User talk:PeterGFin

From Hearts of Iron 4 Wiki
Jump to navigation Jump to search

If someone can please help with Expand tags, I can expand Manpower without swamping the article --PeterGFin (talk) 18:40, 11 November 2018 (CET) Style note- there is no Paradox consistency in using Green or Black for small bonuses, or whether a + sign is used. I have applied no sign for laws or doctrines (with no negatives), signs for national spirits (which can be positive or negative), applied Green for bonuses only at 5% or higher. --PeterGFin (talk) 18:40, 11 November 2018 (CET)

I did some checking and it turns out that Paradox is actually consistent in using black exclusively for Recruitable Population, and green or red for Recruitable Population Factor, depending on whether it's positive or negative. Also, the + sign is never used for either Recruitable Population or Recruitable Population Factor; only the - sign is used for negative values. It seems that the inconsistency occurs only in this wiki, wherein people mixed up Recruitable Population Factor with Recruitable Population in the various national focus pages and the country pages. Glacierfairy (talk) 06:49, 15 November 2018 (CET)


Manpower Manpower represents the pool of people available for military service. It is calculated by population, conscription law, status of states as core or colony, and certain national focuses.

Available manpower[edit]

At top left of the screen the player can see his/her available manpower. This is calculated from the total recruitable manpower, minus all used manpower in your Army, Navy and Air Force. The tooltip when mousing over the Manpower manpower number shows the full breakdown.

Available manpower will be used when creating and reinforcing divisions.

Recruitable manpower[edit]

Manpower depends on your states' population, whether they are core or non-core, and your conscription law. A stricter conscription law and/or bigger population provides more manpower.

The manpower from a given state is determined by the following formula:

State population is visible by clicking on a state. The population of each state increases each month by 0.12%.[1] So the recruitable population increases every month as more people get to a recruitable age. This is a relatively minor increase (about 18.85% from 1936 to 1948), and cannot be modified - states will grow at a steady rate even if they are being nuked twice a day.

The Recruitable population percentage is mainly determined by conscription law. Some Land Doctrines and National focuses can increase the percentage of recruitable population, while a few nations begin with National spirits that reduce the recruitable population. The Total Mobilization Economy Law applies -3.0% to Recruitable Population

Conscription Law Recruitable
population
Prerequisites
Disarmed Nation.pngDisarmed Nation 1.0%
Volunteer Only.pngVolunteer Only 1.5% Does not have the Economy law Undisturbed IsolationUndisturbed Isolation or IsolationIsolation.
Limited Conscription.pngLimited Conscription 2.5% Does not have the Economy law Undisturbed IsolationUndisturbed Isolation.
Extensive Conscription.pngExtensive Conscription 5.0% One of the following must be true:
  • Current ruling party is Fascist or Communist.
  • All of the following must be true:
    • At war.
    • Any enemy country has an estimated army strength ratio of 50% or more compared to this country.
Service by Requirement.pngService by Requirement 10.0% One of the following must be true:
  • Current ruling party is Fascist or Communist.
  • All of the following must be true:
    • At war.
    • Any enemy country has more than 60% of this country’s total number of factories.
All Adults Serve.pngAll Adults Serve 20.0% * All of the following must be true:
    • At war.
    • Any enemy country has more than 75% of this country’s total number of factories.
Scraping the Barrel.pngScraping the Barrel 25.0% * All of the following must be true:
    • At war.
    • Any enemy country has more than 100% of this country’s total number of factories.
Land Doctrine Recruitable
population
Branch
Volkssturm.pngVolkssturm 2.0% Mobile Warfare Doctrine
Non-Discriminatory Conscription.pngNon-Discriminatory Conscription 3.0% Mobile Warfare Doctrine
Human Wave Offensive.pngHuman Wave Offensive 5.0% Mass Assault Doctrine
National Spirit Recruitable
population
National Focus requirement
Generic manpower bonus.pngMilitarism +5.0% Generic National Spirit from National Focus: Militarism
Generic manpower bonus.pngMilitary Youth +2.0% Generic National Spirit from National Focus: Military Youth
Victors of the Great War.pngVictors of the Great War -0.3% French starting National Spirit
FRA national mobilization focus.pngNational Mobilization +1.0% French National Spirit from National Focus: National Mobilization
Idea ger rebuild the nation.pngFan Prussion Militarism +0.5% German National Spirit National Revitalization modified by National Focus: Fan Prussion Militarism
Idea generic communist army.pngRed Brigades +2.0% Japanese National Spirit from National Focus: Red Brigades
Generic manpower bonus.pngSpiritual Mobilization +2.5% Japanese National Spirit from National Focus: Spiritual Mobilization
Goal generic army doctrines.pngMilitarized Schools +0.5% Soviet National Spirit from National Focus: Militarized Schools
Goal generic national unity.pngSocialist Science +3.0% Soviet National Spirit from National Focus: Socialist Science
Generic manpower bonus.pngPolish Militarism +2.5% Polish National Spirit from National Focus: Polish Militarism
Generic manpower bonus.pngMilitary Youth +2.0% Polish National Spirit from National Focus: Military Youth
Generic manpower bonus.pngPrincely States +5.0% Together for Victory icon.png British Raj National Spirit modified by National Focus: Imperial Service Troops
Indian Gurkhas.pngIndian Gurkhas +2.0% Together for Victory icon.png British Raj National Spirit from National Focus: Indian Gurkhas
Seek Help From Germany.pngLions of the Great War +2.0% Together for Victory icon.png British Raj National Spirit from National Focus: Lions of the Great War
Generic production bonus.pngNational Resources Mobilization Act +5.0% Together for Victory icon.png Canadian National Spirit from National Focus: National Resources Mobilization Act
Generic manpower bonus.pngCommit to the War +5.0% Together for Victory icon.png Canadian National Spirit from National Focus: Commit to the War
Can send in the zombies.pngSend in the Zombies +1.0% Together for Victory icon.png Canadian National Spirit from National Focus: Send in the Zombies
Generic fascism drift bonus.pngSupport the Blue Shirts +2.0% Together for Victory icon.png Canadian National Spirit Swastika Clubs modified by National Focus: Support the Blue Shirts
Triumphant will.pngCommemorate the Battle of Blood River +0.5% Together for Victory icon.png South African National Spirit Voortrekker Monument modified by National Focus: Commemorate the Battle of Blood River
Generic infantry bonus.pngBlack Volunteers +1.0% Together for Victory icon.png South African National Spirit from National Focus: Repeal the Native Representation Act
Generic manpower bonus.pngSocial Security Act +2.0% Together for Victory icon.png New Zealand National Spirit from National Focus: Social Security Act
Generic intel bonus.pngMaori Conscription +1.0% Together for Victory icon.png New Zealand National Spirit from National Focus: Maori Conscription
Generic intel bonus.pngWaitangi Tribunal +2.0% Together for Victory icon.png New Zealand National Spirit from National Focus: Waitangi Tribunal
Disjointed Government.pngStomp out Pacifism +5.0% Together for Victory icon.png New Zealand National Spirit from National Focus: Arrest Pacifist Leaders
[[File:Divided nation.png|40px]]Divided Nation -0.5% Death or Dishonor icon.png Czechslovak starting National Spirit
Generic manpower bonus.pngCommunism with a Human Face +2.0% Death or Dishonor icon.png Czechslovak National Spirit from National Focus: Communism with a Human Face
Generic fascism drift bonus.pngCzech Facism -0.5% Death or Dishonor icon.png Czechslovak National Spirit from National Focus: Czech Consolidation
Idea hun treaty of trianon.pngTreaty of Trianon -0.5% Death or Dishonor icon.png Hungarian starting National Spirit
Idea generic communist army.pngThe Hungarian Red Army +5.0% Death or Dishonor icon.png Hungarian National Spirit from National Focus: The Hungarian Red Army
Idea hun secret rearmament.pngSecret Rearmament +0.2% Death or Dishonor icon.png Hungarian National Spirit from National Focus: Secret Rearmament
Idea generic deal with the devil.pngA Deal with the Devil +1.0% Death or Dishonor icon.png Romanian National Spirit from National Focus: Form Peasant Militias
Idea rom sentinel of motherland.pngThe Sentinel of the Motherland +1.0% Death or Dishonor icon.png Romanian National Spirit from National Focus: Revise the Constitution
All yugoslavian regiments.pngAll-Yugoslavian Regiments +1.0% Death or Dishonor icon.png Yugoslavian National Spirit from National Focus: All-Yugoslavian Regiments
YUG local militias.pngLocal Militias +2.0% Death or Dishonor icon.png Yugoslavian National Spirit from National Focus: Local Miltias
Idea chi forced conscription.pngForced Conscription +2.0% Waking the Tiger icon.png Chinese National Spirit from National Focus: Forced Conscription
Generic manpower bonus.pngFive People Armies +2.0% Waking the Tiger icon.png Manchu National Spirit from National Focus: Five People Armies
Ast all in.pngLabor Reform +0.5% Waking the Tiger icon.png Chinese Warlord National Spirit from National Focus: Labor Reform
Generic manpower bonus.pngRural Militias +1.0% Waking the Tiger icon.png Chinese Warlord National Spirit from National Focus: Rural Militias

Recruitable Population Factor refers to additional, nation-specific modifiers that are multiplicative with the recruitable percentage. These are almost always penalties. For example, the USA gets -50% from its "Great Depression" national spirit until removed, so if it has Volunteer Only conscription law it will have an effective recruitable percentage of 0.75% (1.5% [from the law] * 50%).

National Spirit Recruitable
population factor
Requirement
The War to End All Wars.pngThe War to End All Wars -25% British starting National Spirit
The Great Depression.pngThe Great Depression -50% American starting National Spirit
Goal generic allies build infantry.pngAustralian Women's Army Service +10% Together for Victory icon.pngAustrialian National Spirit from National Focus: Australian Women's Army Service
Idea raj marginalized muslim community.pngMarginalized Muslim Community -20% Together for Victory icon.pngBritish Raj starting National Spirit
Raj marginalized muslim community happy.pngMarginalized Muslim Community -10% Together for Victory icon.pngBritish Raj National Spirit modified by National Focus: Two-Nation Theory
Idea generic agrarian society.pngAgrarian Society -69% Together for Victory icon.pngBritish Raj starting National Spirit
Tfv can conscription crisis.pngConscription Crisis among French Canadians -30% Together for Victory icon.pngCanadian starting National Spirit
Tfv can conscription crisis.pngConscription Crisis Mended -10% Together for Victory icon.pngCanadian National Spirit modified by National Focus: Compromise with Quebec
Can send in the zombies.pngSend in the Zombies +15% Together for Victory icon.pngCanadian National Spirit from National Focus: Send in the Zombies
Idea saf history of segregation.pngHistory of Segregation -55% Together for Victory icon.pngSouth African starting National Spirit
Idea saf history of segregation.pngReconstitute the Cape Corps -40% Together for Victory icon.pngSouth African National Spirit modified by National Focus: Reconstitute the Cape Corps
Generic manpower bonus.pngCheap Labour -5% Together for Victory icon.pngSouth African National Spirit from National Focus: Native Laws Amendment Act
Generic infantry bonus.pngThe Manpower Act +7% Together for Victory icon.pngNew Zealand National Spirit from National Focus: The Manpower Act
Idea generic reserve divisions.pngReserve Divisions +7% Death or Dishonor icon.pngRomanian National Spirit from National Focus: Reserve Divisions
[[File:Ineffective bureaucracy.png|40px]]Ineffective Bureaucracy -35% Waking the Tiger icon.pngChinese starting National Spirit

Your manpower comes almost entirely from your core states. For non-core states, whether you own these as your colonies or occupy them, there is a -98% penalty to available manpower. The Prince of Terror gives a +2% offset to recruitable non-core manpower. If you occupy the state then there is a further penalty applied depending on your occupation policy:

  • Gentlest: -70%
  • Gentle: -80%
  • Harsh: -90%
  • Harshest: -100%

For example, if a nation with Service by Requirement occupies a state with 10 million people under a Harsh policy, the available manpower will be:

Because the non-core and occupation penalties are so severe, you cannot easily expand your manpower by conquering territory (except if reconquering cores). For a nation lacking manpower, releasing conquered land as a puppet, which will have full access to the manpower of its cores, is often a better idea.

Manpower and divisions[edit]

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.

Service Manpower[edit]

Air and naval units need manpower to operate, this is called service manpower. 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

Manpower in the Field[edit]

The Manpower.png Manpower information on the top bar shows you men that you have already recruited and are in training, including if the unit has not been deployed. It also counts Service manpower (used by naval and air units), and also the men in Volunteer divisions sent to other countries. It no longer counts Expeditionary Forces received from other countries (a fix in 1.1).

At the top of the Division Overview list there is a button for Equipment Details

The men in the field calculation for certain National Focuses does not. For example, the focus Anschluss for Germany requires:

  • At least 550K manpower in divisions in the field

This figure does not include divisions that you have not yet deployed, nor divisions you have sent to other countries as Volunteers. You can find the current manpower in the field figure from the Division Overview.png Army Overview.

Open this and click on the button for Equip overview button.png Equipment Details.

This will show you the exact number of manpower in the field:

List.png

Generally you can reach the required amount for Anschluss just by deploying some of your divisions currently in training, and then setting them to Exercise in the field to bring their experience level to Trained. But that causes attrition to your equipment. Or you can wait and take the focus later, when you have completed training the new divisions.

The manpower in the field shows two numbers:

  • the current number of men in your divisions
  • the total number of men that would be in your divisions if at full strength

The difference between them is caused by casualties, and shows how many men are currently required from the available manpower.

Losing manpower[edit]

This division requires 6,000 men to be at full strength, but only has 3,821. It will be regularly reinforced if there is available manpower.

Manpower can be lost as casualties of war. Divisions that lack full manpower can be reinforced from the available manpower. As long as there is enough available manpower and they have a supply line back to their capital, then divisions are regularly reinforced by 10% of their total men.

The base time is 10 hours x Number of men / 100. This is multiplied by a factor depending on the length of their supply lines in terms of number of regions from the capital. 200 men being provided in a state near the capital therefore take less than 24 hours to arrive. The same number being provided further away might take up to 33 hours.

The same rules apply where the total men required in a division for it to be at full strength increases because of changes to its template.

Lack of manpower[edit]

The whole of the manpower a division will need is usually assigned immediately when you recruit and start to train a new division in the Army planner. If you do not have enough available manpower you can begin to recruit a new division, but you cannot deploy a division which has no manpower. As manpower becomes available, then it will automatically go to a division in the Army planner queue which needs it.

The whole service manpower for a ship or sub is assigned immediately when it has completed production. If you do not have enough available manpower it will not be deployed to a Naval base or Fleet, and will stay in the production list.

The whole service manpower for an air wing is assigned when you create a new air wing at an air base. If you do not have enough available manpower you cannot create a new air wing. You also can't increase the size of an existing air wing if you don't have enough available manpower for the extra service manpower that the wing would require.

You can disband some units, or reduce the size of some air wings, to increase your available manpower. You can also change the template used by some divisions, so they need less manpower. This manpower will then be available to use to deploy new divisions, ships or air wings, or to replace losses in existing divisions. You may also be able to change your conscription law, unless you are already using Scraping the Barrel.

References[edit]

  1. See in /Hearts of Iron IV/common/defines/00_defines.lua.

hoi4de:Manpower hoi4es:Manpower hoi4fr:Manpower hoi4pl:Manpower hoi4pt:Manpower hoi4ru:Manpower