1/6/2024 0 Comments Eu4 manpower problems![]() ![]() ![]() In my previous guides, I have made separate. Not to forget that I have another 50+ stack waiting in Sicily with a good leader as well. There are only 2 things holding you back, one is the limited manpower you start with and second are alliances. Problem is that the province shown here has like <5% revolt risk, because of small whoknowswhat-thingies. I honestly shouldn't be asked to use harsh treatment on all my provinces because even a single percentage of chance has the potential of spawning a revolt of which my enemies would be jealous of. Province manpower is base manpower manpower efficiency local autonomy. While I certainly have the forcelimit and army to deal with these revolts, it is still extremelly annoying. My current fleet permanently has to consist largelly out of cogs in order to transport a large part of my army around the world in order to deal with rebelions. Let alone that these rebels, even when I win, put up such a hard fight, that my manpower pool never even gets the chance to recover. It is honestly just a massive nuisance that is completely out of context as well rebels are supposed to be nation wide problem when there are massive spread out revolts, not when one province decides to conjure and army of dead out of nowhere. I'd rather have them increase the general revolt risk instead of the size of the rebellions. It would then make sense to always leave some army as a sort of "crowd control" behind, because rebellions could rise every now and then, and it would be up to the player to decide the position and size of this army. The discipline, morale and leaders of the current rebellions are a little over the top too. We are talking about and armed mob, possible some veterans and defectors, but mainly not too highly trained men. Somehow their units seems to boast similar discipline, tactics and morale of a highly trained and equiped army. It was last verified for version 1.31.Originally posted by Bandit17:You can't expand the same way as in 1.5 so you have to rethink your expansion strategies. Please help with verifying or updating this section. Instead they are applied at the provincial level. The manpower which is displayed in the information bar tooltip also includes national manpower modifiers, but these are not actually applied after summing the manpower of all provinces. Province manpower = 1,000 x 2.5 x 0.23 or Therefore, for example, if base manpower is 1,000 and the local manpower modifiers added up to say +100%, and national manpower modifers add up to +50% and local autonomy say 77%, then the calculation would be: Province manpower = ( base + local manpower increase ) ⋅ ( 1 + local manpower modifier + national manpower modifier ) ⋅ ( 1 − local autonomy ) Province manpower is the amount of soldiers each province contributes to the national manpower maximum. With ‘ Municipal Self-Defense’ (tier 5 republic) government reformįor each Governor General's Mansion trade company investment Furthermore:Īs emperor per member state (excluding free cities) in the Holy Roman Empire Īs emperor per free city in the Holy Roman Empire Īs emperor per member state in the Holy Roman Empire after enacting ‘Expand the Gemeiner Pfennig’ imperial reformĪs elector per member state in the Holy Roman Empire after enacting ‘Expand the Gemeiner Pfennig’ imperial reformĪs Shogun per Daimyo during active ‘Sword Hunt’ government ability Īs Daimyo during active ‘Sword Hunt’ government ability of the Shogun The base value for every country is +10 000 men. France should really have no problems with land forcelimit or manpower though. Manpower would only reduce your expenses if you are currently buying mercenaries because your manpower is too low. Please help with verifying or updating this section. An increase in forcelimit would only reduce your expenses if you are currently over your force limit. ![]()
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