Imperator: Rome

Imperator: Rome

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Manpower
https://steamcommunity.com/sharedfiles/filedetails/?id=3463931726

Hello. Tell me how the MANPOWER works. I looked at the wiki and didn't understand anything. Highlighted in a red circle, which is not clear. Where does 1 come from and where does 12 come from ?
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galadon3 Apr 14 @ 9:19am 
The 12 is your realms overall production of manpower the 1 is from Gelas (the territory you have selected)
I understand. But where do they come from. There is 1 in one territory, although there are 12 common deposits. How does it count?
galadon3 Apr 14 @ 9:59am 
deposits???
Manpower is produced by freeman and citizen-pops (and tribesmen if you play a tribe), modified by their productivity, the pops in the territory of Gela produce 1 manpower and all your territories combined produce 12 (wich is shown on top of the screen)
_GoldManV Apr 14 @ 10:23am 
I thought so too. Go beyond the country of Sabina, which borders Rome. Each territory has its own Manual 0/ 0/ 1 (that is, only one territory has 1), but if you look at the top of the game interface where the Manual is, it says 13. Shouldn't it be 1? How does this count?
Klutch Apr 14 @ 1:25pm 
you gotta add them all up, that one settlement produces one, but you have 11 being produced elsewhere

edit: Let’s say your nation has 10 territories.

1 of them (Gelas) produces 1 manpower.

2 others each produce 4 manpower.

The rest produce 0.

That totals to: 1 (Gelas) + 2×4 = 9 manpower.
Maybe another territory produces 3, and that brings the grand total to:
1 + 4 + 4 + 3 = 12 manpower.

That’s the number you see at the top of the screen.
Last edited by Klutch; Apr 14 @ 1:30pm
SaD-82 Apr 14 @ 2:55pm 
Originally posted by Klutch:
That’s the number you see at the top of the screen.
No, that's not how that works.
In other pdx-games it works that way, I:R is different, though. Massively different.

As for the OP:
You've said that you visited the wiki. The formula presented there is accurate. Granted, that formula is pretty convoluted and pretty much just unnecessary bloat as it could have been made way easier and intuitive, but the formula, nonetheless, is accurate.

Since that formula is this convoluted and that much unnecessary bloat, you would be better off ignoring it and just going with the usual formula:
Positive modifier are good, negative modifier are bad.
Don't try to min-max the manpower gain (national or local) by trying to do math with those modifiers and pops. Just go with: more tribesmen, more citizen and more freemen = good; more positive modifier = good; better tech in warfare = good.

I'm dead honest about this take.
Unless you can juggle this formula in your head with all those modifiers, this is the way to go.
Last edited by SaD-82; Apr 14 @ 2:56pm
https://steamcommunity.com/sharedfiles/filedetails/?id=3464103401

One territory is 0, another territory is 0, and another territory is 1. From where 13 is at the top, it should be 1 not 13. Is not it so?
galadon3 Apr 14 @ 9:54pm 
Originally posted by SaD-82:
Originally posted by Klutch:
That’s the number you see at the top of the screen.
No, that's not how that works.
In other pdx-games it works that way, I:R is different, though. Massively different.

As for the OP:
You've said that you visited the wiki. The formula presented there is accurate. Granted, that formula is pretty convoluted and pretty much just unnecessary bloat as it could have been made way easier and intuitive, but the formula, nonetheless, is accurate.

Since that formula is this convoluted and that much unnecessary bloat, you would be better off ignoring it and just going with the usual formula:
Positive modifier are good, negative modifier are bad.
Don't try to min-max the manpower gain (national or local) by trying to do math with those modifiers and pops. Just go with: more tribesmen, more citizen and more freemen = good; more positive modifier = good; better tech in warfare = good.

I'm dead honest about this take.
Unless you can juggle this formula in your head with all those modifiers, this is the way to go.

Its not horribly complicated, each state has a yearly base production of 125, no matter its size.
Originally posted by wiki:
The base yearly manpower production of each country is determined by its Manpower.png national manpower, which is a base of +125 for most countries with an additional +500 for Country rank 1.png migrant hordes. This base manpower production is then increased by the output of the Citizens citizen, Freemen freeman, and Tribesmen tribesman pops in the country
Wich comes down to 10.41666 monthly manpower basically from thin air, on top of that the game only shows rounded numbers, while the real numbers it actually calculates with are not round numbers, since the round numbers are yearly, so as seen above with the 10.416666 that alone would make the monthly number wildly uneven, but on top of that you have pop happiness wich modifies the production plus other modifers from tech etc.
Not sure how the game does the rounding, so if it shows 0 as long as the monthly production is lower then 1 (so up to like 0.9999) or if it does the standard rounding up as soon as its 0.5+ but in the end it doesn't matter, since it does its inner calculation with the unrounded raw number, the overall number will usually be higher then adding up the territory numbers by about 10 (from the free base-production) and then a number from the rounding (wich will be rather small for tiny nations but can be rather big in case of big empires).
Oh and on top of that you might get manpower from certain subject types (feudatories for example), but those should be listed in the tooltip when you hoover over the manpower number on the top of the screen.
SaD-82 Apr 15 @ 1:15am 
Originally posted by galadon3:
Its not horribly complicated
In comparison to how it could be handled - yeah, totally complicated.
The "unneccesary bloat" isn't the formula in itself but those parts that make it convoluted since there would be easier and more intuitive ways of getting the manpower on a monthly basis displayed.

The first part of this would be: To decouple it from the reserve limit (those base 125 you've mentioned).
There is no single reason that both reserve limit AND manpower gain (local AND global) need to share a single formula which depends on itself. Because in that case people won't be able to solve this mathematical nightmare on the fly when deciding which pops to promote or what modifier they should get to reach amount X on a global scale if three provinces are included in this change, but not all 8, they currently possess.

It is wild how the devs came to the conclusion to not even think (or care) about the fact that people want to see at a glimpse why there is number X on this panel but number Y on that and number Z,ABCDE in this ledger which doesn't have anything to do with X initially. Oh, and number G just exists because of reasons and it isn't mentioned in the game itself (the same goes for number H, I and J (the base value for every pop in regards to citizens, freemen and tribesmen) - but at least K IS mentioned in the game (11 years to fill the reserve limit as a hard fact for any evaluation)), but G (and H, I, J and K) is very important for X, Y, Z,ABCDE and for M, as well.
Yeah...

TL;DR:
I beg to differ.
Last edited by SaD-82; Apr 15 @ 1:48am
galadon3 Apr 15 @ 1:52am 
Originally posted by SaD-82:
Originally posted by galadon3:
Its not horribly complicated
In comparison to how it could be handled - yeah, totally complicated.
The "unneccesary bloat" isn't the formula in itself but those parts that make it convoluted since there would be easier and more intuitive ways of getting the manpower on a monthly basis displayed.

The first part of this would be: To decouple it from the reserve limit (those base 125 you've mentioned).
There is no single reason that both reserve limit AND manpower gain (local AND global) need to share a single formula which depends on itself. Because in that case people won't be able to solve this mathematical nightmare on the fly when deciding which pops to promote or what modifier they should get to reach amount X on a global scale if three provinces are included in this change, but not all 8, they currently possess.

It is wild how the devs came to the conclusion to not even think (or care) about the fact that people want to see at a glimpse why there is number X on this panel but number Y on that and number Z,ABCDE in this ledger which doesn't have anything to do with X initially. Oh, and number G just exists because of reasons and it isn't mentioned in the game itself, but G is very important for X, Y, Z,ABCDE and for M, as well.
Yeah...

TL;DR:
I beg to differ.

Lets unpack this jumbled answer first:
The "unneccesary bloat" isn't the formula in itself but those parts that make it convoluted since there would be easier and more intuitive ways of getting the manpower on a monthly basis displayed.
1. That formula is NOT shown in the game, the formula is in the wiki only, so stop mashing those two things into one
2. The fact that the base production of 125 isnt an extra point in the tooltip breakdown IS actually what can be confusing.

3.
The first part of this would be: To decouple it from the reserve limit (those base 125 you've mentioned).
Nope the 125 isnt the reserve limit.
The 125 is the yearly base PRODUCTION every non migrant horde gets regardless of its production from pops (migrant hordes get 500 instead).
The RESERVE LIMIT is 11 times the countries yearly manpower production, including the free 125 base-production.
Both facts are very CLEARLY stated in the wiki, and if you actually read it instead of looking at a formular you dont understand and then don't bother reading anymore I guess it IS horribly complicated
See here:
Originally posted by wiki:
The base yearly MANPOWER PRODUCTION of each country is determined by its Manpower.png national manpower, which is a base of +125 for most countries
and
Originally posted by wiki:
A country's MAXIMUM MANPOWER is then 11 times the country's total yearly manpower production (including the base Manpower.png national manpower, which gives a base manpower pool of 1375 for each nation)
(ALLCAP inserted by me for emphasis on the two terms)
Those two sentences very clearly say what the basic manpower production is and what the limit is.

The tooltip breakdown of the overall manpower production isnt good since it mashes that base prodcution with the production from pops, without breaking those up into two entries, on the other hand since the basic-production IS rather static (its 125 per year no matter if you are a 1 territory tiny nation or the roman empire in its biggest historical expansion), there is an argument to be made for that to be rather pointless.

But be that as it be, its far from the word jumble here:
It is wild how the devs came to the conclusion to not even think (or care) about the fact that people want to see at a glimpse why there is number X on this panel but number Y on that and number Z,ABCDE in this ledger which doesn't have anything to do with X initially. Oh, and number G just exists because of reasons and it isn't mentioned in the game itself, but G is very important for X, Y, Z,ABCDE and for M, as well.
Yeah...
There is actually ONE number that isnt really shown in the game, not XYABCGDCE, so I would say stop the hyperbole after skimming an article and calling it overcomplicated the moment you see a formula.
Last edited by galadon3; Apr 15 @ 1:55am
SaD-82 Apr 15 @ 2:05am 
Originally posted by galadon3:
1. That formula is NOT shown in the game, the formula is in the wiki only, so stop mashing those two things into one.
No - it needs to be smashed together since that is the whole point:
A new player has absolutely no clue for why those numbers don't add up - a new player can't evaluate why there even is a difference.
Hence this whole thread.
And this is due to a bloated formula.

And yes, those 125 IS the reserve limit - it is tied to it.
It doesn't need to be tied to the man power gain (local or global) on a yearly or monthly basis. Since there is no value in doing so - other than to bloat up things that don't need to be connected. Like it's done in other pdx-games.

And no, there isn't just one number not shown in the game: There are four.
The base 125 per state and the different values of reserve limit base line per citizen, freemen and tribesmen. Those are four numbers not shown in the game which are detrimental for any solving of that formula which isn't shown in the game as well and which couples reserve limit and manpower gain (locally AND globally).

Which, and this might surprise you now, is bad if your goal would be to make it understandable for any new player of your game or for anyone who wants to do the math in his head, when evaluating if modifier X for province 1,2 and 3 would be better or modifier Y for province 2, 4 and 6. Or where to put certain pops - which provinces would end up bringing more in terms of manpower gain.

So, yes - it's a convoluted, bloated mess with no information for any player actually playing the game as long as he doesn't have a calculator sitting next to him with all the numbers written down that aren't displayed in the game.

The devs were wild for implementing it this way - your take in defending it is even wilder, though.
Last edited by SaD-82; Apr 15 @ 2:49am
galadon3 Apr 15 @ 3:08am 
Originally posted by SaD-82:
Originally posted by galadon3:
1. That formula is NOT shown in the game, the formula is in the wiki only, so stop mashing those two things into one.
No - it needs to be smashed together since that is the whole point:
A new player has absolutely no clue for why those numbers don't add up - a new player can't evaluate why there even is a difference.
Hence this whole threat.
And this is due to a bloated formula.
Complete and utter nonsense
Either you talk about how the wiki displays stuff or you talk about the way the game displays it.
Either you talk about the way its DISPLAYED or the way it WORKS, both are DIFFERENT things.
Mashing everything together into a big "I DONT LIKE"-Ball, because you are obviously not able to understand the formula is not arguing a point, its whiny ranting.

The game has as I said a weak point by not displaying the basic-production as a seperate point, the wiki DOESNT have a weak point there, it shows the formula thats behind the game AND explains it in text, wich you very obviously didn't read or understand.

THIS
And yes, those 125 IS the reserve limit - it is tied to it.
leads me to assume that its the latter, since the sentence in itself is a contradiction, wich shows your rather weak grasp on logic.
Either its "tied to it" or it "IS it".
The tax-income of a state is tied to its population but that doesn't mean that the state has a population of "10 Billion $ per year". Because its NOT THE SAME.
And you very obviously even lack the ability to understand that the 125 is a yearly growth in manpower instead of the max limit despite the fact that I literally spelled that out

Originally posted by Me quoting the wiki:
The base yearly manpower production of each country is determined by its Manpower.png national manpower, which is a base of +125 for most countries with an additional +500 for migrant hordes. This base manpower production is then increased by the output of the Citizens citizen, Freemen freeman, and Tribesmen tribesman pops in the country

Originally posted by YOU:
The first part of this would be: To decouple it from the reserve limit (those base 125 you've mentioned).

And with that I am simply done with your jumbled rants, I wont waste time on somebody who can't even keep the terms he tries to argue about straight, after having it explained TWICE.
SaD-82 Apr 15 @ 3:11am 
Originally posted by galadon3:
Complete and utter nonsense
Either you talk about how the wiki displays stuff or you talk about the way the game displays it.
Is it?
Then a simple question:
How does the game calculate the numbers - which formula does it use?

Didn't read past that.
If you already fail to realize this simple initial statement (that new players (and old players, as well) aren't able to evaluate the difference which is been proven by the existence of this thread and the question in regards to the discrepancy in those numbers provided - due to how the game calculates those numbers by using that formula), then I don't see any value in reading more nonsensical claims.
Last edited by SaD-82; Apr 15 @ 3:13am
Can someone please suggest? Akragas Country
1) Why is the Local Manual data changing from Tab#1 to Tab#2? Maybe other data is being substituted. Is there a formula or rules?
2) Maximum manpower are modifiers being added and is Tab#4 counting correct?
3) Where does the number 13 come from at the top under Maximum manual? Where does it come from?
4) Where does the number 3 come from at the top of Tab #2? How is it created?

Can someone tell me how to view the game code or where to find this information? I want to figure out where these numbers come from.

https://steamcommunity.com/sharedfiles/filedetails/?id=3464339641
Last edited by _GoldManV; Apr 15 @ 5:27am
SaD-82 Apr 15 @ 5:34am 
Originally posted by _GoldManV:
Can someone tell me how to view the game code or where to find this information?
At the wiki.
The portrayed formula.
This formula is, as mentioned, accurate - I just would suggest to not care about this discrepancy as it isn't worth the hassle.
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