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[Update 1] Manpower Overview

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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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