freezy wrote:
Manpower [in CoW1.5] serves as a "population cap" role to encourage players to not spend all resources into units only, and to balance weaker units vs. stronger units.
By the way, my impression is that this limit now even has become a bit too soft - it would be nice if players sometimes feel an urge to build industry also in non-resource provinces of their core, just to gain manpower. As things are now after the June update, I'm almost sure that no reasonably thinking player will ever build industry in non-resource core provinces. But would be good to hear experience from others on this - if that turns out to be true, I'd lower the amount of manpower in late game a bit again (like reducing manpower bonus of level 5 industry to 110% or something similar).
Still my point remains that with manpower as number of recruitable soldiers instead of available workforce, it would add a lot to the fascination of the game (details see my very long --> post <-- above). Which in CoW1.5, with manpower interpretation as available workforce, it totally doesn't. In CoW1.5 it's a tedious duty to take care of not getting into a manpower shortage. Whereas with my proposed changes, it would become very motivating and fascinating to either strengthen your economy or your army size.
freezy wrote:
The rest of the proposed balancing changes that would change the balancing much more into the direction of 1.0 we very likely also won't do, because that would be too big of an overhaul again. But I think I mentioned that already.
I had said so after CoW1.5.1, repeated it after CoW1.5.2 and now I repeat it again also after the June update: Manpower as available workforce and same HP progression for all units is the wrong path. Of course it's getting more and more work to go back the longer you continue on that path. So better decide to revert that change now than later ;-).