Endless Space 2 – Manpower Guide

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Manpower Explanation Mechanics


This guide is a reposting of a thread I made almost a yr ago. To date, few receive got covered inward equally much exceptional the mechanics too workings of manpower which seemingly goes generally unexplained.


Manpower was, to a greater extent than than anything, 1 of the most confusing things nearly the game I needed to figure out for myself, because the tutorial didn’t explicate much. How did invasions work? How do I replenish manpower on fleets? How do I do it on planets, even? Manpower “regen” amount is fashion equally good low, I’m barely scraping plenty together, how do I increment that?


This guide is hither exactly to explicate the basics of manpower, inward example anyone doesn’t fully instruct it yet.


What is Manpower


Manpower is a resources of your empire that represents the break of armed services people yous have. You tin thought it past times clicking on the fleets button. That covert also allows yous to alter the composition of your armies (footsoldiers, armor too air) past times clicking on the push on the right, in 1 lawsuit yous unlock armor too air forces. You tin also exercise that same covert to upgrade your armies past times paying amongst strategic resources too reserve manpower.


Where does it go?


Manpower is used to staff your ships, your planets, too when those 2 things are full, it goes into your reserve (viewed past times the fleets button). Manpower automatically is assigned to ships first, too hence planets. There is no fashion to charge or offload manpower onto or off of ships, too at that spot is no fashion to displace manpower from 1 house to the other inward your empire.


What is it used for?


You exercise manpower, on occasion, to pay for sure things, but that is the exception to the rule. Manpower on ships is used to invade a system. Manpower on planets is used to defend against invasions. There are plenty of upgrades that allow yous to increment maximum manpower inward reserve, the strength of invading forces, the strength of defending forces, too other things. Manpower is replenished on fleets past times having ships inward compass inward 1 of your controlled systems. It takes the manpower from your reserves, it doesn’t affair what organization yous compass equally long equally yous command it. If your reserves are empty too you’re only generating twenty manpower per turn, your ship volition only increment its manpower past times twenty per turn, which tin receive got forever on a total fleet.


But what nearly invasions?


Invasions are performed past times entering an enemy organization amongst ships that receive got manpower aboard. It is strongly advised that, earlier yous invade, yous travel on your fleet inward compass to habiliment downward the defending manpower of the system. [This department requires updated data on siege mechanics I haven’t obtained yet, volition update when I figure it out or somebody tells me; I do non know at the minute what determines the defence manpower loss on a organization equally a outcome of sieging amongst a fleet.] You may lose some soldiers but the ones yous don’t board dorsum onto your ships after the invasions is over.


What happens if yous invade too and hence your ships exit the organization or are otherwise gone?


What are reinforcements?


When yous invade a system, the entire manpower forcefulness of your fleet(s) inward that organization are deployed to the planet(s). If your ships exit the system, your forces volition stay on those planets until the invasion completes either successfully or yous are defeated. You tin displace ships into the organization at whatever fourth dimension (ones that receive got depression or no manpower, hence they receive got space) too retreat your troops after the invasion circular for that plow is over, if yous wish. If yous win the invasion too yous receive got no ships inward the system, your troops volition live on moved into empire reserve, which tin potentially waste materials a lot of liquid manpower if your empire reserves are at or close capacity, equally good equally wasting fourth dimension since filling ships amongst manpower takes several turns (unless they’re returning from an invasion). In effect, if yous know you’re going to win an invasion inward a landslide too wishing to divert your ships elsewhere for fight purposes, yous tin drib off your troops to invade a planet too and hence ready on fleets inward some other system. Keep inward heed that if your ships do non provide past times the destination of the invasion those ships volition receive got niggling or no manpower.


One to a greater extent than thing to refer is that, equally mentioned below, only hence much manpower tin ready on at in 1 lawsuit inward an invasion. Any manpower beyond that are considered “reinforcements.” Your fleets volition drib ALL of their manpower on a organization when yous invade, fifty-fifty if such numbers brand it beyond the per-round maximum amount of attacking manpower allowed. All of your troops that cannot ready on during an invasion circular volition yet stay inward the organization equally reinforcements too volition supervene upon whatever troops lost this circular when yous ready on adjacent turn. Thus, if yous aspect to receive got heavy casualties from an entrenched forcefulness but yet wishing to displace your fleet out after dropping off your troops (for whatever pressing reasons, rather than sieging the system), yous tin drib massive amounts of manpower onto the organization too they volition ready on at total forcefulness every plow if yous receive got reinforcements. As mentioned toward the destination of the guide, this is potentially where custom pattern troop carry ships come upwardly into play.


If 1 of your planets is beingness invaded, yous tin convey inward a fleet filled to the brim amongst manpower too exercise said manpower to reinforce your troops on the ground. You are non restricted to the manpower defence alone located inward that system. This can, of course, live on risky to your ships if enemy fleets are inward organization equally well, but if yous know what you’re doing it tin live on the departure betwixt saving or losing a system.


A quick banknote on “blitz” equally an invasion option


When invading a planet yous are given several choices of how to attack/use your troops. One of these options is called “blitz.” This allows yous to exercise to a greater extent than manpower at 1 fourth dimension during an invading attack. The break of troops amongst which yous tin invade a planet is capped (by default this cap is 500; at that spot are techs inward the armed services quadrant of inquiry that increment this cap to 600 too afterwards 750); Blitz allows yous to ready on amongst 1.3x that value, a 30% increase. If yous convey 800 manpower to a system, the defending forcefulness is 700 manpower, too your invasion cap is at 600, using blitz would live on a practiced option.


How do I obtain more?


This is the of import part. Manpower is generated, past times default, equally 10% of your empire’s nutrient production. I mistakenly believed at 1 betoken that since population growth maximum cap was at 300 nutrient on every system, having a organization amongst to a greater extent than than 300 nutrient generation per plow was a waste materials of upkeep too time. It isn’t. If yous receive got a organization that is extremely syngergistic amongst all the nutrient generation organization developments, I strongly propose yous cook them all, too yous won’t run out of manpower. It’s almost mandatory to do this if you’re playing equally aggressive militarists.


As Cravers, I receive got a organization inward my electrical current game generating 950 nutrient per plow alone, which is +95 manpower each turn, currently nearly 8% of my manpower cap. There are organization upgrades that add together onto the consumption charge per unit of measurement of manpower (left side of the tech tree, attached to the medium ship hulls), hence yous tin increment the manpower generation from 10 to twenty to thirty percent. If I upgraded that system, I’d live on generating 25% of my manpower capacity every turn. I would never run out of able bodies.


That’s it.


That should live on everything yous involve to know. Those final 2 paragraphs are actually the most important, since it’s relatively tardily to figure everything else out on your own, but directly yous know anyway. If the mechanics of the inward a higher house receive got changed inward some fashion too I haven’t noticed, allow me know too I’ll update the guide.


Post-Script Miscellaneous


I am going to lay the bits too pieces hither that people receive got offered to me over the past times yr inward regards to manpower that I neglected to refer or didn’t know about.


Damage bonus


A fully staffed ship at its manpower cap has a 20% impairment bonus. I receive got no thought where this is listed ingame, if at all, but it’s for certain something that makes a difference.


Replenishing fleet manpower exterior of your systems


It appears that some types of heroes receive got skills that allow yous to refill the manpower of your fleets exterior of your controlled territory. Normally your fleets involve to live on orbiting a organization for this to occur (unless they’ve changed this mechanic unbeknownst to me); some heroes receive got skills similar [+40% manpower increment per plow on fleet]. My agreement of this was that it would merely increment the amount of manpower refilled on that fleet per turn, but it appears that equally long equally your fleet is inward *any* organization this increment per plow applies.


This is going off anecdotal show I believe I observed inward my final game too it is non definitive or confirmed, too I am non sure that this replenishing of manpower exterior my borders was due to heroes or something else. All I know is that my fleet manpower refilled spell some fleets were exterior my territory too I felt I should brand a banknote of that here.


Emergency manpower


You tin exercise chain gangs to sacrifice population too create manpower if yous desperately involve it; a unmarried population volition fill upwardly iii basic Tech I bird ships (300 manpower usually).


Invasion modules


There are back upwardly modules yous tin install on ships that allow them to comport to a greater extent than manpower; past times doing this yous tin effectively create troop transports too displace massive numbers of invading forces into a organization to trounce anyone there. One seldom-used tactic is this: if your planet defenses are non teched upwardly to a bird yous intend is high plenty to properly defend your systems, yous tin create back upwardly ships that receive got manpower modules too movement boosters to create fast moving troop transports. You tin too hence exercise these transports equally standby planetary defenses; if an enemy tries to invade a organization yous tin displace these transports into said organization too reinforce your the world troops to ensure their invasion fails.


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