Wiki

trigger · manpower_per_military_factory

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

Number of available manpower per factory the country has. Excluding dockyards.
manpower_per_military_factory < 1000

实战 · 配合 · 坑

实战内容由 AI 生成,并已对照 vanilla 命令词表校验 —— 请当作起点而非权威依据。上方的定义节才是游戏自带文档原文。

实战用法

manpower_per_military_factory 常用于判断一个国家是否陷入"兵力紧张"状态——当人均工厂兵力过低时,触发特殊决议或限制某些扩军选项。例如在工业强国与人口小国的平衡 mod 中,可用此 trigger 控制征兵政策的解锁条件。

# 当每座军工厂可用人力不足 500 时,开放紧急动员决议
available = {
    manpower_per_military_factory < 500
}

配合关系

  • [has_army_manpower](/wiki/trigger/has_army_manpower):两者搭配可同时检查绝对人力值与相对分配效率,避免单一指标误判(如总人力充裕但工厂极多导致比值偏低)。
  • [conscription_ratio](/wiki/trigger/conscription_ratio):当 manpower_per_military_factory 过低时,通常也需检查征兵率是否已拉满,二者结合判断是否真的无兵可用。
  • [add_manpower](/wiki/effect/add_manpower):作为上述条件满足后的 effect 响应,向国家直接补充人力以缓解短缺。
  • [add_ideas](/wiki/effect/add_ideas):条件触发后附加"人力危机"类 idea,产生持续的游戏机制惩罚或叙事效果。

常见坑

  1. 混淆"可用人力"与"总人力":该 trigger 使用的是当前可用人力(available manpower),而非人力上限或部队中已部署的人力,若大量人力在部署队列中消耗,实际比值可能远低于预期,导致条件意外触发。
  2. 忘记船坞不计入分母:官方明确排除了船坞(dockyards),只统计军工厂数量。新手容易误以为所有生产建筑都参与计算,从而对海军大国的判断结果感到困惑。

Hands-On Notes

Hands-on notes are AI-generated and checked against the vanilla command vocabulary — treat them as a starting point, not authoritative reference. The definition above is the game's own documentation.

Hands-On Usage

manpower_per_military_factory is commonly used to determine whether a nation is in a state of "manpower shortage"—when per-capita military factory manpower falls below a threshold, it can trigger special decisions or restrict certain army expansion options. For example, in balance mods between industrial superpowers and small population countries, this trigger can control the unlock conditions for conscription policies.

# When available manpower per military factory drops below 500, enable emergency mobilization decision
available = {
    manpower_per_military_factory < 500
}

Synergy

  • [has_army_manpower](/wiki/trigger/has_army_manpower): Pairing these two allows simultaneous checking of absolute manpower and relative allocation efficiency, avoiding misjudgments from a single metric (e.g., abundant total manpower but extremely high factory count resulting in a low ratio).
  • [conscription_ratio](/wiki/trigger/conscription_ratio): When manpower_per_military_factory is too low, you should also check whether the conscription ratio is already maxed out; combining both determines whether you truly have no manpower available.
  • [add_manpower](/wiki/effect/add_manpower): Serves as the effect response when the above condition is met, directly replenishing national manpower to alleviate the shortage.
  • [add_ideas](/wiki/effect/add_ideas): After condition triggers, add "manpower crisis" type ideas, producing sustained game mechanic penalties or narrative effects.

Common Pitfalls

  1. Confusing "available manpower" with "total manpower": This trigger uses current available manpower rather than the manpower cap or manpower already deployed in armies. If large amounts of manpower are consumed in deployment queues, the actual ratio may be far lower than expected, causing the condition to trigger unexpectedly.
  2. Forgetting dockyards are excluded from the denominator: The game officially excludes dockyards from the calculation, counting only military factories. Newcomers often mistakenly assume all production buildings are included, leading to confusion about judgment results for naval-focused nations.