
From what I know ( I don't have the game ), colonial troops are built in colonies only, and normal troops on your national normal soil ( so far, am I right ? ). Say you are Mexico, if you conquer United States of Central America, will you build normal troops there, or colonial ?

Anyway, the thing is that you have a single manpower pool, which comprises all your soldier pos from your entire population, therefore you use the manpower that you gain from your colonies,
to build regular home culture troops ( so far so right ? ).

Well there should be two manpower pools, one for normal troops, the other for colonials : you can only use your homeland manpower to build your normal troops, therefore, if UK wants to have a big standing army, having a big colonial manpower pool and a low national manpower pool, well they'll have to resort on colonil troops, poping up in their colonies, of their colonies' culture, and therefore with all the risks involved ( cf 1857's mutiny in India ).

To make the distinction between normal and colonial troops would be up to the player. I mean, I think the player can grant statehood to colonies and such, therefore integrating into its offical country. This way those places would become eligible to raise normal troops. To prevent exploits, troop raising should be random inside each of the two manpower pool : if you are Austria and raise troops, you choose whether they'll be colonial or national. If you decide they are national, than they might pop up in any of your national provinces, and be of that's province culture ( be it South German, tcheck, slovaquian, hungarian and whatever else available ). This would also avoid ACW exploits : If the player raises a division, he can't know of it will be dixie from Alabama, or Yankee from Pennsylvania. that added to soldier's POP loss would make a more realistic army management, at least in terms of demographics...

I am sure that none of that is feasable, yet what do you think of these ideas ?

Cheers.
 

dralizaar

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framk;ly the best answer would be provincial manpower pools not national..ie the soldiers assigned in each province probide only manpower for troops drafted from that province of the type thats assigned to soldiers..ie if you got 100000 polish soldiers and 50000 germans than 2/3rds of that province manpower is polish..makes for more choices in deciding which pops to assign where
 

unmerged(12680)

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Originally posted by dralizaar
framk;ly the best answer would be provincial manpower pools not national..ie the soldiers assigned in each province probide only manpower for troops drafted from that province of the type thats assigned to soldiers..ie if you got 100000 polish soldiers and 50000 germans than 2/3rds of that province manpower is polish..makes for more choices in deciding which pops to assign where

But that would mean even more micromanagement, and I'm not quite sure I could handle having to build 50 divisions in 50 different provinces! :eek:
 

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The answer being that you have the detail there, but provide tools to allow macromanagement. Games are less fullfilling lacking detail; games are also less fulfilling forcing you to deal with mundane detail. You can have detail without creating mundanity by providing means (Innovative interface, Pseudo-Intelligence, Stacking Doll Design) to access the detail, without -forcing- the detail. Flexibility and scalability are key.