Fifty Long Years of Manpower
"Fifty Long Years of Manpower"(FLYoM) increases the maximum manpower reserves a nation can store to 50 years worth of manpower, while reducing flat manpower bonuses to 20 per month. The mod also adds numerous modifiers to manpower percentage and sailor percentage, boosting your economy when reserves are full and crippling your economy when reserves are empty.
FLYoM greatly shifts the balance of power towards large nations, reducing the strength of vassal swarms. It will also increase the level of long-term damage a long war will have on your nation. Fully draining your manpower reserves will cripple your economy for decades. However, stackwipes will now return 100% of lost troops to your reserves, instead of 50%. The Emperor of the HRE will receive half as much manpower from states and free cities as they do by default.
The AI has been modified to place greater value on relative manpower reserves in peace treaties, and is hardcoded to not declare any wars when their manpower reserves are less than 25% full. They will also build up greater reserves of ducats to account for long-term downturns from wars.
Upon starting the game, all nations will receive 25 years of manpower and sailors to account for FLYoM’s changes to manpower reserves.
Known Issue: When maximum manpower exceeds 2^32 (~2 million), the value will wrap around to -2^32 when viewed in the ledger. This will not affect gameplay.
Compatibility:
Compatible with Extended Timeline without conflicts.
This mod edits the following defines:
NDefines.NAI.PEACE_MILITARY_STRENGTH_FACTOR
NDefines.NAI.PEACE_BASE_RELUCTANCE
NDefines.NMilitary.MAX_MANPOWER
NDefines.NMilitary.MIN_MONTHLY_MANPOWER
NDefines.NMilitary.MAX_SAILORS
NDefines.NMilitary.MIN_MONTHLY_SAILORS
NDefines.NMilitary.BASE_MP_TO_MANPOWER
NDefines.NAI.DEFICIT_SPENDING_MIN_MONTHS
NDefines.NAI.DEFICIT_SPENDING_MIN_MONTHS_PEACETIME a
NDefines.NMilitary.STACKWIPE_MANPOWER_RETURN_FRACTION
This mod multiplies all uses of the "global_manpower" modifier by 5, excluding the base modifier. To make your mod compatible with this mod, you must do the same in any use of "global_manpower."
Any mod that modifies the following static modifiers will conflict with this mod:
manpower_percentage
reverse_manpower_percentage
states_in_hre
free_cities_in_hre
pronoia_base_modifiers
soyurghal_base_modifiers
pirate_subject
eyalet_modifier
scaled_trade_league_leader
pu_overlord_bonus
invasion_nation