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I've posted in in the GD forum. Nobody cared. Being stubborn, I'll try again here.

Wherever there are less craftsmen/clerks POPs then slots in a factory, migrating POPs seem to target that state more then other. We can have 3 possible situations:
1. there are just to few people,
2. new factory is built/old one is expanded,
3. factory is closed (because it is not profitable).

And I think that new POPs migrate no matter what is the reason of free slots.
If I'm right, then it's not good thing. In case 1 it's OK, but:
In case 2, there can be enough POPs it that state already, so those that arrived will be unemployed.
In case 3 we can have closed, unprofitable factory and 30 unemployed POPs in that state (I've seen it) - as a result I don't close factories.

Maybe POPs should be aware of that and don't migrate in cases 2 & 3?

So, let me tell you this: I don't want to have a closed factory and a hundred unemplyed pops in its state. I'd rather they stay where they were before migration, waitng for me to build a new factory for them.
 
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This is WaD. But I will log a bug against not being able to kill factories. If you could kill factories then you could avoid the closed factory attaracting POPs problem. The other two issues are basically WaD. People will look for work in an area where factories are expanding. POP migration is not supposed to be govt. controlled.