tldr:
global manpower should replenish slower and should be an additional major factor in warfare.
secondly global manpower should be displayed in the main screen with other resources (fidsi -> fidsim)
in detail:
This is mostly a balance concern and the main inspiration is the manpower system from EU4.
a) From an immersion perspective:
it should be obvious that after years of warfare and planetary invasions that at some point you are left with only the old and young because your population of fighting age all died in the war/s.
b) Gameplay goals:
Deepen the strategic decision making when it comes to war, e.g. :
-can i afford a lot of short but costly ground invasions or do i need to have longer system sieges?
-can i start a war with depleted manpower reserves?
-should i invade all the enemy planets and take large chunk of their empire or should i just do some fleet damage and end the war with some reparations because i need the manpower?
this change (see details below) would make short wars possible, yet focus the general warfare more on longer sieges. it would also put a cap aggressors/conquerors and force them to periods of peace because the need to recover their reserves, i.e. you can not endlessly exploit a fleet advantage. overall this would give defenders in a war more time to react both in a war and between wars.
c) Details:
-Add manpower to the main screen next to fisdi, i.e. it should be fidsim
-Keep the current local manpower replenishment rates
-The conversion from local to global manpower should come with a factor smaller then 1, i.e. your global manpower recovers slower than your local manpower
-Overall invasions should be a bit more costly and the reduction of local manpower due to system sieges should be lessened.
-There could be laws/bonuses to manpower recovery depending on what kind of war/species you choose, e.g. aggressive Sophons could get a manpower recovery malus, whereas aggressive Cravers could get a bonus, giving the different species more flavour.
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StarCleric
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