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[Update 1] Manpower Overview

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8 years ago
Dec 19, 2016, 11:05:44 AM

If I'd said +0% for 0% MP -> +25% for 100% MP, anybody would be fine with this idea :/ :/ :/

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8 years ago
Dec 15, 2016, 9:43:58 AM
Kweel_Nakashyn wrote:

There is allready an additional +10% food to manpower generation. It is hidden in the science discoveries from Era 2 or 3 (i can't remember).

Seen it. I think this is an empire improvement. Also not sure if this is an "extra" or it alters the original proportion between food fro growth and food for manpower. Never tested.

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8 years ago
Dec 15, 2016, 11:36:00 PM
lo_fabre wrote:
Kweel_Nakashyn wrote:

There is allready an additional +10% food to manpower generation. It is hidden in the science discoveries from Era 2 or 3 (i can't remember).

Seen it. I think this is an empire improvement. Also not sure if this is an "extra" or it alters the original proportion between food fro growth and food for manpower. Never tested.

I've built it multiple times in the same system, and am not sure that it has any real effect - or any effect beyond the first instance of it. What I think it does is tithe an additional 10% of food generation towards manpower and is intended to stack with itself, so that you can reduce waste food in systems with maxed population. Still, it isn't explained very well and so I can't be sure. That's Early Access for you.

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8 years ago
Dec 17, 2016, 1:11:20 PM
jhell wrote:

- when the system still have room to generate population : 50% ?

- when the system have no more room for population : 100% ? Or 50% and the rest is wasted ?

It's the same part regardless of system fullness. Currently when your system is full, in order to optimize your food output, you can enroll 1 population unit to gain a flat amount of manpower (it's like a system improvement that you queue, "Exotic Rations").


Will add those to OP.

Another question, what if empire manpower is full, is part of the growth used for manpower is wasted, or just used for growth ?


I hope it's the second. If manpower is full, then systems should grow better. Being in total peace since a long time should work toward population growth ?

Updated 8 years ago.
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8 years ago
Dec 19, 2016, 9:29:02 AM

Good call! Yes if your empire manpower is full then the part usually reserved for it is no longer deducted from the system's food.

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8 years ago
Dec 19, 2016, 10:13:31 AM

Cool !


This means "by the moment you contruct a ship, or someone is attacking you", you grow less. This mecanism is nice.


So, maybe it's not a bad idea to increase that base 10% growth to manpower to a lot more (like 30-40%).


10% means a faction at war will lose, if this faction can't produce fast enough its manpower, something like 1 turn of growth each 10 turns, comparing to a faction of the same size in peace.


1 turn per 10 turn does not seems to be a lot ?

This is not a big nerf or is it just me ?

Updated 8 years ago.
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8 years ago
Dec 19, 2016, 10:32:13 AM

Also what if :

- hulls with 0% MP get -25% to HP, to DPS and to move points.

- hulls with 20% MP get -20% HP / DPS / move

- hulls with 40% MP get -15% HP / DPS / move

- hulls with 60% MP get -10% HP / DPS / move

- hulls with 80% MP get -5% HP / DPS / move

- hulls with 100% MP gets +0% HP / DPS / move

(rounded up)


Reason would be when Mecanics / Artillery / Navigation crews are full, then your ships works better.


If your ship have bonus to MP modules, then hulls with say 120% MP would get say +5% to HP / DPS / move etc.


By changing HP, non full MP ships would explode easier, so you need more ships, so you consume more MP.

If you needed more and more ships the less you have MP to get the same military job done, then once you goes in the -10% (or another number) malus to growth, then you stay in it.


You can win a war spaming 0 MP ships today, this would nerf this.

Combined with the 1 turn / 10 turn growth nerf, never researching the +10% to MP discovery in Era 2/3 (I forgot which era. This discovery 10%-> 20% will give you 1 turn of growth less than all other faction at peace each 5 turns) + 0 MP ship spam + only orbiting ennemy systems is the right method to win a war actually.


This would also give MP generation a lot more importance than today : if you're a war faction, then all-in for production is the right method when MP should have its importance.


-edit- damaged ships should loose MP, also.

If a ship lost 50% of its remaining HP in a battle, then it should loose 50% of remaining MP. This would allow pre-emptive attacks on fleets that you know being invasion fleets.


Updated 8 years ago.
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8 years ago
Dec 19, 2016, 10:48:17 AM
Kweel_Nakashyn wrote:

Also what if :

- hulls with 0% MP get -25% to HP, to DPS and to move points.

- hulls with 20% MP get -20% HP / DPS / move

- hulls with 40% MP get -15% HP / DPS / move

- hulls with 60% MP get -10% HP / DPS / move

- hulls with 80% MP get -5% HP / DPS / move

- hulls with 100% MP gets +0% HP / DPS / move

(rounded up)


Reason would be when Mecanics / Artillery / Navigation crews are full, then your ships works better.


If your ship have bonus to MP modules, then hulls with say 120% MP would get say +5% to HP / DPS / move etc.


By changing HP, non full MP ships would explode easier, so you need more ships, so you consume more MP.

If you needed more and more ships the less you have MP to get the same military job done, then once you goes in the -10% (or another number) malus to growth, then you stay in it.


You can win a war spaming 0 MP ships today, this would nerf this.

Combined with the 1 turn / 10 turn growth nerf, never researching the +10% to MP discovery in Era 2/3 (I forgot. This discovery will give you 1 turn of growth less than all other faction at peace) + 0 MP ship spam + only orbiting ennemy systems is the right method to win a war actually.


This would also give MP generation a lot more importance than today.


Sorry, but I'm against this idea. MP should only be used for invasions, not for ship efficiency. Soldiers are soldiers, not sailors.


Although MP should definitely play a role for boarding actions, although I don't think something like this will be in the game. Although it would be damn cool.

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8 years ago
Dec 19, 2016, 10:51:44 AM

Then you will continue to 0MP ship spam and passivly invade systems by just orbiting like today :/


There is no point in having full MP ships today if you're not going for direct planet invasion.

There should be at least one thing that makes us say "ok, I REALLY need a MP gaz station". For any ships.


Also, if considering HP damaged ships should loose MP, then you can attack a fleet just to slow it (because if it loose MP, then it would loose HP/DPS/move).

This can be a secondary wargoal even if it's a suicide mission for your small fleet.


Today, if you kill the slowest ship of an ennemy fleet, you actually just made that fleet moving faster, isn't it strange ?

Updated 8 years ago.
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8 years ago
Dec 19, 2016, 11:02:30 AM
Kweel_Nakashyn wrote:

Also what if :

- hulls with 0% MP get -25% to HP, to DPS and to move points.

- hulls with 20% MP get -20% HP / DPS / move

- hulls with 40% MP get -15% HP / DPS / move

- hulls with 60% MP get -10% HP / DPS / move

- hulls with 80% MP get -5% HP / DPS / move

- hulls with 100% MP gets +0% HP / DPS / move

(rounded up)


Reason would be when Mecanics / Artillery / Navigation crews are full, then your ships works better.


If your ship have bonus to MP modules, then hulls with say 120% MP would get say +5% to HP / DPS / move etc.


By changing HP, non full MP ships would explode easier, so you need more ships, so you consume more MP.

If you needed more and more ships the less you have MP to get the same military job done, then once you goes in the -10% (or another number) malus to growth, then you stay in it.


You can win a war spaming 0 MP ships today, this would nerf this.

Combined with the 1 turn / 10 turn growth nerf, never researching the +10% to MP discovery in Era 2/3 (I forgot which era. This discovery 10%-> 20% will give you 1 turn of growth less than all other faction at peace each 5 turns) + 0 MP ship spam + only orbiting ennemy systems is the right method to win a war actually.


This would also give MP generation a lot more importance than today : if you're a war faction, then all-in for production is the right method when MP should have its importance.


-edit- damaged ships should loose MP, also.

If a ship lost 50% of its remaining HP in a battle, then it should loose 50% of remaining MP. This would allow pre-emptive attacks on fleets that you know being invasion fleets.


I also don't agree with this plan but would like to see a mechanic in place that would not allow you to build a ship if you don't have the manpower needed for it.
So that you wouldn't get ghost ships without any crew.
Had a discussion about that in this thread:
https://www.games2gether.com/endless-space-2/forum/66-game-design/thread/22524-turn-60-thoughts

Since this is far future I am sure a lot of system are automated and a very small crew is able to use the ship as well as a full crew.
Specially I don't see why HP should be changed. Crew has nothing to do with that.

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8 years ago
Dec 15, 2016, 9:31:41 AM

There is allready an additional +10% food to manpower generation. It is hidden in the science discoveries from Era 2 or 3 (i can't remember).

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8 years ago
Dec 19, 2016, 2:29:53 PM
Kweel_Nakashyn wrote:

Then you will continue to 0MP ship spam and passivly invade systems by just orbiting like today :/


There is no point in having full MP ships today if you're not going for direct planet invasion.

There should be at least one thing that makes us say "ok, I REALLY need a MP gaz station". For any ships.


Also, if considering HP damaged ships should loose MP, then you can attack a fleet just to slow it (because if it loose MP, then it would loose HP/DPS/move).

This can be a secondary wargoal even if it's a suicide mission for your small fleet.


Today, if you kill the slowest ship of an ennemy fleet, you actually just made that fleet moving faster, isn't it strange ?

You can only invade them that far. The last bit is always fought by ground troopers, so you just can't conquer without MP. I had lots of fights were even 100 MP in fleets weren't enough to finish off the last defenders of a system. If you try to invade before their local MP goes to 0 it's just gg, really no chance of successful invasion in any case.


However, I agree with having full MP ships for just ship fighting is pointless. That's why I'm waiting for the update which adds the MP modules.

Kweel_Nakashyn wrote:

If I'd said +0% for 0% MP -> +25% for 100% MP, anybody would be fine with this idea :/ :/ :/

Nope!  Nah, not trying to be mean, but I really see MP only as ground forces, nothing else. They really shouldn't play a role in ship fights. However, they can surely benefit in other things than just ground battles to make MP more important.

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8 years ago
Dec 19, 2016, 2:35:49 PM

I don't see them as ground force or even a security force since there's no point in having MP in exploration or colony ships.

I see them as crew.


Anyway, I can't think of a reason that a 10% HP left "ship" (or "soon-to-be-wreck" should we call it) still get their full MP. MP should suffer casualties.


There is (was ?) allready MP modules. I can clearly remember mounting them on medium or big ships in base EA version of the game. All they does is invade faster systems : MP is meh if it's a one-barrelled riffle like that.


No invasion plans / no invasion risks means no MP needs.

No MP needs means 80% of the time, you using MP constructing ships / nerfing your growth / nerfing your defense regen with no other purpose than non-using a non-usable system.

It's just nerfing you for nothing and you can't avoid that. It seems to be a cost, then. And if it's a cost, it should buy something.


Non-defense MP should have another, peacefull or not, purpose than just "invade activly a system faster". I don't know why MP should only be related to military conquests.


MP should make all your ships working better because most of the turns in this game, you're not conquering or be conquered. And still it's a waste of growth you paid for.

I'd say "I'm a paying in growth ship builder, gimme ma betta ships"


I don't care if it's 25% or 5% difference, but replenishing a ship's MP should be something you want, no ?

Why today's best min/max move to do is letting your 0MP fleets rest on a system you don't control, this is unlogic ?


If MP would add to a ship's efficiency, there could be MP canons in this game (weapon that kills other ship's MP).

MP could be used on a lot more wide strategical level than today's "I can invade you quick or not".


MP should be ship's blood. They should add to your ship's HP because you embark troops with mecanics, they should help the ship to choose the best interstellar route and they should assist and target the ennemy better than a 0MP drone would.


-edit- now, I'm not a "this idea only" guy : it would be okay for me if MP would give a ship some fighters/bombers (say 1 fighter for 20 MP or anything). I just want a valid reason to want to replenish my MP on my planets or willing to construct 100% MP ships.

Updated 8 years ago.
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8 years ago
Dec 19, 2016, 4:31:44 PM
Kweel_Nakashyn wrote:

I don't see them as ground force or even a security force since there's no point in having MP in exploration or colony ships.

I see them as crew.

If they're crew they shouldn't be able to do ground battles... In any case I could see them as a kind of marines in space: Forces used for ship defense and land ing operations. Or how about this: The crew of a ship would have to be filled with a minimum of manpower (say, 5) to make the ship work, while there is a stock of MP (like, 10) that could help with ground invasions but also replace crew and the last stock would be only invasion forces that can't replace crew. When anchoring a ship in one of your systems you could reasssign MP between each groups if needed.

Anyway, I can't think of a reason that a 10% HP left "ship" (or "soon-to-be-wreck" should we call it) still get their full MP. MP should suffer casualties.

I can support that.

There is (was ?) allready MP modules. I can clearly remember mounting them on medium or big ships in base EA version of the game. All they does is invade faster systems : MP is meh if it's a one-barrelled riffle like that.

Well, it was very similar in ES1 with the Invasion modules, tbh. Except that you now need a resource to have invasion power.

No invasion plans / no invasion risks means no MP needs.

No MP needs means 80% of the time, you using MP constructing ships / nerfing your growth / nerfing your defense regen with no other purpose than non-using a non-usable system.

It's just nerfing you for nothing and you can't avoid that. It seems to be a cost, then. And if it's a cost, it should buy something.

Sure, first assigning MP on ships is an arbitrary choice on this point. Though I guess keeping ships in the hangar adds their MP to the systems MP in case of defense, I too think one should be able to decide where the MP goes. However, I still think having MP modules will alleviate this problem, too.

Non-defense MP should have another, peacefull or not, purpose than just "invade activly a system faster". I don't know why MP should only be related to military conquests.

It would be nice if one could transport MP from one system to another with ships. So you could indeed repurpose offensive MP (as in: on ships) to defensive MP (on systems). I'm gonna post an idea for this. Link will be provided soon. Edit: https://www.games2gether.com/endless-space-2/ideas/229-moving-manpower-via-ships-manual-manpower-assignment

MP should make all your ships working better because most of the turns in this game, you're not conquering or be conquered. And still it's a waste of growth you paid for.

I'd say "I'm a paying in growth ship builder, gimme ma betta ships"

Oh, oh, I am indeed conquering most of the game... xD In the grim dark future, there is only war between the stars...

I don't care if it's 25% or 5% difference, but replenishing a ship's MP should be something you want, no ?

Only in case I want to secure the system after bombardment since...

Why today's best min/max move to do is letting your 0MP fleets rest on a system you don't control, this is unlogic ?

...empty ships can still bombard the shit out of those poor buggers down there.

If MP would add to a ship's efficiency, there could be MP canons in this game (weapon that kills other ship's MP).

MP could be used on a lot more wide strategical level than today's "I can invade you quick or not".

MP should be ship's blood. They should add to your ship's HP because you embark troops with mecanics, they should help the ship to choose the best interstellar route and they should assist and target the ennemy better than a 0MP drone would.

I understand where you want to go, but I still think keeping those two sides of the war separate makes more sense.

-edit- now, I'm not a "this idea only" guy : it would be okay for me if MP would give a ship some fighters/bombers (say 1 fighter for 20 MP or anything). I just want a valid reason to want to replenish my MP on my planets or willing to construct 100% MP ships.

Well, I'm not sure about 1 fighter/bomber for each X MP, but I'd go with something like this: Since the devs themselves said MP is not only human(ish) resources, but also war material, fighters and bombers should indeed count as MP, too. And these can indeed be used for space battles. So if your fighters/bombers die in a space battle, you lose some MP on the corresponding ship. Seems good for me. Just tell if you'll post an idea like this.

Updated 8 years ago.
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8 years ago
Dec 19, 2016, 7:37:03 PM

Only way I'd want MP to have any effect on space battles is if we have Fighters, Bombers and Dropships, with the last one gaining in strength depending on MP compared to target. Would make Fighters more useful by association, and MP would be an important factor for all ships.

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8 years ago
Dec 20, 2016, 9:37:07 AM
mixerria wrote:
I don't care if it's 25% or 5% difference, but replenishing a ship's MP should be something you want, no ?

Only in case I want to secure the system after bombardment since...

Why today's best min/max move to do is letting your 0MP fleets rest on a system you don't control, this is unlogic ?

...empty ships can still bombard the shit out of those poor buggers down there.

I don't understand this :

- a 0MP friendly ship on ennemy system passivly bombard the ennemy system and/or is an aggressive move for your diplomacy.

- a 0MP friendly ship on friendly system passivly bombard your Empire MP, since it wants to replenish MP. <=== What I was telling is "Here, OK, but what is my benefit ??"

- a 0MP friendly ship on a nobody's system makes no problem (either to you by MP vampirizing, or to your diplomacy). Best min/max move to me.


Since MP appears to be a cost for peacefull empires (paid in lost grow and defense regen), what does this buy ?


Refilling manpower of ships should buy something, for any of each 5 victory condition oriented faction to profit. Even in FIDSI, I don't know.

Updated 8 years ago.
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8 years ago
Dec 20, 2016, 9:39:05 PM

I don't see the ships crew as storm troopers and I would rather see ships have 0 manpower without a "drop pod" module or something like that.

But the devs already expressed that is not the plan they have in mind as each ship should be able to invade but with limited capability (you can try to invade with a single exploration ship but will never win).


So what I suggest is this:

- building a ship needs manpower to staff the crew. That would be a one time cost and those would not be able to invade a system or be reflected in any way.

- each ship has room for storm troopers to board the ship and be ready for invasion. The decision if you load them on the ship or not is up to you.

- manpower can be transferred between ships at the cost of an action point from all ships taking part in the transfer.

- as manpower is just additional crew that act like passengers until the invasion it doesn't matter if you have zero or full.


What do you think about that?

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8 years ago
Dec 21, 2016, 10:00:28 AM

This is a good compromise samsonazs, yes. I like that.


This would be a nice solution, but:


- crew should still have a meaning on ship.

So anything with DPS/HP/Move or number of fighters / bombers, or anything related to a boost of some sort would be handy (Exploratory ships : "when crew is full then..." exemple +move. Attacker ship : "when crew is full, then..." exemple +DPS. etc). Or the idea of anyone that got a better idea :)


- damaged ships should loose crew and troops.


- as I don't understand why troops should be automaticly loaded by ships, so they would have to be a ON/OFF switch on the system screen (ON: automaticaly feed the ship's troops, OFF: never feed them). Crew should replenish automatically though. That makes a little more micro but I think it would be OK (compared to today's situation, that switch is alway on ON)


- it's a lot of IRL work to implement and may not be in line with Amplitude's plans.


- I'm not sure about the manpower transfer from ships to ships or from ships to system part of this. I'd like that but it would need a new screen I guess (select ship/fleet A, right click on ship/fleet B that is in the same system and call that screen. On this screen, you could make transfers from fleet A to B, B to A, or A to system if the system is yours, or B to system if the system is yours. Then push an OK/cancel button).

IHMO this should cost you either all move points or 0, (0 would give a right for mistakes until end of turn but makes manpower ship whores a second line asset, whereas with all move points, I like those risking their lives in front lines).

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8 years ago
Jan 10, 2017, 1:47:24 PM

The problem I have with MP is that it's distributed automatically, while I'd like to proiritize it. E.g. I have a fleet that I need to load with MP to assault AI's planet. Indeed, it gets some of the generated MP, but my other orbiting fleets of colonizers, leechers, probe-launchers and others that I don't want to have MP take a huge deal of it, slowing down the load time on my battle fleets.  Same with planets, some of them have different priorities than the others. 

I'd like to have more control over that if possible.

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8 years ago
Jan 11, 2017, 12:05:41 AM
VulpusAlbus wrote:

The problem I have with MP is that it's distributed automatically, while I'd like to proiritize it. E.g. I have a fleet that I need to load with MP to assault AI's planet. Indeed, it gets some of the generated MP, but my other orbiting fleets of colonizers, leechers, probe-launchers and others that I don't want to have MP take a huge deal of it, slowing down the load time on my battle fleets.  Same with planets, some of them have different priorities than the others. 

I'd like to have more control over that if possible.

I agree. Oftentimes, I prefer to have a few "military outpost" kind of systems where I'd like to have precise control of manpower, but I can't. System could definitely stand to use a little more micromanagement there.

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8 years ago
Dec 14, 2016, 11:13:45 AM
Kweel_Nakashyn wrote:

THANK YOU ! :)


Just a question though :

"A part of their growth" is transformed into manpower at a 1:1 ratio.


What is the part of the growth, 

- when the system still have room to generate population : 50% ?

- when the system have no more room for population : 100% ? Or 50% and the rest is wasted ?


Growth is actually how food is called in the files (same way voydanis are vampirilis and lumeries are called venitians <.<) if you are a dev you may call it growth because you are used to, but it's food to players ;)




#theguyfiddlingtoohardwiththefiles



I belive adding a tech that would allow surplus food to get into manpower once you caped your pop would be good

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8 years ago
Dec 13, 2016, 2:40:09 PM

Thanks for the guide! It's pretty helpful to actually understand how the whole MP-system works.


How do we know, though, how much manpower we get out of each food that is automatically consumed for manpower? 1 for each 1?

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8 years ago
Dec 13, 2016, 5:26:11 PM

the thing is there is no way for now to put "weight" on the distribution of manpower in our empire, all our ships and all our systems will receive the same amount of troops while we may need to actually focus them (for the creation of an invasion force for instance). The ability to toggle the generation of troops from manpower in a system (and it's production line) should be a nice addon (or the ability to send troops from ships to refill empire manpower)


many possibilities, much work to do such wow

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8 years ago
Dec 13, 2016, 8:52:50 PM
jhell wrote:

It is indeed a 1:1 rate :) (added).

Thanks for the clarification.

Pejman wrote:

the thing is there is no way for now to put "weight" on the distribution of manpower in our empire, all our ships and all our systems will receive the same amount of troops while we may need to actually focus them (for the creation of an invasion force for instance). The ability to toggle the generation of troops from manpower in a system (and it's production line) should be a nice addon (or the ability to send troops from ships to refill empire manpower)


many possibilities, much work to do such wow

Seconded!

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8 years ago
Dec 14, 2016, 4:03:14 AM

If a system has reached maximum production is their any spill over in unused food for manpower production? Is their anyway to increase the amount of food used for manpower production?

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8 years ago
Dec 14, 2016, 8:53:01 AM

Thanks!


Now I understand some laws and techs that changes the food <--> MPWR proportions.

Updated 8 years ago.
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8 years ago
Dec 14, 2016, 9:05:14 AM

THANK YOU ! :)


Just a question though :

"A part of their growth" is transformed into manpower at a 1:1 ratio.


What is the part of the growth, 

- when the system still have room to generate population : 50% ?

- when the system have no more room for population : 100% ? Or 50% and the rest is wasted ?

Updated 8 years ago.
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8 years ago
Dec 14, 2016, 10:41:55 AM

If a system has reached maximum production is their any spill over in unused food for manpower production?

I suppose you meant to say population instead of production? Anyways, if your system is full, it will continue to provide a part of its growth to manpower (the rest is indeed wasted).


Is their anyway to increase the amount of food used for manpower production?

Several ways :). Most notably through laws and a tech (Survival Suits).


What is the part of the growth,

The base part of the growth taken for manpower is 10% (of the raw food generated by the system, that is, before food consumption is taken into account). You can make it vary using the ways mentionned above.

- when the system still have room to generate population : 50% ?

- when the system have no more room for population : 100% ? Or 50% and the rest is wasted ?

It's the same part regardless of system fullness. Currently when your system is full, in order to optimize your food output, you can enroll 1 population unit to gain a flat amount of manpower (it's like a system improvement that you queue, "Exotic Rations").


Will add those to OP.



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8 years ago
Dec 14, 2016, 10:52:17 AM

Hi thanks for detailed infos.


Yesterday I've faced really weird things with 1.21 build and manpower, 


I had to build improvement "Exotic rations" (conversion of 10% food to manpower)  to be able to add manpower to the empire, even if a lot of my systems were full (max pop and, so every food goes to manpower right ?).


Manpower on  most systems were full as my ships too, but my manpower balance was still negative (though Empire manpower was stuck at 0, preventing me any manpower upgrades).


Do you know if it's the expected behavior ? 


Thanks



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8 years ago
Dec 13, 2016, 1:35:47 PM

Hello,


After exchanging with some of you on the forums we thought it would be a good idea to present you an overview of how the manpower system works. Since we're in development, the current system lacks some feedback and the UI is rough by spot, so I will try to present you as clearly as possible how manpower works in Update 1 (there will be changes in later updates, but if you guys play during the holydays maybe this will help some of you understand the system better ).


What is manpower ?


Manpower is an abstract measure of your empire's armed forces. It is used to defend systems from invasions, fill ships with soldiers to invade systems, and has a few other, more anecdotal uses.


Where does it come from ?


Basically, all manpower comes from colonized star systems. A part of their growth is turned into manpower (at a 1:1 rate) and sent to the global manpower gauge in the empire. The empire then redistributes the manpower as needed, first filling ships, then filling local system manpower (used for defense).



Where is all this explained in-game ?


This is where it's trickier, as the info is segmented in several different places. In the star system management view:



 This is where you know:

- How much your system is contributing to manpower (and what proportion of its food generation it represents). The base proportion is 10% (before food consumption), and can be increased using laws or the Survival Suits tech.

- How full your system defense is (completely full in our case)


Note: a system (even when population full) will always provide the same proportion of its food to manpower. In that case you can use the enrolment action in your system (Exotic Rations) to sacrifice 1 population unit for a flat amount of manpower.



In the military screen:



This is where the meat of the info is. In the top left corner you get a breakdown of:

- "EMPIRE MANPOWER": The total manpower stored in your empire. If it is full, then the food used for it stop being deducted from your systems' food output (and thus you should have more growth).

- "Base increase": How much manpower you generate every turn

- "Fleets/Systems": How much manpower you need to fill for the next turn (computed from the needs of your systems and fleets) ; this will be taken first from the stock, and then directly from the net. If the need exceeds the stock + net, then the next turn the net is again consumed to fill this need, etc.

- "Net increase": How much manpower you will gain in stock (in our case 0 as we don't generate enough net to fill all our need)


On the right part of the screen, the list of fleets gives you a quick overview of which need manpower (and can explain in part the "Fleets/Systems" variable in the top-left corner).


Finally for the fleet tooltip:



This one is the most confusing as we can clearly see the fleet is lacking manpower (30 in our case), but the tooltip indicates a "+40/turn" refill rate. Currently we're feedbacking the maximum potential refill the fleet would get if the manpower was in stock in the empire. In truth, as we saw above, it will only get what we can afford (in our case, our net, which is 5).

This was done this way due to various technical constraints, and we're working on actually feedbacking the reality of the refill (and not an ideal situation ^^).


What is troop breakdown, how do I get Armor and Air support ?


Troop breakdown indicate which fraction of the manpower present in ground battles will be used to generate Infantry, Armor, and Air support.



In our case, we have 100% Infantry, and an Infantry costs 5 manpower to generate. Hence, an invading ship carrying 100 manpower will generate 20 Infantries when engaging in ground combat. At the end of the battle, the surviving units are transformed back into manpower. So if I lost 3 Infantries in my previous example, I will get back (20 - 3) * 5 = 85 manpower for my next ground battle round.


The "Manage" button allows you to change your troop breakdown as well as to upgrade your different troop types, further increasing their battle efficiency. To unlock the different type of units (Armor and Air), you need to pursue different researches (one for each).


We hope this helps for those of you who had trouble with the feature. As always feedback is welcome, and if you have questions which weren't covered by this post, feel free to ask them and we'll edit it to make them appear.



Updated 8 years ago.
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8 years ago
Dec 14, 2016, 1:28:28 PM

There is a building transferring food to production so that it doesn't go to waste.

As for manpower you can always produce "Exotic Rations" so that each turn you lose 1 population but get it back right away as you have so much food production.

That is 300 manpower so a reasonable number.

Problem here is the micro as you cannot queue this item multiple times (maybe we could have that changed?)

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8 years ago
Dec 14, 2016, 2:12:30 PM

i can always set it as infinite and it will have it's effect every turn, do you think it could be good?

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8 years ago
Dec 14, 2016, 2:21:47 PM

Thinking about it, will be possible to create an infinite improvement that generates manpower from your excess of food, once a system has maxed its pop?

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8 years ago
Dec 14, 2016, 2:26:55 PM

Another question: in the image of military screen, I can read, just below the manpower panel: "BATTLE PLAYS DECK".

Perhaps it has something to do with suggestions in these forums and the new battle system for upcoming updates??

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8 years ago
Dec 14, 2016, 5:00:10 PM

 (max pop and, so every food goes to manpower right ?)

No, currently the same % is applied even when the system is full (we are discussing solutions to tweak this).


Do you know if it's the expected behavior ? 

It's hard to say with only this info, maybe you used manpower to upgrade your troops, or for outpost actions, etc. If you have a save we can try to take a look and see if there is any problem :).


Problem here is the micro as you cannot queue this item multiple times (maybe we could have that changed?)

i can always set it as infinite and it will have it's effect every turn, do you think it could be good?

I was discussing that with Meedoc today. We will be considering a solution to the micro problem, but not sure in what direction yet. @Pejman I saw your mods, keep up the good work and thanks for bringing quick fixes to the community!


Another question: in the image of military screen, I can read, just below the manpower panel: "BATTLE PLAYS DECK".

Perhaps it has something to do with suggestions in these forums and the new battle system for upcoming updates??

As you know we're reworking the battle; this is a part of the rework, more precisely, the "Battle Play Deck", detailed in @MysteryArts post here. It's still heavily WIP :)

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8 years ago
Dec 14, 2016, 11:11:01 PM
lo_fabre wrote:

Thinking about it, will be possible to create an infinite improvement that generates manpower from your excess of food, once a system has maxed its pop?

I do think a bonus item in production queue as you describe would be helpful, maybe an additional +10% food to manpower generation?  I wouldn't want to be able to convert all of the excess food into manpower, too easy to resolve the difficult situation of over-producing vessels that way.  Not sure if that's what you were suggesting.

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8 years ago
Dec 15, 2016, 9:26:09 AM
AquaticSonarKey wrote:
lo_fabre wrote:

Thinking about it, will be possible to create an infinite improvement that generates manpower from your excess of food, once a system has maxed its pop?

I do think a bonus item in production queue as you describe would be helpful, maybe an additional +10% food to manpower generation?  I wouldn't want to be able to convert all of the excess food into manpower, too easy to resolve the difficult situation of over-producing vessels that way.  Not sure if that's what you were suggesting.

I was suggesting something like "Public 3D printing " or "Planet cracker", this king of infinite improvements that give you dust or science from idle systems.

My idea is making the same, but instead of converting industry into dust/science, it converts food into manpower. It can only be queued when system is at max pop (according to this system lvl, colonized planets, etc.., so your max pop ATM, and not theoretical max pop), and when its in the queue, this system is only producing manpower, not any other thing. It also should require unlocking via tech, quest or whatever you like.


I also considered an improvement like the "Biofuel plant" from era VI that converts excess food into industry, but not sure if this can be overpowered in late game. So I didn't posted it, and think that is better having a downside to this method, like the proposed before: you need a full and idle system, and of course need to think if its better to use it for dust or science.


May be working a bit on it, is possible to make it an idea? Not even sure.

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