This thread is a prime example of why I have to have the Victoria 3 Wiki Jargon page open at all times.
What's he on about?

What's he on about?
- 4
Yeah, you really shouldn't need gigantic complexes employing hundreds of thousands of people just to make tools. I am pretty certain that the all-in-one Rouge River Plant Ford operated in the 1920's didn't need 250k people working there, and it was a power plant, steel mill, and automobile factory all in one.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'.
See: that's a nice illustration of the problem. One factory complex is employing a quarter of a million people. Do you want to know how many people worked at Standard Oil in 1909 at its height? About 60k, according to Rockefeller's own admittance. Hell, in 1900 a full third of the US population still worked on farms (10 million of 29 million gainfully employed) and yet we had already exceeded the UK's steel output a decade earlier.Let's take a look at this factory:
You need to drop the numbers down by a lot, and then as suggested elsewhere have the primary PM's also reduce overall employee count, since one machinist should be able to do the the work of several laborers.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.
Either way, I think qualifications is a red herring of sorts.
But this is the main issue as per the OP. Vic3 should not be a game of exhausting your population.
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.
Players wanting to roleplay would be still be able to do that as full employment now is reached way before the end of the gameReaching full employment with a population of 200 million while women enter the workforce further increasing workforce ratio? Yeah, that would do it
By reducing pops employment in buildings in theory (as I haven’t yet done it and I am sure devs already tested this before) you would still be able to have enough resources to conquer enemies or fund massive social programs by taxing companies or by means of tariffs as was historically the case until WWI.having the best economy and a large population gives the player the resources needed to do things like conquer their enemies or fund massive social programs
Currently POPs are having disafection by SOL levels. By reducing the number of POPs employed the SOL levels will not increase as much as now and less loyal POPs will exist. I find myself almost always with a surplus of loyal POPs, negating the political movements that otherwise would be a struggle for the player.The goal is to give more "oomph" to labor problems by virtue of displaced labor being unhappy
That's not one factory complex. That's one sector of industry.See: that's a nice illustration of the problem. One factory complex is employing a quarter of a million people.
But the gist of it is how pop numbers lags behind historical numbers by some 20-30% by the endgame, which has a huge impact on employment numbers.Interesting, and this touches on another problem with Vic3's simulation that is pop growth.
Historically, world population reached 2.11B in 1930 and 2.33B in 1940:
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In Vic3, I never see it reach even close to 2B, in my experience it ranges from 1.5-1.7B in the 1930s.
That's a very stark difference, the world id missing some 20-30% of its population! That's between one third and one fifth!
And of course this has very profound effects in the game, when the main loop revolves around having available labor to keep expanding your industries, these pops leave a huge hole in your potential growth.
And this leads to another issue very prevalent in the late game, the near permanent full-employment state we face (there are outliers, but in most economies, if you've played your cards right, many of your building will have huge vacancies which cannot be filled).
The end result is higher wages, lower profitability, and less comparative advantage, which you pointed out, but there's also another factor here: higher wages increases domestic consumption, driving prices up and decreasing trade potential.
It should be very difficult or near impossible to keep this full-employment state, maybe it should stay between 5-10% with possibility to push above/below that in very negative/positive cases, and pop growth is definitely a big part of this equation.
Sort of off topic, but I've tried to fiddle with defines and ran test games, but even doubling overall growth rate I didn't see very significant results. I'm clearly missing something (maybe I should look more into literacy effects), but after a whole week running test games, I decided to give up for now.
It's all an UX issue to me.In a game where economics and POP welfare is important, exceeding historical successes might include having both #1 population and having the lowest unemployment at the same time.
CertainlySeeing 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.
Yes, and IRL actual employment numbers never, ever got that close for a single industrial sector. In 1920, all of Michigan state had a population of 3.6 million, and just under a million of them lived and worked in Detroit, the Motor City. I'm pretty sure you'd need to employ the whole damn historical population of the city in motor industries alone to get close to its historical output in Vic 3.That's not one factory complex. That's one sector of industry.
I agree with your criticism, but that's not exactly what I meant. The idea is to simulate some information asymmetry which causes irrational decisions by peasants to migrate.I wholeheartedly agree that there's too much economic growth compared to artificially decreased pop growth. However
your understanding of the rural economy seems wrong.
I doubt that peasants went willingly to become unemployed and even if they went for a job and didn't find one, farming is better than starving, if there's available land and you know how to farm, you'd rather do that than starve (hence e.g. migrations to the US). Also, subsistence farmers didn't have it nearly as bad as you make it out. Yes, they were poor, but the urban poor weren't comparatively better off, ditto not the unemployed ones. E.g. in Scotland, the lords paid their tenants to get them off the land.
On the contrary, peasants were often enclosed and driven off the land by the landlords to either sell the land to settle personal debt or to start a farm producing for the market.
Subsistence farm by definition cannot go bankrupt, but it can stop sustaining people who work it through severe weather, soil exhaustion, or overpopulation. Rents/ taxes also play a role, but they can be either in kind (portion of harvest), in labour(3 days of work on the lords land) or in money. Only the last one offloads the monetary risk of bad harvests onto the tenant possibly causing something like bankruptcy, but not for the farm, but rather for the tenant. So no, subsistence farms would not go bankrupt.
To get your rural peasant to urban unemployed pipeline, i think we could do with something like
a) higher population growth -> population outgrowing what subsistence farming can produce
b) higher demand for food and lower initial productivity of farms + farms employing less people than a subsistence farm -> constant push to enclose land and enclosing pushing people off the land.
c) severe natural disasters causing famines for peasants -> makes life unsustainable on a subsistence farm -> emigration or workhouse(if you have poor laws)
Actually, this is also achievable with a simulation of imperfect information for market actors. If a certain industry is very profitable at this time, capitalists might be tempted to overinvest in it, which dilutes everybody's profits in this industry and causes a correction (bankruptcies, closedowns, layoffs, and capital outflows to other sectors). This can even sorta-kinda-happen in Vic3 right now: I often observe how the late-game investment pool orders things in bulk, for example, 20 or 30 levels of a building simultaneously, which if fully staffed will produce way more than the market needs.> 1) Balance the game to be MUCH more aggressive in deleting unprofitable buildings.
I don't really see how that would help, unless there are huge periodical profitability swing. In my impression, there isn't, so the only thing that would be achieved is reducing infra burden. As unprofitable buildings likely wouldn't be profitable in reasonable time and wouldn't employ a significant number of workers anyway.
You say that the systems should be reworked to allow for such cycles, and for me, this should be a primary part of the argument. And I don't see any specific propositions on this front.
unlike in Britain when it banned slavery, the government didn't pay off the nobles for their 'losses'
Maybe not 250k, but it did employ "more than 100k people" at it's peak in the 1930s per the Ford website.Yeah, you really shouldn't need gigantic complexes employing hundreds of thousands of people just to make tools. I am pretty certain that the all-in-one Rouge River Plant Ford operated in the 1920's didn't need 250k people working there, and it was a power plant, steel mill, and automobile factory all in one.
Yeah, that's what I meant, just worded poorly (now reading my original sentence, it is confusing where I mean Britain and where Russia). I'll fix it now.While abolition in the British colonies did not impose a debt on the manumitted slaves, their former owners were still compensated, with a grand total of £20 million being paid out from the public purse under the Slavery Abolition Act 1833 – five million in tax revenue and fifteen in public borrowing.
(Meanwhile, it had been held by the courts since the 16th century that in the Kingdom of England proper, as opposed to overseas colonies, slavery could not exist because there was no statute enabling it and no basis for it under the common law.)
Maintenance cost could do wonders. It's a pretty basic approach in many other games to make exponential growth less exponential. I especially like the idea of having pms to affect it, specificly having zero maintenance for tier 1 pms, so that undeveloped economies are not nerfed too hard.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.
While this is not a core issue in the game, it does seem a bit weird that an incoming urbanite just starts farming from zero. I suppose this would not be too hard to implement either. Just add qualification requirements for peasants. Then again, I wouldn't know what weird side effects this would have.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.