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Danny5072

Second Lieutenant
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May 14, 2017
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  • Crusader Kings II
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Much has been said on the topic in the title. Economies running out of peasants is not realistic, factories competing for laborers (and not the other way around) is not realistic, and structural unemployment basically doesn't exist in this game. It's a big simulational problem and besides creates very weird gameplay incentives of migration meta or 'conquer China to cannibalize for workforce' meta.

Historically of course lacking people to fill jobs wasn't really a problem, because there were constant small-scale technological improvements ('throughput bonuses' or 'production methods') which allowed factories to produce more and with smaller workforce. Factories were constantly laying people off. People were desperate to take jobs even for awful salaries. That's the simulation outcome that I think we should strive for.

Here's a few ideas how can this be addressed. This is meant as a discussion-starter post, not necessarily a set of specific suggestions.

1) Balance the game to be MUCH more aggressive in deleting unprofitable buildings.

Right now there is the 'autonomous downsizing' mechanic but it's slow to act and IIRC can't remove the last building level. As such in a late-game high-pop state (where the player and the private queue have built a lot of random businesses over the years) there are usually a handful of good big businesses, and many level-1 buildings that are barely getting by and not hiring because they can't compete for wages. If some of the buildings haven't been privatized, there can even be high-level empty buildings: the inv.pool doesn't buy up unprofitable stuff; example - you ordered 10 levels of steel foundry, nobody went to work there because there is enough steel elsewhere, they didn't produce anything and were never privatized, you never deleted the building because why would you, and autonomous downsizing never did either because it was never privately owned.
As a result, by late game, when pops have equilibriummed themselves into best workplaces, there is usually a huge pool of empty buildings that are not productive right now but do vacuum any unemployed or migrants should they spawn. This basically prevents unemployment entirely.
The game should force factories to be deleted once they are bankrupt. You have no cash reserves, negative balance, and the building that owns you (e.g. a financial district) doesn't want to send cash either - lights out. Downsize yourself, including the last level if we're at that point.
Vic2 had an intermediate 'closed' state for bankrupt factories but I think it would be harder to simulate in Vic3 just due to the way buildings and levels are organized.
If buildings are rebalanced to become unprofitable much more often, and that results in actual closedowns and layoffs, that would create an actual consistent source of unemployed, making it a persistent category that you never seem to catch up to eliminating (unlike now where unemployment represents a few poor fellas who didn't have a gametick just yet to be rehired).
At any rate, this will force the players to be much more mindful when building stuff. Imagine building a factory for a year as some Wallachia or whatever, to find out that you've misjudged whether it'd be productive; and then it's gone - at least requiring some additional capital investment to be reopened - that's a yearly budget of construction goods vaporized. I feel like Vic3 is lacking in this 'hard consequences for the player' aspect right now.

1.1) Just make construction less potent.
Regardless of the political system or who's in power, the player's ability to build stuff is unchecked. Conservative IGs can't react to the government plopping down 100 universities which would create a dramatic societal shift in favor of intelligentsia, undermining the conservatives' power. American slavers, even if they are in power right now, don't seem to mind when the player surreptitiously empowers northern industrialists by building only in northern states.
That's the main way the player currently, well, plays Vic3, so I don't think it should be removed. However, the government-sponsored (player-clicked) rapid industrialization (including via easily abused mechanics like growing your GDP and debt ceiling faster than you accumulate debt) produces ahistorical outcomes. It's just too easy to start industrializing from day 1. Every 'middle of nowhere' 1-state nation can outpace Stalin's Russia if you know where to click.
Some ways to nerf construction could be thought of, even beyond merely tweaking numbers. For example, industrial buildings may demand construction as ongoing input good (to simulate maintenance, repair, amortization, etc.).
Edit: LF could ban player construction outright (except for military buildings, railways, etc.). That will create an actual downside to it.

2) Make efficiency PMs also be labor-saving PMs.
Switching steel from Blister to Bessemer reallocates 500 Laborers to 250 Machinists and 250 Engineers. It could just remove 500 Laborers, for example, or produce a smaller number of advanced professions than now (say, 150 of each). That would force layoffs every time a PM is switched and create unemployment (and yes, radicals too). Lore-wise, it will simulate better how efficiency improvements typically meant 'higher output with smaller workforce' rather than 'higher output with the same workforce'.

3) Create a 'migration pull'-like mechanic for peasants to willingly become unemployed urban residents.
When news of new factory reach countryside, there is likely to be more second sons, local hobos or just poor farmers interested in signing up than what the economy immediately needs in laborers.
As such, when there are 5 thousand new places at a factory, say 10 thousand people could migrate to the city hoping to work there. The 'extra' 5k people become unemployed (living presumably off charity, welfare, or sporadic work) and generate unrest, which could fuel labor movements and etc., something the game currently lacks (unless you deliberately try really hard to ruin SoL, you're never seriously threatened by a communist revolution).

4) Make repeasanting incredibly unlikely.
Although it's already a rare occurrence, an unemployed pop may be 'employed' as a peasant on subsistence farms through ordinary jobseeking mechanics. The game believes it's better than being unemployed. This pop then gets a wage and presumably doesn't hate their life.
That is a process that should be very unfrequent, basically non-existent under normal conditions. Consider that, no matter which agriculture law a country might have, becoming a peasant requires one to not only abandon the big city life, but also to purchase a plot of land, or go back to being a slave/serf/tenant farmer (basically an indentured servant) with low-to-no income, who eats what they produce and doesn't make enough excess to buy stuff. Urban residents should not want to do that in a 19th century economy.
A simple mechanical solution is to add a flat SoL malus to peasants that makes being one really awful.

4.1) Kill off subsistence farms in mid-game by getting them outcompeted with organized agriculture.
A subsistence farm should also be allowed to go bankrupt and get 'closed down'. In every other respect the game treats it as any other business. It shouldn't be a very quick process (building 2 grain farms shouldn't immediately bankrupt all noble estates in the country) but in a rapidly industrializing economy they just have no place at some point. All their workforce then become unemployed.
 
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1.1) Just make construction less potent.
Maintenance for the existing buildings is the way and should be tied to the PM, as well as making PM switching require a short-term maintenance increase simulating reorganization and getting new equipment. In Vicky2 there was a critical good (machinery or something like that) without which proper industrializing was impossible, making such goods essential for industry would strongly nerf rushing industry and give minor nations a more natural way of going for plantations and other simple resource extraction.
 
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I think the solution is break the loop of construction sector>industrial sector> private sector.

Growth and industry is mostly self sustained by the construction sector whuch is what dictates the pace of your economic growth. Not your resources, not your economic policy, not your trade or geopolitics.

As such running out of people becomes something just unavoidable, when it should not even be a thing. Economic growth should be scaled down.

I cant wait to try EU5 and see if their system works better.
 
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I don’t have a problem with running out of labor if it’s earned. If your economy is that good, then I’m not mad.

But…

I do have a problem with “repeasanting” because it’s really weird. To this day, subsistence farms can be used to lock in labor that really should be unemployed and angry.

This creates bizarre incentives. For example, why make a ton of farms if you know you can just have terrible subsistence farms soak up labor until you get more factories and mines in place?

I wonder if subsistence farms are too productive or make pops too happy via reduced needs. As an example, I’ve demolished underperforming farms that won’t hire incoming migrants because subsistence farms will hire them.

but on the third hand, there are cases of people migrating to new places and becoming subsistence farmers (or what the game considers subsistence farmers to be).

Maybe homesteading should be different in hiring than tenant for subsistence farms?
 
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I think the game could be much more ruthless with unemployment if it there was an urban equivalent to peasants. Only while peasants are self sufficient - consuming very little but producing what they need - the urban sub-employed would make very little money and have more or less normal goods demand. So they'd be both an object of subsidies from the state (with poor laws and such), while also being a reserve army of labor that drives salaries down. That way you could have much more intense unemployment from both agricultural industrialization (why is it only building farms over rice paddies that cause unemployed? enclosures started in England) and labour saving PMs.

Moreover, if the Trade overhaul can create adequate center-periphery relations, then you could have more fully employed industrial centers like Great Britain exploiting the demand of their dependencies, like a British Raj that has a growing poor urban population.
 
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It feels weird to speak of peasants in this way, but re-peasanting can be considered a subset or intersecting set of the 'qualifications too easy to get' problem; farming, as much as (to use random ingame examples) automotive engineering or military leadership, requires domain knowledge and training that a random urbanite doesn't have and will do a bad job if forced to do.
 
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Agreed.

An obvious solution would be to reduce the number of employees per building.

Although this will slow down the game progression. How the government could get more revenues? Maybe with the trade rework, tariffs can get this spot.

I believe the game will improve if the overwhelming no brain loop peasant->automation is not the only way forward and other more interresting deep economic game play is also required to make it work.

Eg. Taxing Business profits requiring business to increase margins and making it more difficult for any building to make money without throughput bonuses. Having industrial policies and worldwide competition.
 
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I agree with the original Post, some things have to change in the longer run to get the economic play a bit more realistic. Production volumes and labour are not spreading enough later.

The mechanics needs to ensure that heavy industrial production centers outscale the smaller ones, agressive downscaling would help for sure. In my opinion building base levels can be cheaper but better PMs get them more expensive later, upgrading PMs need additional construction. Does a factory for wooden tools really needs to be as expensive as a late game one with heavy machines and electricity? It would also help that downscaling and dissolvement would not feel as bad as now while backwards economies can produce their own stuff until the GP start flooding the world with cheap goods via trade.

Pair this with lesser but better jobs per upgrade there will be a constant trend to centralize production. And pops not going back into substance farmers is also a nice idea for sure. This could be paired to the overall SOL in states. Once they reach a certain state, pops should never migrate or fall back into substance farming.
 
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Maybe homesteading should be different in hiring than tenant for subsistence farms?
I'm not really sure that with the game's mechanics there's a good way to represent actual homesteading. You'd need to basically unlock the same PM's for subsistence farms as specialized farms have, especially in places like the USA that rapidly adopted mechanical means of harvesting and processing due to constant labor shortages, especially among the smallholders. We certainly didn't have large-scale factory farms in the early 1830's when mechanical reapers went on the market, after all. Even then you're still likely to wind up ahistorically urbanized, despite having economically productive and self-sufficient family-run farmsteads, aka financially profitable subsistence farming. If you look at the various censuses the USA undertook, even as late as 1900 over half of our "cities" have under 100k people living in them, and you're looking at an inverse of that in this game, even in agriculturally dominant areas.

Fun fact: even now the USA has a great many small farms, despite the continual land consolidation process that's been ongoing ever since the advent of the factory farming system.
1744183778730.png
https://www.nass.usda.gov/Publications/Highlights/2024/Census22_HL_FarmsFarmland.pdf
 
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I agree to the underlying concern, but i think the analysis and the proposed solution are somewhat ill considered. I am working at a mod though that could adress this issue.

The real problem imho lies in "the exponential nature of growth", if lack of immigration does not put a ceiling on growth, then growth will only pace up quicker and quicker. When its exponential like that, there is much you could do to try to stop the player for reaching it and it might only "delay the inevitable". it's a bit silly to real life counterparts in that developing economies have typically higher growth rates than developed economies, the curve should really start to slow down into an S curve towards the end with deminishing returns, not ever pace up until it might hit a ceiling and then just flatline.

To illustrate this:

curves.jpg


Withought immigration, the natural growth curve of most players growing trough exponential growth would look like the one on the left, and that one is unrealistic, a more realistic currve would be the one on the right that gives "deminishing returns" at the end.

The way to solve this, is to introduce a "exponential sink", that triggers trough the demand of people when there is already lots of employement and wealth, and which is of the nature that its a building that costs a lot of construction points and which generates revenue but crucially does not employ labor.

My idea is to solve this with "tiered housing", aka you get a poppulation with housing demand, wheres the housing demand really gets only big once the society is nearing full employment and high income, once you neer full employment the housing demand becomes so big that the Ai construction pool is almost solely busy with expanding on housing (or any other similar sinks) rather than industry. The point oif the tiered housing is that the costs grow exponentially between say shanty and labourers house and middle class housing etc just as demands shift too, so in the early game the AI builds a more modest amount of shanty's and as the game progresses it starts to build more labourers houses and then middle class housing and perhaps later mansions and skyscrapers and palaces and the like, the point crucially is that those buildings do add to the economy for having revenue but just don't employ any labor and they might take up proportionally much of that bloated construction pool.

I dont think you need the devs to solve this matter, mods mght achieve it easily enough, i think you just need to design a "exponetial sink" to counter exponential growth, just a few mod-added buildings might suceed at that.
 
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I agree to the underlying concern, but i think the analysis and the proposed solution are somewhat ill considered. I am working at a mod though that could adress this issue.

The real problem imho lies in "the exponential nature of growth", if lack of immigration does not put a ceiling on growth, then growth will only pace up quicker and quicker. When its exponential like that, there is much you could do to try to stop the player for reaching it and it might only "delay the inevitable". it's a bit silly to real life counterparts in that developing economies have typically higher growth rates than developed economies, the curve should really start to slow down into an S curve towards the end with deminishing returns, not ever pace up until it might hit a ceiling and then just flatline.

The way to solve this, is to introduce a "exponential sink", that triggers trough the demand of people when there is already lots of employement and wealth, and which is of the nature that its a building that costs a lot of construction points and which generates revenue but crucially does not employ labor.

My idea is to solve this with "tiered housing", aka you get a poppulation with housing demand, wheres the housing demand really gets only big once the society is nearing full employment and high income, once you neer full employment the housing demand becomes so big that the Ai construction pool is almost solely busy with expanding on housing (or any other similar sinks) rather than industry. The point oif the tiered housing is that the costs grow exponentially between say shanty and labourers house and middle class housing etc just as demands shift too, so in the early game the AI builds a more modest amount of shanty's and as the game progresses it starts to build more labourers houses and then middle class housing and perhaps later mansions and skyscrapers and palaces and the like, the point crucially is that those buildings do add to the economy for having revenue but just don't employ any labor and they might take up proportionally much of that bloated construction pool.

I dont think you need the devs to solve this matter, mods mght achieve it easily enough, i think you just need to design a "exponetial sink" to counter exponential growth, just a few mod-added buildings might suceed at that.
This is a really interesting idea. I've, of course, always realized that the lack of housing takes away from the simulation, but I had never considered the use of housing in this way.
 
This is a really interesting idea. I've, of course, always realized that the lack of housing takes away from the simulation, but I had never considered the use of housing in this way.

Seeing as you like the idea, maybe i can get you interested to help me testing it once i'm done making it, which though isnt really going to be that soon. Testing takes a lot of time in the modding process, it would be a help.
 
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I agree to the underlying concern, but i think the analysis and the proposed solution are somewhat ill considered. I am working at a mod though that could adress this issue.

The real problem imho lies in "the exponential nature of growth", if lack of immigration does not put a ceiling on growth, then growth will only pace up quicker and quicker. When its exponential like that, there is much you could do to try to stop the player for reaching it and it might only "delay the inevitable". it's a bit silly to real life counterparts in that developing economies have typically higher growth rates than developed economies, the curve should really start to slow down into an S curve towards the end with deminishing returns, not ever pace up until it might hit a ceiling and then just flatline.

The way to solve this, is to introduce a "exponential sink", that triggers trough the demand of people when there is already lots of employement and wealth, and which is of the nature that its a building that costs a lot of construction points and which generates revenue but crucially does not employ labor.

My idea is to solve this with "tiered housing", aka you get a poppulation with housing demand, wheres the housing demand really gets only big once the society is nearing full employment and high income, once you neer full employment the housing demand becomes so big that the Ai construction pool is almost solely busy with expanding on housing (or any other similar sinks) rather than industry. The point oif the tiered housing is that the costs grow exponentially between say shanty and labourers house and middle class housing etc just as demands shift too, so in the early game the AI builds a more modest amount of shanty's and as the game progresses it starts to build more labourers houses and then middle class housing and perhaps later mansions and skyscrapers and palaces and the like, the point crucially is that those buildings do add to the economy for having revenue but just don't employ any labor and they might take up proportionally much of that bloated construction pool.

I dont think you need the devs to solve this matter, mods mght achieve it easily enough, i think you just need to design a "exponetial sink" to counter exponential growth, just a few mod-added buildings might suceed at that.

Well in other threads it was argued that the "housing" need is reflected with urban centers. It was with the idea that urban centers need their materials for housing and/or construction. If you see it like that, it makes sense but...

A better logic for me would be that urban centers main commercial PMs offer services and boost consumption of luxury goods, while another, secondary PM is the local construction sector for the civil urban economy, which eats away construction points but boosts SOL and migration attraction in return.

But the other point are still valid for me. Industries need to get more efficient over time and should offer more output with better PMs or need less workforce. The peasant stratum needs to go away or at leas t not grow further. It really makes no sense that pops go back or migrate into poverty.
 
I don’t have a problem with running out of labor if it’s earned. If your economy is that good, then I’m not mad.
The gameplay problem is that you don't need to be 'that good' to have labor shortages, this is an inevitable outcome of modestly paced industrialization even as countries like Russia, China, India.

Additionally, as a simulation problem, running out of labor (full employment) is considered to be an economic malaise rather than a desirable state. Unemployment is, well, bad for the unemployed, but necessary for wider economic growth - new sectors and businesses need labor to get going, preferably without cannibalizing old businesses for it. The source of this labor should typically be the people laid off from previous roles because they became redundant due to tech improvements. And also where do you find people to fight wars under full employment?

At this point I'm thinking that every production tech should give a tiny modifier like "-0.5% required workforce" economy-wide. To simulate these small efficiency improvements. That is better represented by PMs, but these are designed as big sweeping changes (happening 2-3 times during the campaign for each building type) and would be hard to 'granularize'.
 
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A better logic for me would be that urban centers main commercial PMs offer services and boost consumption of luxury goods, while another, secondary PM is the local construction sector for the civil urban economy, which eats away construction points but boosts SOL and migration attraction in return.

Well principally you need that "exponential sink", there are many options you could for example have construction points being taken away from the construction pool for the purpose of "building maintainance", everything that works really to functionally start flattening that curve towards the end. The bigger difference i think with my proposed sollution is that a modder might achieve fixing it trough that method, whereas for the thing you propose i think you would need to wait for Paradox to aprove and implement it. ;)
 
Qualifications are too easy. How am I the first person in the thread to say this?

While I agree that quals are still too easy, let me make something clear:

1744210004822.jpeg


Let's take a look at this factory:

1744210048299.png


With these PMs, this factory employs over 250k POPs.

1744210079696.png


That total only includes 51k laborers. Okay, so you'd think that the quals are too easy, and that's why I employ so many people.

But lets swap the PMs around:

1744210206145.png


And what does my employment look like now?

1744210228994.png


Using fewer automation PMs results in a greater demand for labor and a ton of required laborers. Laborers are just ditch diggers in Vic3. The job requires no quals.

So, even if quals were hurting employment more, you'd still needs tons of unskilled labor at low PMs.

Yes, stricter quals would throttle growth somewhat, but how many millions of POPs does you empire have that can participate in unskilled labor?
 
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While I agree that quals are still too easy, let me make something clear:
I'm big on making sure qualifications are hard to get and I agree: even a highly industrial society has a ton of labourers anyway. That said, a counterpoint here is that things are different from Victoria 2. Back then you could have enough literacy to get Craftsmen but not enough to get Capitalists or Clerks. In Vicky 3 you need enough qualifications for all levels, don't you?

Either way, I think qualifications is a red herring of sorts. I've played with mods that made qualifications harder to get and I still ran out of population eventually. The end result is that you want a school system set up ASAP and development might take longer. Which just delays the problem.

Victoria 3's population has to be balanced around having a large reserve army of labour. If the game introduces sub-employment to Urban Centers, then it will also be able to be much more extreme with labour saving mechanisms. Building agri buildings should feel like enclosures and drive up unemployment everywhere, not just Asia. Factories should perhaps be even more efficient, with a large proportion of the population serving as the consuming yet urban poor.
 
Yes, stricter quals would throttle growth somewhat, but how many millions of POPs does you empire have that can participate in unskilled labor?

But this is the main issue as per the OP. Vic3 should not be a game of exhausting your population.

Before that point you should be juggling with other constraints like trade competition and unsustainable public building sector.

Right now it is a matter of how many buildings sectors you can support to race for depeasanting and start automating to increase labour qualifications/wages/job types.

For example, by reducing the employment by buildings the players will be forced to build more to achieve the same levels of employement -> demand -> taxes. Thus, making the game have a slower exponential curve as described by the @TheFlemishDuck

The main source of exponential growth is the demand from POPs increasing their wealth levels that is exponential. This demand fuels taxes and profits for more construction, etc... Getting to the silly point of exhausting your workforce.

1744213808927.png

(by the way this chart should be on log scale as to show the difference between 10 to 20 SOL levels)

How do you achieve a lineal growth and not exponential and still make the game fun for players? Not an easy question, but IMHO growth should not come mainly by POPs increasing their wealth in vast numbers as it is now.

Again, decreasing POPs employed in buildings should be something I may try by modding the game and see what happens.
 
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I have tried to search for mods reducing the number of pops employed by building but I have not found any. If someone else knows someone who has tried this before, I will be glad to try it.

Else I have found that number of employees is moddable in the production method files of the game. For example, one could reduce all employment by building level PM by reducing these numbers. In case we want to halve it, we could have 250 shopkeepers, 2000 laborers and 250 machinists.

1744214948853.png


In theory, this will make pops less important for creating demand and producing tax revenues for governments. But also make Buildings more profitable as they will be more productive.

This will also employ less POPs, making it more difficult to exhaust your peasant population and making the decision to automate more about increasing wages than increasing your available workforce. On this note, I would try to increase the wage differential between professions, to make advanced PM employing more qualified POPs more interesting for the player that is looking for increased demand: 1 engineer is better than 100 peasants converted to workers.

Probably, buildings being more productive would open up a strategy to compete with many buildings with low efficient PM against high efficient PM as buildings will be more productive from day one.
 
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