Stellaris

Stellaris

Manpower and casualties of war
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
LegendaryLycanthrope 14 Jul, 2023 @ 5:37pm 
If it was added as a strategic resource, the Universal Resource Patch author should be notified about it so it can be added
Viscount Danku  [author] 14 Jul, 2023 @ 7:51am 
I've uploaded the picture. If you have mods affecting UI, it may indeed not be visible because I wasn't able to add icons to the interface without overwriting certain vanilla file. However, even if numbers are not visible, mechanics should still work properly.
sangrailarian 14 Jul, 2023 @ 5:38am 
I can't see the manpower resource in the Strategic Resources tab. Can you please post a pic in the description of what it looks like?
savagedoc45b 8 Jul, 2023 @ 12:06pm 
Very interesting, now we need policies and edicts to adjust recruitable manpower rates and army/fleet manning rates, locked behind traditions and techs.
LittleArvin 8 Jul, 2023 @ 10:31am 
One feedback I can give for now, is that it's tricky to find where the manpower is located.

A detailed stat how much manpower a planet has or an indicator how much manpower I lost.. would help. I know this is probably a little tricky to mod in.

For now, It's like the mechanic is there, you have a number, but nothing else. So i'm continiously doubting whether this is working or has an impact on gameplay.
Viscount Danku  [author] 7 Jul, 2023 @ 10:12pm 
Designer225, not really, too much work and way too many different mods. I am mostly modding for my personal gameplay and I don't use any mods adding different ship classes.

LittleArvin, yes, AI will suffer as well. As for balance, I am waiting for any feedback.
LittleArvin 7 Jul, 2023 @ 2:21pm 
Anything to slow this game down. Sounds interesting. I'll give it a shot!

Is the AI affected as well?

Kinda scared this breaks the balance, somehow.
Designer225 7 Jul, 2023 @ 11:31am 
Interesting concept. Although some mods add additional ship classes (*ahem* NSC *ahem*), and for some of them 8 per manpower will seem rather out of place. Are there plans to support modded ship classes with appropriate manpower costs?
Viscount Danku  [author] 5 Jul, 2023 @ 11:57am 
Manpower system works absolutely the same for all default (playable) empires. Fallen empires, marauders (before settling down), crisis - don't use it. I figured out that gestalts and machines still use pop system gameplay wise so loosing too many drones in battles still forces reallocation of civilian resources to warfare needs, resulting in dropping numbers of pops.
EclipsedStar 5 Jul, 2023 @ 11:22am 
Well this certainly looks interesting and I look forwards to using it. I have a question or two, however, does the manpower system work the same for Hive Minds/Machine Empires or are they different?
theredduke 4 Jul, 2023 @ 6:56pm 
Ah, legend. Found it. Thanks, mate. Looking forward to seeing how this affects my military games. :)
Viscount Danku  [author] 4 Jul, 2023 @ 6:44pm 
theredduke,
Manpower number and icon should be in strategic resources drop-down tab. Apart from this, you won't see anything (barring soldiers' job output), since events are hidden.
theredduke 4 Jul, 2023 @ 6:29pm 
Intriguing idea, interested in putting it into action.

I subscribed to the mod, but I can't see any mention of manpower anywhere in the game. I disabled all my mods apart from this one, and still couldn't find any record, icon, mention, or indicator of my manpower. Is this normal, pending an in game event?
BeezMania 2 Jul, 2023 @ 11:04am 
Ohhhh that makes more sense. false alarm then everything is working as intended
Viscount Danku  [author] 2 Jul, 2023 @ 11:00am 
BeezMania,
Are you sure your manpower numbers do not increase randomly approximately every 2 years?
This event is hidden, you do not get any pop up, only manpower numbers. Just in case: it is not a LIMIT increase, it's just a flat number of resource, if you already at the max capacity, you won't receive additional reinforcments.

Also, it fires for default empires only (playable ones in vanilla game). If you play as some modded empire type like Fallen Empire or Marauders, it won't fire for you.
BeezMania 2 Jul, 2023 @ 10:31am 
Im not sure if this is a bug or a conflict with another mod im using, but im at 2265 in my current playthrough and the event to increase the manpower limit has not come up
Juhn 1 Jul, 2023 @ 6:38am 
How does the AI fare with this mod? Don't they hurt themselves too much? Or do they get more cautious fleets and armies wise?
Viscount Danku  [author] 30 Jun, 2023 @ 7:06pm 
Yeah, forgot about them. Made them function the same way as clone armies - instead of 10, they cost only 4 manpower and have only 40% chance to kill a pop. IMO production of both clones and undead require sustainance in some form of biomatter so realistically even they sooner or later will run out juice.
Jin2188 30 Jun, 2023 @ 6:49pm 
Could you make it so that Undead Armies don't detract Manpower when killed? Considering they're not limited by the number of pops, it makes sense for them not to consume Manpower as well.
Viscount Danku  [author] 30 Jun, 2023 @ 6:11pm 
Updated it to accout for certain technologies and ship classes (resurrected fauna or domesticated drakes and Bubbles).
Viscount Danku  [author] 30 Jun, 2023 @ 8:57am 
LegendaryLycanthrope,
Good catch, I will look into it.
LegendaryLycanthrope 30 Jun, 2023 @ 7:15am 
Do the mechanics of this take into account automated ships? I think there are a few in the game. And technology level for that matter - some of those later-game techs heavily imply turning over of ship systems to computers and the like, which would logically reduce the amount of crew aboard one and should therefore reduce the amount of manpower lost when one is destroyed.
Juhn 30 Jun, 2023 @ 6:39am 
Seems very severe :b, but cool idea