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Sabratha

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Aug 6, 2009
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Hello,

I was wondering if any of you knows what file and code is responsible for the calculations done to assess manpower and max force limits.

I started a few games as a test and it seems manpower isn't really affected by the pops being of a different culture than your state culture. I was thinking of changing this to better reflect historical realia (so that "foreign" culture pops would contribute significantly less to your total manpower than your own culture pops).

This would allow for a more realistic representation of the hellenistic successor state dilemma - a very large, populous state which struggled with inadequate manpower because of the relative small numbers of hellenistic colonists.

Another way would be to allow building of certain troop types (heavy infantry, cavalry) only in provinces with your own pop culture. However seeing as troop type availability is dependant on resources, I reckon this would be too much of a roundabout workaround that would mess up trade.

So yeah, the best bet would be just to edit the code that calculates manpower. Is it possible, or is that something hardcoded into the exe?
 
I was wondering if any of you knows what file and code is responsible for the calculations done to assess manpower and max force limits.
It's a combination of defines.txt and static_modifiers.txt, both in the common folder.

I started a few games as a test and it seems manpower isn't really affected by the pops being of a different culture than your state culture. I was thinking of changing this to better reflect historical realia (so that "foreign" culture pops would contribute significantly less to your total manpower than your own culture pops).
This is exactly what already happens. If a province has a different culture but is in the same culture group, it has an 80% penalty on manpower; having a different culture group altogether gives a 100% penalty.

This is located in static_modifiers.txt.

Another way would be to allow building of certain troop types (heavy infantry, cavalry) only in provinces with your own pop culture. However seeing as troop type availability is dependant on resources, I reckon this would be too much of a roundabout workaround that would mess up trade.
Sadly not possible without completely removing trade from the game.
 
Minor correction of my previous post: having a different culture actually gives a 90% local manpower penalty, not 100%. It's usually combined with the incorrect religion as well, which gives another 10% penalty, which is probably what I had confused it with.