Use of manpower

PSP/DS/PC/MAC : WWII turn based grand strategy game

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SMK-at-work
Sergeant Major - Armoured Train
Sergeant Major - Armoured Train
Posts: 584
Joined: Sun Apr 03, 2005 10:35 pm

Use of manpower

Post by SMK-at-work »

I like manpower in CEAW - it is one of the great innovations of hte game (along with oil and shock).

However it's still fairly clumsily implemented.

Who really wants to use up 1st rate manpower when raising garrisons for example? And if you put too many people into the army then shouldn't your production suffer a bit?

I'd like to suggest that units can be raised from any part of the manpower pool that you want them to be raised from, and should have a default. Eg the default for corps and tank units would be the best manpower available, while garrisons should be from the next grade down. however if you REALLY want to you can raise a 2nd class tank unit or a 1st class corps.....

And you should need to maintain manpower for industrial production if manpower really does represent all that available. Eg something like 5 manpower per industry or mine point, perhaps 3 for oil (less manpower intensive?).

conquered resources might use significantly less, representing co-opted local labour, but would still use up some, representing the administrative effort required to keep them going.
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