Europa Universalis IV

Europa Universalis IV

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Manpower Effects
   
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Feb 20, 2019 @ 8:32pm
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Manpower Effects

In 1 collection by Lunar Magister
Lunar's mods
61 items
Description

This mod adds a triggered modifier effect depending on your manpower. I really liked a similar mechanic in M&T, so I made my own version as a standalone mod.

At over 80% manpower, get 10% land morale (More people means more leeway to be selective in your army), 20% taxes*, (More people to tax), and -50% manpower recovery speed. (You're reaching your upper limits.) At below 20%, gain 50% manpower recovery speed, (smaller base to work off of,) 10% less land morale, and 3 less unrest. (Less people to rebel)

*Trade goods might have made more sense as an economic modifier, but trade is already so good in this game, and taxes are relevant everywhere, even to countries in less trade - rich areas

This mod will make it less annoying late game when the ai take 10 loans to merc up at 0% manpower just to annoy you when they already lost, as their armies will now be a bit weaker. At the same time you might be able to manage the aftermath of a disastrous war that drained your manpower, with the unrest reduction and manpower recovery bonus. Intentionally draining your manpower is also now a valid tactic to prevent rebellion.

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