Game Guide
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Manpower & mobilization

You can't conscript infinite armies — your population and economy set a manpower cap that war temporarily lifts.

How it works

armyCap() ties your maximum army to demographics and wealth: pop × 0.6 + gdp × 0.01. Population is the backbone, with GDP adding a modest industrial contribution. If you try to buy troops past this cap, conscription is refused.

War changes the math. While you're in any active war the cap is multiplied by 1.6 — wartime mobilization lets you raise far more than in peacetime. Autonomous regions weaken central conscription, subtracting up to 40% of their contribution.

At the highest intensity there's a second source of troops: total war (Lv6) turns the economy into a war machine, adding army = gdp × 0.0015 every tick from wartime production — but at the cost of steadily draining GDP and population.

Formulas

Manpower cap
armyCap = (pop × 0.6 + gdp × 0.01) × (atWar ? 1.6 : 1.0) × (1 − 0.4 × autonomyDrag)
Total-war production
army += gdp × 0.0015 per tick (Lv6 only)

Key numbers

× 0.6
Population weight
× 0.01
GDP weight
× 1.6
Wartime cap bonus
up to −40%
Autonomy conscription penalty
gdp × 0.0015 / tick
Total-war army production

How to play

  • Hitting the manpower cap means population, not money, is the limit — grow your population or wait for war to lift the ceiling.
  • Declaring or joining a war raises your cap by 60%, so you can surge-mobilize the moment fighting begins.
  • Granting regions autonomy costs you up to 40% of their conscription — weigh that against the stability it buys.
  • In total war your army partly rebuilds itself from GDP, but that same war is eating the GDP and population that feed the cap.

More in this system