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For those of you thinking certain powers need more Manpower I refer you to the Manpower thread, where we discuss what we did to arrive at the numbers we did.

I didn't just pull those numbers out of my proverbial ass. I started with population numbers from a 1913 encyclopedia (from Mr. Elisson's collection), then used a scale (the top percentage is based on information on drafting by the CIA) based on how strong the respective power's economy was (with special considerations for colonies, particulary DEI and India. China also had a special case.).

For example Germany historically had 13.4 million men (courtesy StephenT) in the military in WWI. The numbers I arrived at are about 17 million (now this does take in account a possible extra six years of war), but if you discount those six years it comes out to be about it comes out to be just shy of 14 million. Now considering Germany was scraping the barrel in 1918 for men an extra 500,000 is not to out of the question.

Now I am open to changes if a good historical basis can be found to change them (i.e. mulitple sources that roughly confirm your proposal); what I will not except is "I ran out of manpower so you should give more" argument.

There I have spoken,

Shadow Knight member of the TGW team, leader of Manpower, IC, and Resources

as have my lieutenant ptah54
 
Think thr manpower levels seem right the question is how you use em.Youre faced with the same problem the Germans had the inability to fight on 2 fronts at once in 1914.Thus there gamble destroy France before they were fully ready then redeploy East.The early months of the war in the East were very worrying for the german high command and many of them believed that they faced disater.Luckily they were saved by something they didnt plan on totally Russian slowness and ineptitude.If you follow the historical path then you take the gamble you cant be everywhere at once which is probably what is leading to the manpower problems.....sounds actually as if its working quite historically.
 
Confederate said:
It is kinda stupid. You are trying to make this game semi-historical arent you? :confused:

All seems to work fine in this regard in my version - are you messing up? ;)


ptan54 said:
Using such atrocious standards of "proof", one could even "prove" that the Nazis were in fact messengers of God.

Well quite - some are even so fanatical as to say that the Nazis were simply Teutonic Knights....
 
:eek: Oh my so it has. I apologize profusely. I shall try to correct myself ther ptan.
 
Well, it isnt just me Im sure. Historically, Germany never ran out of manpower in 1914-1915. This is still proof and you cannot prove this false. Historically, the proof is on my side. I have installed this right.
 
If my opinion means anything, I think the manpower for the nations I've played is fine.

Most nations around this time had massive armies, but only a fraction were forntline troops. Example, in 1914 Austria mobilized about 4 million troops, only about a million and a quarter were actually frontline troops during 1914, the rest filled the ranks after the debacles of 1914 or were deployed to Italy when that front began. Most armies in europe on paper are massive armies in the millions, but the majority were reservists, garrison, depot, or troops in training. Germany and Austria had Landsturm, France Territorial units, etc.
 
Confederate, if you are saying "I couldn't raise the same amount of troops that Germany did in this period because my manpower ran out" you have a great point. However, if your argument is "Germany didn't run out of recruits raising 100 divisions, so I should be able to raise 200", it's quite understandable that others might not be quite swayed by it's force.

Edited out a platitude
 
JPeif said:
When I installed TGW and then ran attempted to run "The Great War" Scenario" after It read the provinces a window with the title Critical Error Popped Up. It stated that there was a database mismatch, Abort, Retry and Ignore as Options. This led the program to immediatly close. So . . . uh . . . How do i fix this?

Did you read the instructions?
 
That is what I'm saying. I cant even raise 60% of what Germany historically raised. This can't be a problem only I am experiencing.
 
What you start out with is pretty much what German historically raised, they did raise another 10 or 20 divisions or so, most of the new recruits filled out the units already raised. This isn't WWII Germany were Hitler mindlessly built divisions and ignored keeping the ones already in the line up to strength.
 
Couple of Problems; Help please. :)

I think this has been mentioned before, but I have not found an answer to them. Playing as Germany:

1. I have researched the necessary techs to build various aircraft (it even mentions the new model activated when the tech was achieved, yet when I went to build the aircraft, the only two units from which I could choose were the recon plane and the airship.)

2. I have researched amphibious landings, have active marine units, but cannot land forces in England. When I choose disembark, the nasty red X appears. This occurs in ports and plains, occupied and unoccupied.

Thanks much,

Doc
The frustrated meglomaniac

:D
 
Doc for some reason a bug was introduced in v1.03b that prevents the building of a some unit types. Try exiting the game and starting it back up, I heard that it worked for some people. If not you will have to wait till 1.04b.

As for the not being able to do landings, Nerfix has it right you have to land at a beach. They are identified as a small light brown arc along a coastline.
 
Shadow Knight said:
Doc for some reason a bug was introduced in v1.03b that prevents the building of a some unit types. Try exiting the game and starting it back up, I heard that it worked for some people. If not you will have to wait till 1.04b.

As for the not being able to do landings, Nerfix has it right you have to land at a beach. They are identified as a small light brown arc along a coastline.
Ah, much thanks gents.
 
Played my first TGW (1.03b) game today, as Germany.
Its really a great mod, and I believe you have made some great work.
I noticed a few oddities though while playing.

Sometimes the graphics/sprites for units (I think they were always air units, but not sure) where simply a vertical line a few pixels thick, black, with some moving yellow/bruwn spots in them.

Some techs (Airship bomb Release Mechanism, and Blasting Gelatin) only leads to techs that have already been discovered at startup, shouldnt they be discovered as well, since they are prerequisites for the other techs given at startup, and add nothing further.

I was at war with Italy, and when their defeat event happened, my troops were trapped, so I redeclared war and defeated them again. But shortly after I redeclared, France left the entente (defeat event?) and was now allied with Italy only (?), still at war with me. So when I puppeted Italy, France was now allied with me, making my troops in occupied France "liberate" french territory everytime they moved, which gave back most of northern France to a nation I was at war with (and allied with?). So I had to puppet them as well.

The defeat events are a great idea, but the implementations seem wrong. Why would any nation spend months and years capturing another nation, only to give them back all territory when they are defeated? I dont like being "forced" to puppet or declare war, just to save my troops from dying (or in the french case, to stop giving all of france back to my enemy).

Other than that (and the empty techs that do nothing), I really like this mod, great work :)
 
BarMonger said:
The defeat events are a great idea, but the implementations seem wrong. Why would any nation spend months and years capturing another nation, only to give them back all territory when they are defeated? I dont like being "forced" to puppet or declare war, just to save my troops from dying (or in the french case, to stop giving all of france back to my enemy).

Did the Peace Treaty appear?

I'm going to have to explain how they work in the next version - and make it obvious so that no one can miss it, because people keep on with the same tired maxim that territory gets 'handed back'. IT DOES NOT - WAIT for the peace treaty, and the the winner gets their rewards. If that isn't liked, then turn them off.
 
I think I've found the solution to the non-activating units bug:

Here is the effects line of the "Basic Bomber" tech advance in 1.02b:
Code:
effects = {
	command = { type = activate_unit_type which = tactical_bomber }
	}

And here is the same line from 1.03b:
Code:
effects = {
	command = { type = new_model which = tactical_bomber value = 0 }
	}

You can't have a new model before the unit is activated. :)

In fact, it looks to me as if the version of the tech tree included with 1.03b is an earlier one - it has the descriptions written into the tech files instead of in text.csv, and some of the effects are odd (like early techs giving big bonuses to unit types, suchg as fighters, which won't have been researched yet because this tech is a prerequisite for the unit!)
 
StephenT said:
In fact, it looks to me as if the version of the tech tree included with 1.03b is an earlier one - it has the descriptions written into the tech files instead of in text.csv, and some of the effects are odd (like early techs giving big bonuses to unit types, suchg as fighters, which won't have been researched yet because this tech is a prerequisite for the unit!)

You are indeed correct - a mistake on my part. It would seem that the tech files from 1.02b never got into 1.03b....for some reason :mad: :(

Therefore, I shall make as many alterations as possible with regards to mistakes and try to make the fix available for download.....that and all the other things I have to do :wacko: so tired... :eek:o
 
Allenby said:
Did the Peace Treaty appear?

I didnt get any events from France, but I puppeted Italy quite soon after conquering them, so I dont know if it would have.

But another erronous event happened today (although I believe it has been reported already).
I'm still playing as Germany, and has puppeted/conquered pretty much everything. AH controls all of the balkans and greece (I invaded through their territory), Ottoman controls most of eastern Africa, France the western part, Russia, Denmark, sweden, norway, belgium, holland etc has been puppeted. So I decided to invade England.
As soon as London was captured, the british 'has been defeated' event fired (fair enough), then all of my allies, then all of my puppets, then me. Completely dissolving my alliance and rendering any reconstruction of it impossible (-440 DI).

I have understood why 'has been defeated' events would be realistic in WWI, but this cannot be right. Defeating England, tore apart my alliance and all members of it.

edit:
Okay, just retried my conquest of England.
After occupying London, England had their defeat event, and I had the English are defeated event.
All members of my alliance and all puppets of me and them were now defeated.
Netherlands had their treaty event.
I was defeated.
I had the Netherlands treaty event and annexed them.
Nothing happened after that, and I've been waiting a long time.
The French, Italy and Russia kept my alliance going and are still at war with Greece and USA. So are all members of my old alliance (though they left the alliance) and puppets.

That was the exact sequence of events according to the history and what boxes I had pop up.

:)

edit2:

9 months after the fall of England, they ceded Suez, Gibraltar and their African colonies to me, so I guess the event fires okay, it just takes to damn long :)
Also, Greece has now mysteriously reappeared and noone is at war with them anymore
 
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