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A country's manpower tooltip shows a breakdown of its free and used manpower by branch as well as the current global recruitment ratio

ManpowerManpower encompasses the number of people serving in the different branches of military and the number of people available for service. As all military units need manpower, it is critical to manage its availability. The free manpower for the player's country is shown at the top left of the screen. The tooltip when mousing over the number shows a more detailed breakdown.

Contents

Free manpowerEdit

See also: Population

Free manpower is available for training/deploying new units, like divisions, air wings, and ships, and for reinforcements. It is simply the sum of each states unused, recruitable population. While countries can gain some additional manpower directly through select national focuses (e.g. the Netherlands' Liberation focus) - which will be distributed across all states - the bulk of all manpower comes from the monthly growth.

Used manpowerEdit

The used manpower is split into the three branches of military.

ArmyEdit

The army manpower includes all divisions of the country. The army manpower in the field, used as a condition in some focuses, includes all divisions that have been deployed and have not been sent as volunteers. Army manpower in training includes all divisions that have not yet been deployed. The amount of manpower that can be used for training new divisions is restricted to 75% of the manpower in the field or 100000, whichever is higher. Divisions can start training partially while just a fraction of the required manpower is available.

Manpower is needed for every battalion or support company in your land units. For example:

  • Infantry battalions need 1000 manpower to be full strength.
  • Engineer support companies need 300 manpower to be full strength.

The division designer shows the total manpower required by a division template.

Air force and navyEdit

For the air force and navy, the total service manpower of their units is shown in the manpower tooltip respectively. Ships and air wings can only be deployed if the required service manpower is available.

For example:

  • Destroyers 1s (1922) require 250 naval service manpower
  • Carriers 3s (1940) require 5.5K naval service manpower
  • Air wings with tactical bombers require 40 air wing service manpower for each plane
  • Air wings with fighters require 20 air wing service manpower for each plane

Total ManpowerEdit

This value is either the sum of all states recruitable population storage or the current free manpower, whichever is higher.

In theory it is the storage cap for manpower (or rather the information of the total cap storage of all states) - except there is no effect for exceeding it. Making it a very useless value.

GainEdit

There are only a precious few ways to gain manpower. Accordingly, it should be preserved and not squandered - unless of course the nation is very rich in manpower but very poor in production capacity. The main factors are the recruitable population percentage and the population of the states. Recruitable population is generated and stored in each state separately, at the same time as civilian population growth.

  • if the recruitable population percentage increases, that number will instantly become available in each state
  • changes to the conscription law do not instantly change the [recruitable population percentage] derived from it. Instead it will inch up (or down) towards the new target based on the mustering rate
  • monthly growth of civilian population will also grow [recruitable population percentage] amount of new recruits, which will be stored in the state. And thus become available as free manpower
  • taking control, ownership or even core status of a state will grant access to the unused recruitable population stored in there - assuming the previous owner did not use it all up - as well as future growth
  • some events and focuses grant flat amounts of manpower. This manpower is distributed across all owned states and becomes instantly available. No excess is lost.
  • less important units can be disbanded, deleted, or reduced in size to gain back some free manpower quickly.

LossEdit

War is a bloody business, and it is your manpower that will do the bleeding.

  • As divisions, ships and airwings engage in combat, people are prone to die. These deaths are instantly removed from the unit itself, lowering the combat ability. Ships and airwings can also lose manpower due to training or operational accidents. Divisions do not suffer manpower attrition during training, but can still lose it from other forms of attrition. However the moment it is outside of combat, the unit will instantly try to draw in reinforcements - both in material and men. This follows the same mechanic as all other reinforcement operations, except it draws from the free manpower.
  • If the full amount of manpower could not be drawn for reinforcement or training, the units will wait for monthly growth and nearly instantly draw the manpower to itself.
  • Manpower used in unit training is not technically lost, only used up. However it is de facto lost, until the training is canceled or the unit is disbanded.
  • If a division should be overrun or encircled and wiped out, then all manpower remaining in it is lost permanently.