Stellaris

Stellaris

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Manpower and casualties of war
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29 Jun, 2023 @ 9:37pm
2 Jul, 2023 @ 11:57am
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Manpower and casualties of war

Description
This mod adds basic manpower system into the game and aims to make wars a bit more costly.

  • New Resource - Manpower
  • Manpower symbolizes your abstract reserves of soldiers, slaves, war droids and other personnel employed in naval and ground duty. As long as you have some reserves left, any battle will be similar to vanilla game.
  • Once your Manpower reaches 0, every ship destroyed, every army lost will detract from your most valuable resource - pops.

    Manpower Managment

    Your initial max manpower cap is 1000. Every 2 years via event you'll receive reinforcments based on total number of pops in your empire - up to 800 manpower per cycle. Every soldier and necromancer job produce 0.15 manpower a month. Total manpower cap is raised by naval Anchorages and ground fortresses.

    Every ship and army lost in combat will detract a certain number from your manpower - corvettes cost 4 manpower, destroyers - 6, cruisers - 8, battleships - 32, collosi - 64, Titans and juggernauts - 100. Transport ships - 5 each. Any other ship class - 8 (events and non-standart ones like galleons). After researching sapient combat computers (or Autonomous ones for Hive Minds) all manpower losses are cut in half. Every army killed in combat costs 10, unless its a clone army - those cost 4.

    Mercenary armies, hired fleets (both mercs and marauders) do not cost manpower. Defender armies do not cost Manpower either.

    In late game you get an option to use fully autonomous ships via edicts. While edict is active, no manpower will be deducted, but you suffer -40% firerate debuff and 50% upkeep increase for you fleets in addition to hefty energy cost of edict (scaling with empire size). You can bypass firerate debuff and lower upkeep increase using more powerful version of edict which costs nanites on top of the energy. Overall, you really shouldn't rely on autonomous ships all the time, using them only in the most dire situations.

    Scraping the barrel

    If you run out of manpower, your pops will be killed instead. In case of corvettes, destroyers and cruisers there is a 40%, 60% and 80% chance respectively to lose a pop every time a ship is destroyed (20%, 30% and 40% after researching sapient or autonomous AIs). Battleships, collosi, titans and juggernauts will always cost 1 pop if destroyed. Destroyed transports have a 50% chance to kill a pop, while any other ship types - 80%.

    All armies killed will cost 1 pop. Clone armies have only 40% chance to kill a pop. Mercenary armies and special non-species armies like xenomorphs or cybrex war-forms do not cost pops. Last pop on a planet will never be killed. Only those pops that can occupy soldier jobs can be killed. Highest chance of dying have unemployed, robotic and battle-thralls pops.

    War exhaustion
    Overall, with this mod War Exhaustion shouldn't be just a wanton number - excessively long wars of attrition will quickly drain your manpower pool and start hitting your economy pretty hard. A more cautious approach to battles is advised as well, since ships no longer made out of alloys only but, quite literally, from flesh and blood of their crews as well.

    Report any bugs you encounter. I ran a couple of tests but there always might be a sneaky glitch somewhere.

    Should be savegame compatible.
33 Comments
bellscycle 30 Mar @ 8:33am 
please update
Tokeraki 12 Jun, 2024 @ 12:26pm 
I had high hopes for the mod. But it turned out that it was simply not balanced, and even in the most brutal wars, the value of man power did not fall below “800”. You shouldn't hope for changes, the author of the mod has clearly abandoned it.
HyperDrive 10 Jun, 2024 @ 3:12pm 
You should add the manpower lost in the war tab of an empire you are currently fighting. Similar to HOI4 shows you the amount of casualties both sides suffer. I just think it would be cool.
Tokeraki 6 Apr, 2024 @ 10:05am 
What about bots? They know how to work with "manpower"?
Saint Marold YT 21 Feb, 2024 @ 8:14am 
Cool. I'll definitely try it out ✌️👍
Viscount Danku  [author] 21 Feb, 2024 @ 8:05am 
I didn't check. It should be pretty compatible though, the only vanilla file changed is interface layout (to add additional resource icon) so if it is broken you should spot right away.
Saint Marold YT 21 Feb, 2024 @ 6:48am 
That sounds really interesting.
Is the mod up to date with the current Stellaris version?
Beast-Storm 5 Oct, 2023 @ 4:41pm 
Could this mod work in 3.6.1???
BasicGeoduck841 9 Sep, 2023 @ 5:38am 
does this work with the special buildings unlocked with ZOFE and ACOT?
cobson 31 Jul, 2023 @ 2:10am 
very nice very good