- Dec 14, 1999
- 21.820
- 244.054
Does control effect manpower?
yes
- 21
- 3
- 2
Does control effect manpower?
Will the new Combat Speed modifier along with Flanking Ability impact significantly the duration of battles? I'm asking if you will get rid of the 1.5 year long (ww1 style) battles past 1600+ like currently in EU4 single/Multiplayer.
Do bigger division sizes requires more goods and manpower?
I hate when in eu4 you fight a war against another player for 20 years and after a pirric victory you get attacked by someone who was 20 years afk developing and building their country, and now you have to surrender and he makes a horrible peace asking for all your tradenodes... I just want to mention this so you can try to create a system where balance and interesting wars are encouraged and unilateral wars are not. I think the priority should be to make the gameplay fun, not necessarily realistic. Obviously, if it can be both, the better.
I suspect this is a bit of a long-shot, but is there any system in place for allowing women to be conscripted too, with all the manpower/pop ramifications that might go along with that?
Would an occupied fort/location count as a friendly location?
You said, that when a regiment loses strength, POPs die too. Does that mean, that buildings that generate manpower turn POPs into manpower, and as manpower depletes new POPs are turned into manpower and are thus "killed"?
Will we be getting a new and improved colonization mechanic? I
With the idea of levies being directly related to pops and professional armies being loosely related to pops, would the idea of total war be a terrible idea?
Are the losses that mercenary companies suffer still felt somewhere by initially being detracted from a localized pop?
I didn't have a specific one in mind, but for instance New World ones, including North, Central, and South American. Or sub-Saharan ones. Groups which historically were not able to field artillery with their armies.
Very interesting idea, but I gotta ask, won't this be a massive nerf to multicultural empires like historical Austria?
Hello Johan, another question.
You said we'll be able to mix-match unit types in an earlier reply so will we also be able to assign different generals for different regiments in an army? Or each army will have just one general?
Little bit complicated question but will hussies/Bohemia get some nice Wagon forts and early artillery so the
5 MP? You meant 25, right? The building gives +50, you need 25 upkeep, 50-25 = 25.
I think probably some flavor of enslavement, and then a building or some other mechanism for converting slaves into manpower?
Any chance we can get a list of raw materials, climates, vegetations and terrains before those posts start? Basically every characteristic of locations that could be included in historical feedback.
If a province generates 50 manpower per month, does it eliminate 50 farmers to create it?
Finally in previous Tinto Talks you stated there wont be building slots. Will there be any sort of hardcap or softcap on buildings other than lack of pops?
For some reason it looks funny that 0.2 horses is sufficient maintenance. Because 0.2 horses is a dead horse.
Basically using fractions for something that cannot be divided feels weird.