Europa Universalis IV

Europa Universalis IV

Manpower Effects
28 Comments
MarcZuccIsMyWaifu Mar 25, 2019 @ 6:47pm 
@Dukethemidgetninga the germans just killed the undesireables, the soviets killed everyone
Both were horrible but third riech wasnt a good ex.
Drakomis Feb 27, 2019 @ 11:41am 
Okay this is weird:

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Um, wut
Lunar Magister  [author] Feb 27, 2019 @ 10:00am 
@choconinja
Use Urbanization 2. You can find it on my workshop. It's important to use the Urbanization 2, not the original urbanization, as Urbanization 2 will check for average development, not lowest development of a province you own.
choconinja Feb 26, 2019 @ 5:49pm 
What mod uses proto-urbanization and such?
maxcvnd Feb 26, 2019 @ 9:44am 
Great, this one combine nicely with AIM
Lunar Magister  [author] Feb 25, 2019 @ 4:32pm 
@Dukethemidgetninja
Those are for events, not triggered modifiers, right?
Timur Yazid Feb 25, 2019 @ 4:15pm 
@Lunar Magister
Couldn't you just use size 1 rebellions
KawaiiKatana Feb 25, 2019 @ 3:05pm 
Very interesting mod! But I agree with ratka's argument, as an example: the way Manpower works in the latest Hearts of Iron explains this better - your manpower pool represents a percentage of the population you are able to conscript; usually the vast majority of the population is outside of service for different reasons - and can therefore revolt. Even though revolts aren't a thing in HoI4. Not saying you should change it because, as you say, sometimes it also means less people to rebel. It's not black and white.
Lunar Magister  [author] Feb 25, 2019 @ 10:48am 
@ratka
I would have liked smaller rebel stacks instead of unrest reduction but there is no such modifier in-game.
ratkus Feb 25, 2019 @ 10:15am 
i disagree with less unrest, people often used dieing militaries as excuse to rebel, for rebels your army is the enemy, striking at your weakest moment is what rebels did irl, in fact unrest exploded when the army was messed, thats why the commies appeared in russian empire when it was screwed with this stuff
Kaiser Otto VIII of Bavaria Feb 25, 2019 @ 8:41am 
Why peope plays with et?
Darius_DC Feb 25, 2019 @ 5:54am 
Is this Extended Timeline compatible?
Timur Yazid Feb 25, 2019 @ 4:46am 
@destructi1 - the soviet union and the third reich
destructi1 Feb 24, 2019 @ 3:09pm 
Any cases of mass slaughter with the purpose of lowering possibility of rebellion among your own country you can think of?
Lunar Magister  [author] Feb 24, 2019 @ 11:38am 
@[hswak] Sebb7y That's a very valid tactic but having low manpower on purpose in a war is appropriately high-risk as if you have one of your armies unexpectedly stackwiped or lose a big battle you won't have the manpower to rebuild your army.
Seb Feb 24, 2019 @ 4:54am 
Idk; it seems unbalanced.
To me this just seems like a reason to keep manpower on 0 and have most of your armies constantly fighting, which is what I do a lot anyway. And when you're fighting against the AI the morale -10% won't matter that much, but the +50% recovery really will as it means you can keep fighting wars and keep bringing out more and more troops. So yeah; just seems like a silly buff to having low manpower late game.
MarcZuccIsMyWaifu Feb 23, 2019 @ 4:19am 
the manpower command just got a whole lot more useful
Lunar Magister  [author] Feb 22, 2019 @ 7:42am 
@Czar XD
Yeah, I'm really lazy when it comes to looking for a good thumbnail. By the wya, if you're using urbanization, make sure to use urbanization 2. The first one checks your lowest developed province, meaning if you have even a single 11 development province you won't get any bonuses. Urbanization 2, however, checks for your AVERAGE development. This means you can colonize or have a few low-development provinces, as long as your average is high.
**** Feb 22, 2019 @ 7:39am 
Wow, I am shocked you responded like within 2 minutes! (I really love an active mod community) When I saw the name of the mod, it reminded me of the many mods that have similar names that just do simple things to make your nation OP. Also the picture https://steamcommunity.com/sharedfiles/filedetails/?id=1662113484&tscn=1550849528 for me atleast wasn't so inviting. But the mod itself is good and I really do like it. Once again I love modders who listen do their community, I will probably tell my friends to use this in the mod list when we do multiplayer games together and I will subscribe to all your mods. :D I've been using your other mod called urbanization effect, and it's really cool too! Keep up the good work!
Lunar Magister  [author] Feb 22, 2019 @ 7:32am 
@Czar XD
I'm glad you changed your mind! Is there any particular reason the mod seemed bad at a surface-level?
**** Feb 22, 2019 @ 7:29am 
When I saw this mod I thought it was trash, now that I see the contents in-game, I personally think this is one of my top 5 mods. Good job, and please keep the mod updated!
Lunar Magister  [author] Feb 22, 2019 @ 3:56am 
@ɌƗȻꝀŦɆɌ
I think it's a combination of both. Whenever I do something like improve manpower in a province, I always think, "This is the fifth time or so I've increased manpower here, just how much room do they have to increase conscription?"
ɌƗȻꝀŦɆɌ Feb 21, 2019 @ 10:49pm 
I think manpower is supposed to be more of a measure of how many able bodied men you can get into your army on short notice (recruitment time) on at least a concript level of competence, and not so much a measure of population, less manpower might actually make it more likely for rebels to rise up, as the loyal army is smaller and can't afford to fight prolongued conflicts
mercs don't necesarily cost 0 manpower to reinforce because they are foreing, they may also be nationals of your contry that belong to private armies up for hire, like mercenary bands or influential nobles that require coin to be swayed into arms
that's why countries that had extensive concription laws get more manpower modifs
Lunar Magister  [author] Feb 21, 2019 @ 6:24pm 
@Gabrieldu34 Less people who can fight in rebellions.

@TheDemonOrToad123 If you are going to throw away your manpower and money hiring and disbanding you might as well use them on a war. For ducats if nothing else. I don't think the most efficient way of getting the unrest bonus intentionally is that gamey.
ChimiChingus: HumongusChongus Feb 21, 2019 @ 3:53pm 
Ah yes, less people means less rebels. Hitler was a genius!
Hérault Gabriel Feb 21, 2019 @ 1:10pm 
nice mod but if we want less rebel we need to do a genocide :tank: it's little drastic and the manpower don't represent the number of people in you'r country, it's just the number of guy who can fight
Sky Guy Feb 21, 2019 @ 12:21pm 
The downside of this "triggered modifier" method is that the only workaround for intentionally gaining the unrest reduction is hiring and disbanding troops, which is a tad bit immersion-breaking. A decision to disband your manpower pool (perhaps requiring prestige or legitimacy) may solve this?

Overall I really love the ideas in this mod, will rate and favorite to see how this improves!
JAMINMAN!@#$ Feb 21, 2019 @ 12:08pm 
So mass murder is a viable option? not that i ever would do that.