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This isn't an issue because it is intended. You should want to get into conflicts with GPs, Africa and China for population. You should want labor saving tech to not run out of people. Pop Growth is rare and needs some commitment. Population is the biggest resource!

At least this is how this game have been set up from the begining.
Huh? The developers have never once indicated that this is an intended gameplay loop.

Population should absolutely not be the biggest resource, it should be capital. This is the age of capital, and there’s a reason why Britain was the hegemonic power and not China.
 
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Huh? The developers have never once indicated that this is an intended gameplay loop.

Population should absolutely not be the biggest resource, it should be capital. This is the age of capital, and there’s a reason why Britain was the hegemonic power and not China.
That is true, however, I say that to be the case based on the balancing that is done. If pop shouldn't be a resource, there is no reason to move Multiculturalism so far in the tech tree, is there? Or remake migrations so many times, mostly to make less migrations.

Do correct me if you know sources on the contrary though!

I do remember at the back of my mind that somewhere I saw a dev saying that pop is something that players should think about too, and not just build mindlessly, but that was waaaaay back and I honestly don't even know where to look. Or if I'm not just loosing my mind.
 
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Did the zulu massively industrialize and growth their economy by over 10000%?
Not massively , because they don't have the population. But their state was full of industrial buildings and company HQs. Their SOL was on par with Europe and much higher than Asia or the ME.

Which is even funnier because at the time , zulluland was full of illiterate tribesemen and in the game they get more developed than most of the old world in a dozen years.
 
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Hm. This is actually an interesting point. Surely then we can understand that a hivemind unified in the task of pushing GDP as high as possible would be more effective at economics then whatever passed as government back then in 1800s?

Also, I think I saw a recent forum post that in the new update AI has almost the same speed of economic growth as their countries had in real life. Shouldn't that mean that we are on he right track in terms of this "realism" then.
Comparing the games gdp to real life gdp is pretty funny considering the games simulation is very far from the real world.

I'm not gonna state all the differences with reality but it's safe to say that they are not comparable.
 
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That is true, however, I say that to be the case based on the balancing that is done. If pop shouldn't be a resource, there is no reason to move Multiculturalism so far in the tech tree, is there? Or remake migrations so many times, mostly to make less migrations.

Do correct me if you know sources on the contrary though!

I do remember at the back of my mind that somewhere I saw a dev saying that pop is something that players should think about too, and not just build mindlessly, but that was waaaaay back and I honestly don't even know where to look. Or if I'm not just loosing my mind.
Multiculturalism should be a niche for a small nations that really do struggle with population, and large multicultural empires that struggle with succession movements.
It shouldn't be a no brainer option for everyone.
 
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The latest update was amazing.
It actually motivated me to play till the end of the game , and I faced an issue which bothered me a bit at the start of the game , but became unbearable by the end.

Why oh why, by 1880 do I run out of peopple?
How is it possible that every Wesern nation and most african and small countries fully urbanise by the late nineteenth century in this game?
Construction is way to abundunt and the industrial building's employ way too many people. It's come to the point that the main reason I wage wars past 1870 is to get states with more peasants. Even migrations and mass migrations are not enough, I am on a constant hunt for peasants! This is totally immersion breaking.

Does everyone else feels the same? Why isn't this issue on the future plans board?
 How can we fix this?
Welcome to Victoria 3!
But seriously, the qualifications mechanics need rework, at the very least, it needs 10x the granularity, and education has to be slowed DOWN!

Game needs money drain. Late game you literally swim in money so you can use 10k construction points and build thousands of factories all over the world. There needs to be corruption, institutes need to cost more, raised armies cost much much more etc.
The solution, and what this led to at the time was world war 1 and 2.

So spend all those british pounds of fake gold, Build a Military Industrial Complex and go for world conquest.
 
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My personal fix: I scale my construction sectors solely on pop-growth and not on investment pool anymore for most countries.
What do you mean by this?

The latest update was amazing.
It actually motivated me...

Please take into account I have ADHD, so sometimes this might look chaotic. I hate to say this and I know this sounds like an excuse but this combined with translating into english makes writing complicated stuff like this hard for me. I'd appreciate if you read all of it. Thank you.

I assume you're happy to be provided with some historical perspective, not just gameplay-wise. I highly disagree with Vic3 having "population" as core source of power in game. I think it should be more of capital + technological advantage + education + institutions + population as being source of strength. And my POV is from someone who plays in Europe mostly, but that doesn't mean that certain points do not apply overall to the every VIc3 country.

Okay, so, the problem that I think I found that lead to this currently is:

1. Qualifications are too easily gained

Currently, in VIC3 education and qualification is way too easy to gain. I don't know if it's just not enough pop types or there's a problem with overall qualification gain, but this is a huge problem. As an example, America actually had shortages of qualified workers in certain fields, where they incentivized migration of certain specialists from Europe to come to America. if I recall correctly, this happened for example in Textile Industry in second part of XIX century America. In Vicky there's no such thing as shortage of highly qualified workers I feel like.

My proposals:
  1. Qualification gain should be slower, while techs improve it more gradually, so later on (around 1880-1900) it grows more rapidly than in Vanilla, like a snowball effect of sorts; the quicker you have more techs, the more edge you have and more edge you gain. % of World's GDP of Europe grew over time and kept growing over time. We need a snowball effect, and I mean that not only in qualification's sense, but overall technology, production, output etc.
  2. Discrimination should give huge debuffs to qualifications. Some mods try to fix qualification problems (like Ultra Historical Research) but overall they aren't perfect (as in parts of the mod are good, but overall it isn't good at replicating certain things);
  3. Probably literacy levels/wealth levels requirements should be upped for certain pop types, especially since there's more wealth and SOL in the world as of recent patches. It's too easy to have lots of highly qualified engineers
  4. IDK, but maybe add more high-qualification workers to certain buildings? Other than that the only way to fix this is to add more pop types, but this will never be done due to performance concerns.
  5. Education, qualification and tech should be more nuanced. Universities in game are just buildings. This is way too simplified. On this I won't write much, as it'd be too long of a post.

What it would fix?

Slower industrialization, more of a snowball effect that picks up later in the game.

Make game more snowbally, as in, strong nations grow more stronger over time due to tech edge, while lower tech nations have to try hard to catch up (this could be mitigated by tech spread maybe? or some extra allocation of $$ into research? not really sure). Europe "ran away" from Asia in that time perod and kept running away, game should try to simulate this by giving more granular buffs tied to tech.

Examples: France was like 25% agrarian workers in 1900 or even more (I think it could be as high as 30%, but I'm writing from memory), I've read this in some French scientific paper, and if someone asks for source I'll find it. If a country had worker shortages, it wasn't exactly due to lack of populace, but due to lack of qualified workers (simplified). This almost never happens in Vicky when playing in Europe, where everyone just migrates to high SOL urban centers and the rest of the states have sub 1 million pop. And btw, yes, France was an outlier in this part, but still, many people worked in agriculture in other countries. Due to how trade currently is (this is my best bet) agriculture is almost never profitable in Europe and people leave en masse to towns, which is good from POV of history, but also it is too fast and too dramatic.

Also there was no huge immigration from colonies into "core" of the Empire at the scale that VIc3 does it, so while a good way to overcome shortages of workers from in game perspective, this is not historical.

2. Construction is too fast and too simple to build up

So you've got 4 techs that need to be researched to get construction PM, with each tech giving you a huge boost in construction. In combination with construction in general being way too cheap, buildings being made too fast, this causes problems.

Let me explain: there's clear "boosts" to construction techs, so you can easily go from 100 construction then 150, and then 200 construction, with no small steps in between just based on tech alone. So you should just rush those techs and make even more buildings, make more goods, get more taxes and get more universities for qualifications/techs more easily -> get more employment. This also ties to qualification problems: it's never been so simple as to put down 5 universities in a state and suddenly gain qualifications.

Also in general, it's too easy to build up resources. Read this: it's from wikipedia, but it is valid. In Vicky everyone can build up huge sectors waaaaay to fast. There's no "know-how", no overall edges to certain nations that had it's industries booming in 1836. France can make 50 iron mines in Rhone, Prussia 50 in Silesia by 1845 etc, but this isn't how things worked.

"In 1875, Britain accounted for 47% of world production of pig iron, a third of which came from the Middlesbrough area and almost 40% of steel. 40% of British output was exported to the U.S., which was rapidly building its rail and industrial infrastructure. Two decades later in 1896, however, the British share of world production had plunged to 29% for pig iron and 22.5% for steel, and little was sent to the U.S. The U.S. was now the world leader and Germany was catching up to Britain. Britain had lost its American market, and was losing its role elsewhere; indeed American products were now underselling British steel in Britain.[5]"

Construction speed and growth of industries should in fact be more gradual and tied to technology, to tie it with tech advantages that disappeared over time. Another way would be to entirely rework construction and make buildings "cost" certain goods rather than construction, but I doubt this will ever be done/it'd be hard to implement with how PMs work currently.

Right now it's too easy to develop a nation's subsector of industry. Industries overall (ex "iron industry", simplified) need to pick up steam over time, rather than being "slap 10 iron mines in Silesia" and call it a day. This is not how things worked and leads to too much growth.

My proposal:

Construction should start really really slow, and then, almost every tech from production tree should give a small boost to construction output or even perhaps (that's a huge perhaps) lead to buffs to construction price of certain buildings (like iron mines let's say). This would:
  1. better simulate technological edge being tied to industrialization, and certain countries having edge and market domination in some industries
So like water tube boilers give +1% to construction output, same with other techs, to simulate "overall" advances in production. Britain would have more "iron" techs, so it makes iron mines faster, while other countries need to catch up. Countries should also be more happy to use tariffs, so that their industries don't get dominated, see protectionism after 1860s crisis. Free trade law is just flawed. Majority of income in some countries came from tariffs, and then evolved to more nuanced taxation systems over the span of century.

Example:

  1. So in 1836 there's not much difference of construction efficacy between Prussia and let's say China, both are using iron frame buildings, but construction is overall slower than in Vanilla;
  2. In 1850s Prussia has more tech overall in production tree than China, both use iron construction, but due to tech advantage Prussia has in production tree, it has 30% more output per construction sector than China.
  3. In 1880s Prussia has steel and x tech researched in production tree, so it's 150% quicker to construct than China, who still has iron and has 1/2 of the Prussia's techs researched.
Same with britain making cheaper iron mines/having more output due to tech advantage to let's say France.

(numbers are just an example)

What this allows is gradual construction speeding up, not just an instant buff from PM method. Combine this with debuff to base construction output and you slow overall overbuilding and mass employment. This would require tweaking numbers, of course. It could also how UK would have an advantage in 1836, due to having "lots" of tech in production researched, despite still using "same" iron construction PM, and then that advantage would gradually fall off as other nations research more techs and industrialize themselves (ex. Germany). So more of a game of gradual catch-up, rather than instant bonus from Steel Buildings and instant building of iron industries.

3. Companies production and throughput bonus is too big

4. Buildings have way too many employees


Correct me if I'm wrong, but Carnegie Steel had like 40-50k workers hired and accounted for huge % of USA steel output, there were around 800k miners in USA in 1900. Even if we say, that Steel Mills aren't just steel workers, but other industries that are tied to steelmaking, this still doesn't explain, why I can have over 500k people employed in Steel industry in 1880s Germany.

5. Prices, PM and overproduction

I feel like prices of goods overall are way too tight. So steel being $50 base price allows it to go from $12.5 to $87.5. I think there should be more variation to this, as some industries made huge strides in efficiency, steel especially so with Besemer process. This wasn't simply "there were more steel factories". Output boosts are limited by this, and also there's no room for overproduction/sharp declines in prices.

"The Bessemer process revolutionized steel manufacture by decreasing its cost, from £40 per long ton to £6–7 per long ton, along with greatly increasing the scale and speed of production of this vital raw material.""

See below:

This was actually better shown in Vic2, where there was supply and demand, and it was really easy to get your industries trashed, especially as unciv or low literacy country, by developed nations that had certain techs. Certain goods losing profitability due to tech advances and overproduction was something common IIRC in VIc2. Note that I am only talking about a certain part of Vic2 market, not saying it was better than VIc3 overall.

In Vic3 it's just more advanced PM, and this is bad.

Example:
Besemer process gives around 35 more steel compared to base method.

What it should do instead, is give like 3-4x more output and be later in the tech tree. Also PMs should apply more gradually, rather than being a simple click. PMs should be upgraded by spending construction points at least.

My assumption is that this could in theory lead to too much profit per worker, due to +75%/-75% limits of market price of steel due to price limitations, but IDK how to fix this. Countries should be more protectionist of their industries aswell, so that Britain or USA doesn't dominate steel industries and there being no domestic production.

Why?

This increased output would stem from technological advances, not just "manpower". Industrialization was in part "throw more people into factories", but it was also hugely based on "increase output per worker". What I mean is, VIc3 skews too heavily into "throw more people into factories" part. See also above, this is confirmed by my point about Britain's steel output. So let's say 50k people work in Steel mills, while providing almost the same output as in vanilla's 250k people.

PS:
  1. I tried to keep it short, really. I also did not provide exact academic sources, because I don't want to spend hours on writing this;
  2. Some edits were made for cosmetic reasons;
  3. Please bear in mind that I am talking as someone who "wants" more historical gameplay, while I also understand people who look at this purely from gameplay perspective and care less about historical accuracy. I am not here to present some "best view" of how Vic 3 should be.
TLDR:

1. Slower construction;
2. More importance tied to tech;
3. More "snowball effect"
"Make game more snowbally, as in, strong nations grow more stronger over time due to tech edge, while lower tech nations have to try hard to catch up (this could be mitigated by tech spread maybe? or some extra allocation of $$ into research? not really sure). Europe "ran away" from Asia in that time perod and kept running away, game should try to simulate this by giving more granular buffs tied to tech overall in every aspect (be it social tech, production tech etc), which exacerbate differences over time and make them bigger.
4. More ways to specialize, simulate know-how;
5. More nuance in education/university, less qualifications;
6. Fixing PM to being more of an upgrade that requires input, be it construction points, $$ or anything;
7. Oh and I haven't written about this, but investment pool is just waaay too big too early. It should be nerfed.
8. agriculture should be more profitable
9. workforce should be more balanced, see https://usinfo.org/enus/economy/overview/docs/century.pdf - page 29 and 33 left hand side (1900 USA)
 
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What do you mean by this?



Please take into account I have ADHD, so sometimes this might look chaotic. I hate to say this and I know this sounds like an excuse but this combined with translating into english makes writing complicated stuff like this hard for me. I'd appreciate if you read all of it. Thank you.

I assume you're happy to be provided with some historical perspective, not just gameplay-wise. I highly disagree with Vic3 having "population" as core source of power in game. I think it should be more of capital + technological advantage + education + institutions + population as being source of strength. And my POV is from someone who plays in Europe mostly, but that doesn't mean that certain points do not apply overall to the every VIc3 country.

Okay, so, the problem that I think I found that lead to this currently is:

1. Qualifications are too easily gained

Currently, in VIC3 education and qualification is way too easy to gain. I don't know if it's just not enough pop types or there's a problem with overall qualification gain, but this is a huge problem. As an example, America actually had shortages of qualified workers in certain fields, where they incentivized migration of certain specialists from Europe to come to America. if I recall correctly, this happened for example in Textile Industry in second part of XIX century America. In Vicky there's no such thing as shortage of highly qualified workers I feel like.

My proposals:
  1. Qualification gain should be slower, while techs improve it more gradually, so later on (around 1880-1900) it grows more rapidly than in Vanilla, like a snowball effect of sorts; the quicker you have more techs, the more edge you have and more edge you gain. % of World's GDP of Europe grew over time and kept growing over time. We need a snowball effect, and I mean that not only in qualification's sense, but overall technology, production, output etc.
  2. Discrimination should give huge debuffs to qualifications. Some mods try to fix qualification problems (like Ultra Historical Research) but overall they aren't perfect (as in parts of the mod are good, but overall it isn't good at replicating certain things);
  3. Probably literacy levels/wealth levels requirements should be upped for certain pop types, especially since there's more wealth and SOL in the world as of recent patches. It's too easy to have lots of highly qualified engineers
  4. IDK, but maybe add more high-qualification workers to certain buildings? Other than that the only way to fix this is to add more pop types, but this will never be done due to performance concerns.
  5. Education, qualification and tech should be more nuanced. Universities in game are just buildings. This is way too simplified. On this I won't write much, as it'd be too long of a post.

What it would fix?

Slower industrialization, more of a snowball effect that picks up later in the game.

Make game more snowbally, as in, strong nations grow more stronger over time due to tech edge, while lower tech nations have to try hard to catch up (this could be mitigated by tech spread maybe? or some extra allocation of $$ into research? not really sure). Europe "ran away" from Asia in that time perod and kept running away, game should try to simulate this by giving more granular buffs tied to tech.

Examples: France was like 25% agrarian workers in 1900 or even more (I think it could be as high as 30%, but I'm writing from memory), I've read this in some French scientific paper, and if someone asks for source I'll find it. If a country had worker shortages, it wasn't exactly due to lack of populace, but due to lack of qualified workers (simplified). This almost never happens in Vicky when playing in Europe, where everyone just migrates to high SOL urban centers and the rest of the states have sub 1 million pop. And btw, yes, France was an outlier in this part, but still, many people worked in agriculture in other countries. Due to how trade currently is (this is my best bet) agriculture is almost never profitable in Europe and people leave en masse to towns, which is good from POV of history, but also it is too fast and too dramatic.

Also there was no huge immigration from colonies into "core" of the Empire at the scale that VIc3 does it, so while a good way to overcome shortages of workers from in game perspective, this is not historical.

2. Construction is too fast and too simple to build up

So you've got 4 techs that need to be researched to get construction PM, with each tech giving you a huge boost in construction. In combination with construction in general being way too cheap, buildings being made too fast, this causes problems.

Let me explain: there's clear "boosts" to construction techs, so you can easily go from 100 construction then 150, and then 200 construction, with no small steps in between just based on tech alone. So you should just rush those techs and make even more buildings, make more goods, get more taxes and get more universities for qualifications/techs more easily -> get more employment. This also ties to qualification problems: it's never been so simple as to put down 5 universities in a state and suddenly gain qualifications.

Also in general, it's too easy to build up resources. Read this: it's from wikipedia, but it is valid. In Vicky everyone can build up huge sectors waaaaay to fast. There's no "know-how", no overall edges to certain nations that had it's industries booming in 1836. France can make 50 iron mines in Rhone, Prussia 50 in Silesia by 1845 etc, but this isn't how things worked.

"In 1875, Britain accounted for 47% of world production of pig iron, a third of which came from the Middlesbrough area and almost 40% of steel. 40% of British output was exported to the U.S., which was rapidly building its rail and industrial infrastructure. Two decades later in 1896, however, the British share of world production had plunged to 29% for pig iron and 22.5% for steel, and little was sent to the U.S. The U.S. was now the world leader and Germany was catching up to Britain. Britain had lost its American market, and was losing its role elsewhere; indeed American products were now underselling British steel in Britain.[5]"

Construction speed and growth of industries should in fact be more gradual and tied to technology, to tie it with tech advantages that disappeared over time.

Right now it's too easy to develop a nation. Industries need to pick up steam over time, rather than being "slap 10 iron mines in Silesia" and call it a day. This is not how things worked and leads to too much growth.

My proposal:

Construction should start really really slow, and then, almost every tech from production tree should give a small boost to construction output or even perhaps (that's a huge perhaps) lead to buffs to construction price of certain buildings (like iron mines let's say). This would:
  1. better simulate technological edge being tied to industrialization, and certain countries having edge and market domination in some industries
So like water tube boilers give +1% to construction output, same with other techs, to simulate "overall" advances in production. Britain would have more "iron" techs, so it makes iron mines faster, while other countries need to catch up. Countries should also be more happy to use tariffs, so that their industries don't get dominated, see protectionism after 1860s crisis. Free trade law is just flawed. Majority of income in some countries came from tariffs, and then evolved to more nuanced taxation systems over the span of century.

Example:

  1. So in 1836 there's not much difference of construction efficacy between Prussia and let's say China, both are using iron frame buildings, but construction is overall slower than in Vanilla;
  2. In 1850s Prussia has more tech overall in production tree than China, both use iron construction, but due to tech advantage Prussia has in production tree, it has 30% more output per construction sector than China.
  3. In 1880s Prussia has steel and x tech researched in production tree, so it's 150% quicker to construct than China, who still has iron and has 1/2 of the Prussia's techs researched.
Same with britain making cheaper iron mines/having more output due to tech advantage to let's say France.

(numbers are just an example)

What this allows is gradual construction speeding up, not just an instant buff from PM method. Combine this with debuff to base construction output and you slow overall overbuilding and mass employment. This would require tweaking numbers, of course. It could also how UK would have an advantage in 1836, due to having "lots" of tech in production researched, despite still using "same" iron construction PM, and then that advantage would gradually fall off as other nations research more techs and industrialize themselves (ex. Germany). So more of a game of gradual catch-up, rather than instant bonus from Steel Buildings and instant building of iron industries.

3. Companies production and throughput bonus is too big

4. Buildings have way too many employees


Correct me if I'm wrong, but Carnegie Steel had like 40-50k workers hired and accounted for huge % of USA steel output, there were around 800k miners in USA in 1900. Even if we say, that Steel Mills aren't just steel workers, but other industries that are tied to steelmaking, this still doesn't explain, why I can have over 500k people employed in Steel industry in 1880s Germany.

5. Prices, PM and overproduction

I feel like prices of goods overall are way too tight. So steel being $50 base price allows it to go from $12.5 to $87.5. I think there should be more variation to this, as some industries made huge strides in efficiency, steel especially so with Besemer process. This wasn't simply "there were more steel factories". Output boosts are limited by this, and also there's no room for overproduction/sharp declines in prices.

"The Bessemer process revolutionized steel manufacture by decreasing its cost, from £40 per long ton to £6–7 per long ton, along with greatly increasing the scale and speed of production of this vital raw material.""

See below:

This was actually better shown in Vic2, where there was supply and demand, and it was really easy to get your industries trashed, especially as unciv or low literacy country, by developed nations that had certain techs. Certain goods losing profitability due to tech advances and overproduction was something common IIRC in VIc2. Note that I am only talking about a certain part of Vic2 market, not saying it was better than VIc3 overall.

In Vic3 it's just more advanced PM, and this is bad.

Example:
Besemer process gives around 35 more steel compared to base method.

What it should do instead, is give like 3-4x more output and be later in the tech tree. Also PMs should apply more gradually, rather than being a simple click. PMs should be upgraded by spending construction points at least.

My assumption is that this could in theory lead to too much profit per worker, due to +75%/-75% limits of market price of steel due to price limitations, but IDK how to fix this. Countries should be more protectionist of their industries aswell, so that Britain or USA doesn't dominate steel industries and there being no domestic production.

Why?

This increased output would stem from technological advances, not just "manpower". Industrialization was in part "throw more people into factories", but it was also hugely based on "increase output per worker". What I mean is, VIc3 skews too heavily into "throw more people into factories" part. See also above, this is confirmed by my point about Britain's steel output. So let's say 50k people work in Steel mills, while providing almost the same output as in vanilla's 250k people.

PS:
  1. I tried to keep it short, really. I also did not provide exact academic sources, because I don't want to spend hours on writing this;
  2. Some edits were made for cosmetic reasons;
  3. Please bear in mind that I am talking as someone who "wants" more historical gameplay, while I also understand people who look at this purely from gameplay perspective and care less about historical accuracy. I am not here to present some "best view" of how Vic 3 should be.
TLDR:

1. Slower construction;
2. More importance tied to tech;
3. More "snowball effect"
"Make game more snowbally, as in, strong nations grow more stronger over time due to tech edge, while lower tech nations have to try hard to catch up (this could be mitigated by tech spread maybe? or some extra allocation of $$ into research? not really sure). Europe "ran away" from Asia in that time perod and kept running away, game should try to simulate this by giving more granular buffs tied to tech overall in every aspect (be it social tech, production tech etc), which exacerbate differences over time and make them bigger.
4. More ways to specialize, simulate know-how;
5. More nuance in education/university, less qualifications;
6. Fixing PM to being more of an upgrade that requires input, be it construction points, $$ or anything;
7. Oh and I haven't written about this, but investment pool is just waaay too big too early. It should be nerfed.
Love it!
I don't agree with every point, this is a game after all and I don't think we're at the point where it can simulate giant technological leaps like the Besmer process, but that's nitpicking. Most of your suggestions are on point and this is the direction I'd like Vic to go towards.
 
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Love it!
I don't agree with every point, this is a game after all and I don't think we're at the point where it can simulate giant technological leaps like the Besmer process, but that's nitpicking. Most of your suggestions are on point and this is the direction I'd like Vic to go towards.
Thanks, yes I also don't believe all of my points are perfect or that every point should be implemented, because it's a game with certain limitations. I agree!

However I really want to emphasize (and I write this post for everyone) that I think that game should be more granular with it's "boosts". I'll use an example of construction sector:

It is a huge part of the game, something abstract, but realistically (not counting things like decrees, power bloc modifiers etc); the only way we can directly impact it at it's core* are a few techs that change PM, and a few others (like reinforced concrete) here and there, while in fact almost every production tech should give something like 1% boost to construction, because technology and know-how increased output. This would be like more tech = more know-how as an abstraction, and there's still place for big inventions like steel framed buildings. It shouldn't be just techs that change PMs that are core of construction, at least not entirely. Those small buffs to output would add that abstract know-how and edge to high tech countries.

And I know I provided steel and besemer as an example that contradicts this, but I am talking about construction, which is an abstraction in itself.

* at it's core as in, I am not talking about lowering input goods prices or anything
 
That is true, however, I say that to be the case based on the balancing that is done. If pop shouldn't be a resource, there is no reason to move Multiculturalism so far in the tech tree, is there? Or remake migrations so many times, mostly to make less migrations.

Do correct me if you know sources on the contrary though!

I do remember at the back of my mind that somewhere I saw a dev saying that pop is something that players should think about too, and not just build mindlessly, but that was waaaaay back and I honestly don't even know where to look. Or if I'm not just loosing my mind.
Multiculturalism is far down in the tech tree because it's not really a "realistic" 19th century law, but it had to be there for the sake of completeness. It wouldn't make sense to have discrimination laws without a final, all-inclusive law.
 
Well, that works the same in real life though, doesn't it? Any person of any race can work any job if they know how.

Discriminated pops do get lower salaries though. As do people of non-state religion. That could be a bonus or a detriment, depending on what you want.
Well in perfect world they do, in real life there was discrimination and certain peoples had lower access to qualifications, and personally I feel like debuffs to qualifications are too small and overall qualification gain is too big, especially with how easy it is right now to gain SOL.
 
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Hm. This is actually an interesting point. Surely then we can understand that a hivemind unified in the task of pushing GDP as high as possible would be more effective at economics then whatever passed as government back then in 1800s?

Also, I think I saw a recent forum post that in the new update AI has almost the same speed of economic growth as their countries had in real life. Shouldn't that mean that we are on he right track in terms of this "realism" then.

If you measure realism by GDP growth, then yes.

However, if, let's say, that growth is mainly due to growth of paper industry, meat and tobacco, then no. And I'm not directly claiming it is btw.

See those graphs for example
  1. https://ourworldindata.org/grapher/shares-of-gdp-by-economic-sector
  2. https://ourworldindata.org/grapher/output-of-key-industrial-sectors-in-england-and-the-uk
  3. https://ourworldindata.org/grapher/output-of-key-industries-in-england

If we want to go for realism, then let's say America should go from high % of GDP being from agriculture towards industries, while still maintaining huge % of workers being employed in agriculture. And yeah I know it will never be perfect due to how Vic3 is just a game.

Example, this is 1900 vs 2000 and not 1800 vs 1900 but you geat the idea, see pages 29, 33 etc.


oh and why we can't see a graph which states where our country's gdp comes from is beyond me
 
and personally I feel like debuffs to qualifications are too small and overall qualification gain is too big, especially with how easy it is right now to gain SOL.
Potentialy, numbers to qualifications from discrimination level are an easy tweak. Why not.

I don't agree thaf SoL is very easy to get, however. It only is if you specifically go out of your way to get Public Heathcare and Luxury Goods for pops.
 
That is true, however, I say that to be the case based on the balancing that is done. If pop shouldn't be a resource, there is no reason to move Multiculturalism so far in the tech tree, is there? Or remake migrations so many times, mostly to make less migrations.

Do correct me if you know sources on the contrary though!

I do remember at the back of my mind that somewhere I saw a dev saying that pop is something that players should think about too, and not just build mindlessly, but that was waaaaay back and I honestly don't even know where to look. Or if I'm not just loosing my mind.
As far as I'm concern multiculturalism shouldn't even be in the game, it was simply not a thing in this time period. And to the extent that states were culturally tolerant, it was to manage separatism in multi-ethnic empires (ex. Austria), not to attract immigrants from the Bengal.
 
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