A couple of questions:
- While this isn't directly related to qualifications, you mention that buildings adjust their wages depending on their economic conditions, and that pops will try to take jobs depending on those wages if there is a significant enough difference, including promoting based on their qualifications. Beyond the monthly qualification update, how much inertia is there in this system? Price shocks are possible, but the labour market is much less flexible than the commodity market, due to contracts, the need to move, and general human tendency to avoid change. This inertia has historically both prevented economies from reorienting efficiently to changing market conditions, but also sometimes buffered economic shocks. How will that look in the game? If it's checked too often and everyone can switch their employment I expect things to be quite swingy.
- Is there any distinction in the aristocrat and capitalist profession from other professions? Does a building/production method "need" those professions to operate? How does that correlate with the (not yet completely explained) mechanic that these pops provide the investment pool to build these buildings in the first place. I would assume that those pops are the "owners" of the buildings they financed. Obviously there is a level of abstraction going on here, but it seems strange to me that e.g. more people qualified to be capitalists are "promoted" because a factory "needs" more owners. If that's the case, what does the "need" for capitalists in a factory represent? Intuitively I would say a factory runs just as well if it is owned by fewer than more people.
- Does the fact that a pop is qualified to promote to a more socially prestigious profession but lacks the economic conditions to do so play a role in other sections of the game? For example, imagine there are a lot of machinists who are qualified to promote to engineer but the country currently does not have any additional jobs for engineers. Does the game consider promoting from machinist to engineer something that is socially desirable in itself, and would that fact lead to unhappiness / political opposition / emigration? Or is all of that a function of the wage difference between machinists and engineers?
1. Deciding on the degree of inertia is a recurring design problem in the development of Victoria 3! On the one hand we want stability, both the
sense of stability so your country feels like a real breathing nation full of willful people, and the
impact of stability on a dynamic economic simulation to ensure one part of it doesn't overreact to another and bring the whole thing crashing down. On the other hand too much inertia makes the system feel unresponsive and removes the sense of cause and effect. To answer your specific question, productive buildings have a buffer called a Cash Reserve into which it will deposit any excess profits in fair weather and use as a buffer to avoid drastic crashes when the wind goes the other way. Buildings with an empty Cash Reserve will act much more drastically than ones with a full reserve, but all buildings that lose money will take some cautious steps to try to fix the problem before they lose too much. This means we get both some inertia where the economy doesn't go belly-up overnight because some Machinists decided to relocate, and the cause and effect of seeing buildings start to lose money, wages starting to lower, and Pops starting to change careers.
2. Aristocrats and Capitalists are required and they are required proportionally to the other Professions in the building. While that is arguably unrealistic - how many Aristocrats do you really need to own the land for people to work it productively, after all - but there's unfortunate side effects from not doing things this way, such as Farms full of Laborers but no Aristocrats to siphon off the profits being able to pay astronomic wages, and then when some Aristocrats move in and take over the land the building is suddenly deep in the red because the Aristocrats need to get paid their share. This then leads to metas where the factors that develop Qualifications for Aristocrats are artificially throttled to ensure simple Farms provide amazing wages without having to engage in any form of ownership reform. Disproportionality between Professions tend to throw the whole balance off, so we avoid it like the plague. Regarding Capitalist investments, it helps to think of a building as an industrial sector, not a single factory. Capitalists invest in expanding the manufacturing industry, which creates opportunities for other companies to move in and start businesses, which leads to more Capitalists.
3. In Victoria 3, Pops never change Profession unless a building offers them a job different than what they currently have. In this, Pops are perfectly rational actors and will only take jobs that pay better, regardless of perceived social status. However, with increased pay tends to come more political strength and other benefits, so that dimension isn't completely ignored either.