Roblox Rise of Nations Wiki
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Manpower (often shortened to MP by members of the community) is what you use to make or reinforce any units. It is an essential part of the game. Most Nations start with their Conscription Law set to Volunteer which is 2% of the population. Changing your Conscription law can increase or decrease your Manpower cap.

Starter nations begin with 3/4ths of their Manpower cap in Manpower at the start of the server, while Releasables begin with none. The lowest possible Manpower cap is 60,000, with it being impossible to go any lower, even if your country has a Population lower than that.

Manpower Gain[]

Manpower is gained automatically, but the higher your population, the more you gain manpower and the more manpower you can have. You can enlarge your manpower output by building Recruitment Centers and/or developing your Cities, changing your conscription laws, and setting your Military doctrine to Massed Attack. Note that all of these methods (except for Recruitment Centers) have drawbacks such as less Military experience, slower Building speed and less Tax income.

Ideologies also alter Manpower gain, either positively, negatively or not at all (with Non-Aligned and Liberalism doing the latter). This also means Ideology Improvement in the research tree can amplify the manpower gain effect from ideologies.
The Manpower Gain Increase/decrease is represented in the table below;

Ideology Manpower Gain
Communism +100%
Socialism +40%
Fascism +35%
Nationalism +15%
Democracy -10%


Policies also affect manpower, these are the policies that affect manpower:

  • Military Service Act: +20% Manpower Increase ( Military Upkeep -10%)
  • Agricultural Act: +15% Manpower Increase (Tax Income +7.5%)
  • Sinaloa Protocol: +25% Manpower Increase (Tax Income +40%, Military Cost -5%, Corruption Gain: +0.5%)

Manpower can also be affected by the Events that happen through the game, they can either give you or increase your Manpower output, or take away and decrease your manpower output. National Modifiers can also alter your manpower gain for better or for worse.

There are also leaders that can affect your manpower gain. These are:

  • Head of Conscription
  • Interior Minister
  • Propaganda Minister

Selling Fertilizer in the Internal Market also affects manpower gain, scaling up to a maximum of +15% Manpower Increase.

List of Mechanics that affect Manpower Gain[]

  • Stability - Your manpower gain increases if above 50% stability and decreases if below 50% stability.
  • War Exhaustion - The higher war exhaustion you have, the more your manpower gain decreases.
  • Ideologies - All ideologies except Liberalism and Non-Aligned provide either a manpower increase or decrease.
  • Military Doctrines - Every military doctrine except Manoeuvre Warfare provide either a manpower increase or decrease.
  • Policies - Certain policies such as the Military Service Act provide a manpower increase.
  • Developing Cities - The higher your city tier is, the more manpower gain you get from the city.
  • Recruitment Centers - A building that gives you +25% manpower gain on the city it's built on.
  • Laws - Certain laws give you either a manpower increase or decrease. Conscription Laws change your recruitable population.
  • National Modifiers - There are certain national modifiers in the game that give either a manpower increase or decrease.
  • Formable Modifiers - Certain formable modifiers can give either a manpower increase or decrease.
  • Leaders - The Head of Conscription, Propaganda Minister and Internal Minister leaders give a random increase in manpower gain.
  • Corruption - The higher corruption you have, the more your manpower gain decreases.
  • Internal Market - Selling Fertilizer to the internal market gives a maximum of +15% manpower gain when the demand is fulfilled.

Manpower Usage[]

Manpower is used in three ways:

  • To create any unit.
  • When a partially damaged unit/division goes to one of your cities to heal (called reinforcement in the game) and recover losses to return to its original amount.
  • When you send manpower to someone via the "Send Aid" function.

Strategy[]

When starting out, it's best to use your Manpower to make tanks early-game. If you want to build many tanks early game, you must build the factories necessary for making them and conquer any square cities you might need. You should also turn off reinforcements for your tanks so that you don't waste precious manpower on reinforcing tanks when you can instead make new ones.

It is recommended to use the Specialization doctrine if you primarily want to use Infantry and have enough Population and modifiers for good Manpower gain. The usage and handling of manpower is up to you, whether you like to specialize a limited number of troops, or cover the battlefields with waves of poorly trained conscripts.

Units
Army Primary InfantryTanksHome Guard
Support ArtilleryAnti Aircraft
Navy Escort DestroyerFrigateTransport Boat
Capital BattleshipAircraft Carrier
Underwater Submarine
Air Force FighterAttackerBomberTransport Aircraft
Nuclear Nuke
April Fools Nuke (April Fools)Space Units
Mechanics
Strategic DoctrinesOperationsAttritionEntrenchmentFlankingAuto Capture
Leadership Military LeadersTraitsPolitical Leaders
Logistics ManpowerExperienceMilitary PowerConscription LawsReadinessMilitary SpendingRecruitment CentersReinforcements
Other TechnologyWar ExhaustionWarWar JustificationSkins
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