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Military vs Manpower

I posted this on the patch request thread. Thought I would ask if this can be modded.

I would like to see a relation between the size of the military and the manpower reserves. As it stands, a country can have 0 active troops and 100k manpower (100k being the limit in this example). The same country could build a 100k army and over time (within 20 years) have 100k manpower again (total of 200K that could be used). What I propose is, if your manpower limit is say 100k, you can only have 100k total between the active military and manpower pool excluding mercenaries (50k active national troops in army would only allow 50k manpower to build up in the mapower pool). This would better replicate the disaster to a country of loosing a big battle and require the hiring of mercenaries to cover until manpower recovers (like Carthage had to do). This would force players to better manage how many local (national) troops to build (and still have manpower to replace losses) vs mercenaries to hire (something I never had to do as Rome, but happened historically).
 
Necro said:
I posted this on the patch request thread. Thought I would ask if this can be modded.

I would like to see a relation between the size of the military and the manpower reserves. As it stands, a country can have 0 active troops and 100k manpower (100k being the limit in this example). The same country could build a 100k army and over time (within 20 years) have 100k manpower again (total of 200K that could be used). What I propose is, if your manpower limit is say 100k, you can only have 100k total between the active military and manpower pool excluding mercenaries (50k active national troops in army would only allow 50k manpower to build up in the mapower pool). This would better replicate the disaster to a country of loosing a big battle and require the hiring of mercenaries to cover until manpower recovers (like Carthage had to do). This would force players to better manage how many local (national) troops to build (and still have manpower to replace losses) vs mercenaries to hire (something I never had to do as Rome, but happened historically).

Indeed. Freemen are treated as wheat fields to be grown anew each season, despite constant and devastating field losses. The precarious nature of demographic warfare, especially where the Hellenistic states are concerned, can never be accurately represented without some kind of device to regulate manpower.
 
This kind of 'pop system' know from Vicky is unlikely to happen.

What we could do is to create complex system (using tags <manpower>/<manpower_percentage> and <mercenary_fraction>) to reduce max manpower, but it would also require removing <over force limit> as this is tied to manpower; other fear is - as always - AI, usually unable to cope with any major change. And since we're unable to mod AI since EU3, I don't think such a change is possible.
 
Keraunos said:
This kind of 'pop system' know from Vicky is unlikely to happen.

What we could do is to create complex system (using tags <manpower>/<manpower_percentage> and <mercenary_fraction>) to reduce max manpower, but it would also require removing <over force limit> as this is tied to manpower; other fear is - as always - AI, usually unable to cope with any major change. And since we're unable to mod AI since EU3, I don't think such a change is possible.

What would necessitate a massive change in AI behaviour? If we are to be restructuring a nation's total manpower based on forces in the field, such as was outlined by Necro, why is their traditional decision making model flawed? The computer players will expand the army to a level they are economically comfortable with and, though this will likely result in them maintaining a decidedly low level of manpower reserves, they are extremely skilled in utilising the merge cohorts feature and would still, ultimately, retain the same level of aggregate manpower to be used as any player controlling that kingdom.

In practice, they certainly might implode and there is no concrete method of accurately predicting their performance under game conditions, but that is not cause to term the plan unworkable! :D
 
Here are the events that release the gallic nations, I have them so they only fire once but you can remove that,


I am still working on the events that will cause them all to get low relations and a casus belli. I should be done with this before the end of the day on the east coast US.
 
More Historic Seiges

I was thinking that sieges seem to easy at the moment. I mean that 1k militia can siege a 1k fort provence. From what I have read, in this time period seiges were not simple things and required alot of troops to do properly. Hannibal didn't even try to seige Rome with his 40k army because it would have cost to much time and men to accomplish. So here are two ideas I have:

1) Multiply the current fort garrison level by 10 (1k fort would have 10k).

2) Require 10 times as many troops to seige as the garrison contains.

The 10x could go higher or lower as desired (mabe have events that change the values as the game progresses).


I was just hoping to make seiges more of an ordeal (historical) then they currently are (Carthage tride at least 3 times to seige Syracuse and failed each time). I want to get rid of the spamming of 1-2k legions to take huge areas at once (that both human and computer currently do).
 
Necro said:
I was just hoping to make seiges more of an ordeal (historical) then they currently are (Carthage tride at least 3 times to seige Syracuse and failed each time). I want to get rid of the spamming of 1-2k legions to take huge areas at once (that both human and computer currently do).

That's an interesting idea... however, the scale of that is something which would require a lot of care to make sure it still stays balanced!

And I think such drawn-out sieges would only occur in a handful of key provinces...

@Numbers: Will just download them and take a look!
 
here are the events that put rome in a temporary dictatorship, the thing that this messes up is that it deletes all of the national ideas you have, so the player has to be honest.
 

Attachments

  • Roman_dictatorship_minimod.rar
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If the needing 10x troops compared to garrison is used, then seiges should go quicker (since paradox says the amount of troops above garrison has an impact) while preventing the 1-2k mini-legion spam fests.

My thought was to make it take more troops to do a siege (not more time). The 10k troops is an abstractions given the limitations of the game. Maybe 2- 5 x is more in line. The actual number in the garrison is neither here or there, as much as replicating the effort to do a seige. So even though we may make the garrisons say 5x (5k instead of 1k) when you look at a provence, the idea is soley to require 5k+ of troops to seige it instead of the 1k it currently takes.

The idea is to make it take more then 1k of troops to siege a provence.
 
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in the option for the first event in governors.txt wre need a clr_province_flag = barbarians_sacked_this. This may be my fault :D .