How to add Manpower as a resource

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GaryChildress
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How to add Manpower as a resource

Post by GaryChildress »

In this thread, I'll be demonstrating how to create manpower in a random game. I'll be using 4 Seasons as the demo, however, the same basic principles should work elsewhere with whatever modification necessary to fit the particulars of the event file.

So let's get started.

DISCLAIMER: DON'T FORGET. ALWAYS BACK UP YOUR GAME FILES BEFORE MAKING CHANGES.
Last edited by GaryChildress on Mon Aug 12, 2024 3:35 am, edited 3 times in total.
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Re: How to add Manpower as a resource

Post by GaryChildress »

This is how we want manpower to look in the game. The concept is that a nation (or regime) has X number of citizens who are of draftable age to serve in the armed forces. Once a country uses up all its military-capable people--as Germany nearly did in WW2 (let's all not ever let ourselves be dragged into another world war, dear God)--then things get more difficult with respect to production. In short, Manpower is not infinite so be careful how much MP you lose in your battles.

Manpower is also slowly replaced as younger citizens come of age to be drafted. For the purposes of the demo, let's say that our regime is going to start out at 9000 manpower with a constant flow of 50 MP/Victory Point each turn. I used victory points because it seemed easier to implement in the game. The more cities you own, the more VPs you have. The more VPs you have the more Manpower you can draft into your armed forces.
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Re: How to add Manpower as a resource

Post by GaryChildress »

I'm doing this for a random game generator. As you know, the bigger the map the more cities per regime, and more cities means more manpower. As I say, I linked MP to VPs because it seems easier. The alternative is beyond my capability to code.

As you can see this map started us out with 9 VPs. So our manpower is going to match up with that.
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Re: How to add Manpower as a resource

Post by GaryChildress »

Here's step one. Generally, we need to create the regime slot for Manpower first before we can start doing event codes for it.
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Re: How to add Manpower as a resource

Post by GaryChildress »

Step 2, manpower flows incrementally into our regime each turn. We don't want to produce more subformations than we have the manpower to outfit, if we can help it (at least not for too long).
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Re: How to add Manpower as a resource

Post by GaryChildress »

Going backward a little, I created the following event ahead of the preceding one. Not sure if it makes a difference but it seems logical that a one time event should precede a continuous event.
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Re: How to add Manpower as a resource

Post by GaryChildress »

Step 4, we're going to try to put the new events in seamlessly with the originally created events in 4 Seasons. The "vanilla" scenarios have an event in them that sets Oil and Raw prior to the game. I generally use it for the "initial manpower" event.
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Re: How to add Manpower as a resource

Post by GaryChildress »

The final step is adding manpower to our production items list. In this case, we're telling the machine that we want each Rifle infantry subformation produced to consume 3 manpower. We'll also do the same for other units. I prefer 3 for rifle, 2 for heavy weapons and 1 for vehicles. But it's you're mod, so feel free to take liberties.
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Re: How to add Manpower as a resource

Post by GaryChildress »

And now the drumroll as we run a turn in an actual randomly generated game. The numbers appear to add up. Looks like a success! Hope those aren't among my famous last words spoken.
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Re: How to add Manpower as a resource

Post by GaryChildress »

I hope this helps the ATG community. Now back to the regularly scheduled model crafting and rendering.
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Re: How to add Manpower as a resource

Post by lion_of_judah »

I changed the no check to round check, and it still doesn't work.

Guatemala in 1950 could draw from a population of able bodied men, roughly 10% of the total population, which comes out to 309,000 men. in 1950 Guatemala's population was 3,099,869 people. So 10% of this, works out to roughly 309,000 men. In my scenario's each sft point for infantry type units, rifle, para, commando, smg, is 1 p0int equals 100 men. 100 men times 3090 is 309,000 men. Machinegun, mortars and such equal 5 men per point. Staff is 50 men per point.

For each nation, it is different, larger in the case of Mexico and Columbia.
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Re: How to add Manpower as a resource

Post by GaryChildress »

lion_of_judah wrote: Mon Aug 12, 2024 4:44 am I changed the no check to round check, and it still doesn't work.

Guatemala in 1950 could draw from a population of able bodied men, roughly 10% of the total population, which comes out to 309,000 men. in 1950 Guatemala's population was 3,099,869 people. So 10% of this, works out to roughly 309,000 men. In my scenario's each sft point for infantry type units, rifle, para, commando, smg, is 1 p0int equals 100 men. 100 men times 3090 is 309,000 men. Machinegun, mortars and such equal 5 men per point. Staff is 50 men per point.

For each nation, it is different, larger in the case of Mexico and Columbia.
If you want it to be a precise number that is different for each nation, then you would have to go off of something other than Victory Points. I'm not sure how that would be done if it's a random game. If it's a static scenario, meaning not a random game, then you could maybe create an event that assigns each nation a specific amount of manpower at the beginning of the scenario maybe?
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Re: How to add Manpower as a resource

Post by ernieschwitz »

lion_of_judah wrote: Mon Aug 12, 2024 4:44 am I changed the no check to round check, and it still doesn't work.

Guatemala in 1950 could draw from a population of able bodied men, roughly 10% of the total population, which comes out to 309,000 men. in 1950 Guatemala's population was 3,099,869 people. So 10% of this, works out to roughly 309,000 men. In my scenario's each sft point for infantry type units, rifle, para, commando, smg, is 1 p0int equals 100 men. 100 men times 3090 is 309,000 men. Machinegun, mortars and such equal 5 men per point. Staff is 50 men per point.

For each nation, it is different, larger in the case of Mexico and Columbia.
Well, that could be because you haven't assigned any Victory Points?
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Re: How to add Manpower as a resource

Post by ernieschwitz »

GaryChildress wrote: Mon Aug 12, 2024 12:08 pm
lion_of_judah wrote: Mon Aug 12, 2024 4:44 am I changed the no check to round check, and it still doesn't work.

Guatemala in 1950 could draw from a population of able bodied men, roughly 10% of the total population, which comes out to 309,000 men. in 1950 Guatemala's population was 3,099,869 people. So 10% of this, works out to roughly 309,000 men. In my scenario's each sft point for infantry type units, rifle, para, commando, smg, is 1 p0int equals 100 men. 100 men times 3090 is 309,000 men. Machinegun, mortars and such equal 5 men per point. Staff is 50 men per point.

For each nation, it is different, larger in the case of Mexico and Columbia.
If you want it to be a precise number that is different for each nation, then you would have to go off of something other than Victory Points. I'm not sure how that would be done if it's a random game. If it's a static scenario, meaning not a random game, then you could maybe create an event that assigns each nation a specific amount of manpower at the beginning of the scenario maybe?
I did this for GD1938v3. I made a list of all city-type locations on the map, then assigned the population to it. Made a loop that went over the list, and checked it to who was owner (and also who was the original owner, since I didn't want conquered cities providing the same manpower as the ones that are non-conquered).

Then I tested and tested it, until I felt that the amount of manpower you got each turn was just enough that it was logical to get. Of course you can do calculations, too... That would require knowing how many there became available each turn. So you'd need to know a turn length, and then calculate it.
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Re: How to add Manpower as a resource

Post by GaryChildress »

ernieschwitz wrote: Mon Aug 12, 2024 12:56 pm
GaryChildress wrote: Mon Aug 12, 2024 12:08 pm
lion_of_judah wrote: Mon Aug 12, 2024 4:44 am I changed the no check to round check, and it still doesn't work.

Guatemala in 1950 could draw from a population of able bodied men, roughly 10% of the total population, which comes out to 309,000 men. in 1950 Guatemala's population was 3,099,869 people. So 10% of this, works out to roughly 309,000 men. In my scenario's each sft point for infantry type units, rifle, para, commando, smg, is 1 p0int equals 100 men. 100 men times 3090 is 309,000 men. Machinegun, mortars and such equal 5 men per point. Staff is 50 men per point.

For each nation, it is different, larger in the case of Mexico and Columbia.
If you want it to be a precise number that is different for each nation, then you would have to go off of something other than Victory Points. I'm not sure how that would be done if it's a random game. If it's a static scenario, meaning not a random game, then you could maybe create an event that assigns each nation a specific amount of manpower at the beginning of the scenario maybe?
I did this for GD1938v3. I made a list of all city-type locations on the map, then assigned the population to it. Made a loop that went over the list, and checked it to who was owner (and also who was the original owner, since I didn't want conquered cities providing the same manpower as the ones that are non-conquered).

Then I tested and tested it, until I felt that the amount of manpower you got each turn was just enough that it was logical to get. Of course you can do calculations, too... That would require knowing how many there became available each turn. So you'd need to know a turn length, and then calculate it.
Putting that level of precision into a scenario brings its own headaches, I think. I'm more of a "beer and pretzels" gamer. I just want a game to be fun so I don't worry as much about realism or accuracy. In my opinion, games that are the most fun to me have a relatively simplified form, kind of like rock, paper, scissors to a certain degree.

For example, I still like to play Civilization III once in a while.
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Re: How to add Manpower as a resource

Post by ernieschwitz »

To each their own.

I was just showing that it could be done :)
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Re: How to add Manpower as a resource

Post by GaryChildress »

ernieschwitz wrote: Mon Aug 12, 2024 1:51 pm To each their own.

I was just showing that it could be done :)
That's cool. I go with that. :)
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Re: How to add Manpower as a resource

Post by lion_of_judah »

ernieschwitz wrote: Mon Aug 12, 2024 12:52 pm
lion_of_judah wrote: Mon Aug 12, 2024 4:44 am I changed the no check to round check, and it still doesn't work.

Guatemala in 1950 could draw from a population of able bodied men, roughly 10% of the total population, which comes out to 309,000 men. in 1950 Guatemala's population was 3,099,869 people. So 10% of this, works out to roughly 309,000 men. In my scenario's each sft point for infantry type units, rifle, para, commando, smg, is 1 p0int equals 100 men. 100 men times 3090 is 309,000 men. Machinegun, mortars and such equal 5 men per point. Staff is 50 men per point.

For each nation, it is different, larger in the case of Mexico and Columbia.
Well, that could be because you haven't assigned any Victory Points?


all my cities have victory points
Last edited by lion_of_judah on Mon Aug 12, 2024 6:06 pm, edited 1 time in total.
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Re: How to add Manpower as a resource

Post by lion_of_judah »

what's the answer for this. Should I erase all the current manpower numbers and start from 0, and see if that fixes it..
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Re: How to add Manpower as a resource

Post by lion_of_judah »

Started Guatemala out with zero manpower and started the scenario, still didn't work.
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