Page 1 of 1

manpower question

Posted: Thu Dec 26, 2019 1:07 am
by jjdenver
When a country hits the manpower cap of 99% in stockpile is it good to build something so that the stockpile goes below the cap and can be built up to 99% again? Or does it somehow work differently and there is no point to using manpower when it's up against the 99% cap?

RE: manpower question

Posted: Thu Dec 26, 2019 7:38 am
by AlbertN
Yes, manpower management is essential for countries laced down with Manpower like Germany.

Germany gains 41 a turn, UK like 14ish (I played the Allies less), and it is added at the start of the turn (like production) and then what you repair is subtracted.

Ideally you'd like to spend 41 manpower a turn! Sadly that is hardly doable as upgrades and repairs are a lottery and sometimes you prioritize units to be repaired but instead, if possible, they get upgraded first! But any manpower you waste is lost for good. (By that not saying you cannot ever not waste manpower - it happens a lot at the start as you want panzers or so out - that means pratically 30 manpower out of 2 turns of production, plus some repairs)


RE: manpower question

Posted: Thu Dec 26, 2019 9:20 am
by jjdenver
Thanks. But just to be clear, if manpower stockpile is at let's say 75%, and you don't spend any manpower, then none is lost because it goes into stockpile until stockpile maxes out at 99%. Is that correct?

RE: manpower question

Posted: Thu Dec 26, 2019 10:27 am
by AlbertN
You have a max stockpile of Manpower. Let's say it's 1000. (The hardcore roof so to say)
You're at 75% of the max stockpile, thus 750 current manpower points.
Let's say you have a gain of 50 per turn. In that turn you spend 0 manpower (0 replacements, 0 new builds that consume manpower).
Next turn you are at 800 manpower - which is 80% of your maximum cap.

RE: manpower question

Posted: Thu Dec 26, 2019 11:00 am
by AlvaroSousa
Manpower represents men coming of age to fight at the bottom and being too old to fight at the top.