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Kryndude

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Here's what the wiki says about recruitable population in an occupied state.

{\displaystyle {\text{Manpower available}}=100\%-75\%+18\%\cdot {\text{Compliance level}}}


meaning you get base 25% recruitable population.

But game tooltip says otherwise.

11.png


It starts out at 2% and goes up to 2% base + 18% at max compliance + 20% bonus for 60% compliance and either 5% or 0.5% for 25% compliance bonus.

Again, wiki vs tooltip

NameCompliance level neededEffect
Informants15%Enemy operative detection chance offset: +25%
Local Police Force25%Required Garrisons: -25%
Additional Recruitable Population: +5%

2.png


If we trust the game tooltip, we can get up to 40.5% recruitable population, if we trust the wiki, we can get up to 68%.

For the first one, I'm willing to trust the tooltip, but idk what to make of 0.5%. It's so minimal compared to 20% and looks very much like a typo.
 

HugsAndSnuggles

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It also says that non-core manpower is, by default, 2%. As I understand it, it's those available 2% that are getting additional modifier due to occupation level.
 

bitmode

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It also says that non-core manpower is, by default, 2%. As I understand it, it's those available 2% that are getting additional modifier due to occupation level.
That seems to be correct. State population tooltip in Tripoli:
Screenshot from 2020-06-03 18-10-41.png

18% * 70% compliance = 12.6% from Local Compliance

2.5% * (1 - 98% + 12.6%) * 469.7K = 1714

That's a huge change to the old system

I think the "-75%" in the wiki page is completely bogus and based on a commented-out line in the modifiers:
Code:
non_core_controller = {
    local_building_slots_factor = -0.5
 
    local_factories = -0.75
    #local_manpower = -0.75
    local_resources = -0.65
}
The tooltips you quoted both seem correct but each only shows part of the picture, i.e. neither includes the scaling effect of compliance.

+ 20% bonus for 60% compliance
The bonus at 60% compliance is a recruitable population factor, which is a different modifier. So I think overall you'd get: (2% + 18% + 5%0.5%) * 120% = 30%24.6%

Or with Prince of Terror: (2% + 2% + 18% + 5%0.5%) * 120% = 32.4%27%
 
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Kryndude

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The bonus at 60% compliance is a recruitable population factor, which is a different modifier. So I think overall you'd get: (2% + 18% + 5%) * 120% = 30%

Or with Prince of Terror: (2% + 2% + 18% + 5%) * 120% = 32.4%
Ah, yes of-course. Additional Recruitable Population is different from Recruitable Population. Should've known after going through that Mission Efficiency VS XXX Mission Efficiency mess. But since you added 5%, does that mean the game tooltip is wrong?
 
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