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Old September 21st, 2004, 12:02 PM

AMF AMF is offline
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Default Re: Manpower as a resource

Yeah, you're right, and yet I think we're talking about different things in part. I would say that the reasons the Chinese, Persians, Aztecs etc... were defeated was due in part to their inability to mobilize their massive populations in *conjunction* with their corrupted and non-competetive systems and, in some cases, really crappy technology (ok, actually I don't know much about the Persians, so I can't speak to them).

Now, we could simulate the above ideas about how much one could mobilize the populations by using the racial/government/special characteristics to modify manpower rates. So, the Chinese example would have the racial disadvantage of "inefficient government" which greatly reduces their mobilization. Or, depending on your view of history, the Chinese at that time were a seriously demoralized people, so that is where the happiness modifiers come into play: An empire that has been smacked around might be so demoralized that it is languishing - and this results in much lower manpower base to create troops from.

NOW, I am NOT necsssarily saying that if a empire RUNS OUT of manpower that they can't build ships/wpns/troops. But if they do then they should have to deal with the fact that they are recruiting the dregs or unskilled for thier forces. That is where my proposal for the crew skill rating of ships/wpns/troops comes in: this is not experience, but baseline skill. The "standard" recruit should give a 0% bonus - just like in the standard game. If you run out of manpower, perhaps your crews should start at a lower level for newly built ships. Say at -1% to - 5%. If you have the racial ability "elite military ethic" or something like that, perhaps your crew baseline is +1% to +5T, rather that zero. And if you have a "volounteer" rather than "draft" force, you should start a bit higher too...

Again, I come at this just from the perspective of gauging, measuring, buying, and analyzing US Navy readiness and what USN does is measure, among many things, the personnel, training, equipment status, ordnance, and supplies for each ship. Now, other navies may do something different or better, but that is just my perspective and I think it is pretty applicable to space empire vessels. Perhaps not to weapons platforms or troops, I can;t really speak to that as well...

Ok, I'll stop babbling now. Hopefully.

Alarik

Quote:
Wardad said:
Quote:
Saber Cherry said:
I totally agree (with the original post). I find one of the biggest (problems / unrealisms / unbalances / whatever one may call it) with SEIV is the population issue. It's just irrelevant. The strength of an empire is in its people...
-Cherry
Not entirely...
The people on an overcrowded world could be stuggling to survive, and produce little in excess for the empire to use.
A large population could be a large liability.
The Chinese were defeated by the better equiped Mongols, the Persians were defeated by the better equiped Greeks, and the Aztecs were defeated by... ..etc.
A smaller empire with resources, skill, and education can produce more with better quality.
Maybe population bonuses should be a bell shaped curve? With a minimum for each facility.
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