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spikespiegel123

Recruit
Jan 29, 2021
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How does unemploymnet happen in RGO. Does it happen this way? So lets say my RGO is producing 1000 woods but only 500 are needed they will kickout half of my farmer pops?
I cant find anything about it on the vic2 wiki. It doesnt seem to be clear.
 
There are a few ways unemployment can happen - the most notable being occupation - but a resource having much more supply than demand will indeed lead to RGO workers becoming unemployed. There seems to be a sort of priority system in who becomes unemployed, but I couldn't tell you what it is.
 
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Im not sure about because auf some argument ive read on reddit: "Simply increasing efficiency does not mean your laborers make less money, so no it doesn't automatically lead to unemployment or pops shifting out of the RGO. If they were selling 500 before and they are still selling 500 after with the same number of people, they make the exact same amount of money. Note that factories get hurt by this more, because they still have to pay the entire cost of the input materials to make that full 1000." I think its not true because it will lead to unemployment if they are more producing then are acutally bought by the market. Isnt that true? Because yes they are making as much money as before but there goods are not sold which means its unlogical for them.
 
So lets say my RGO is producing 1000 woods but only 500 are needed they will kickout half of my farmer pops?
I think this is basically how it works. However there are limits on how fast RGOs can hire and fire pops based on various parameters in the defines. The over all effect of which is that work forces scale up and down relatively slowly - ~2 years going by memory. All-in-all the system for RGOs works pretty well; high demand RGOs will have low unemployment and gain pop through migration, low demand RGOs will haver higher unemployment and falling population.

However when there are multiple different worker POPs in the same province, the game divides hiring and firing among them in a strange and ARCANE way that I have never been able to figure out (I think it has something to do with what POP-id#s are lower...). The overall result over several years and business cycles is usually that one POP has 0% unemployment and the other five have 100%. This one of the two big drives of late game nationality map strangeness (the other being the demotion bug).
 
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The demotion bug causes very fast assimilation, ignoring cores - even backwards.

In the current version of the game, the calving of new POPs is highly restricted. To the best of my knowledge, the only phenomena that can create new POPs are:
  1. Promotion / Demotion: into an empty strata
  2. Migration: a new tiny POP will show up at the destination
  3. Religious conversion of pagan POPs
My understanding is that in Victoria II 1.0 POP calving was unrestricted, but this led to various problems and was removed in a later patch. Hopefully one of the old-timers can fill us in on the details.

Lets try a concrete (simplified) example:
Lets say the province of Moscow has only one POP, a size 300,000 Russian Orthodox Laborer - literacy 20% . Unemployment is very high and we have just built some factories there.​
The next demotion tick that POP is going to decide that it wants to demote 1,000 and that they should demote to craftsmen.​
The game looks at Moscow province and sees that there are no craftsmen pops so it creates one. Moscow now has two POPs:​
  • a size 299,000 Russian Orthodox Laborer - literacy 20%
  • a size 1,000 Russian Orthodox Craftsmen- literacy 20%
This process continues and ten years later Moscow looks like this:​
  • a size 200,000 Russian Orthodox Laborer - literacy 20%
  • a size 100,000 Russian Orthodox Craftsmen- literacy 20%

Lets run that again with one small change:
Lets say that in addition to the laborers Moscow has another POP size 10 Swedish Protestant Craftsmen - literacy 90%, who just migrated in from Alland.​
The next demotion tick the laborer POP is going to decide that it wants to demote 1,000 and that they should demote to craftsmen.​
The game looks at Moscow province and sees that there is a craftsmen pop so it doesn't need to creates one.​
Moscow after the demotion tick:​
  • a size 299,000 Russian Orthodox Laborer - literacy 20%
  • a size 1,010 Swedish Protestant Craftsmen- literacy 90%
This process continues and ten years later Moscow looks like this:​
  • a size 200,000 Russian Orthodox Laborer - literacy 20%
  • a size 100,010 Swedish Protestant Craftsmen- literacy 90%
Moscow is now 33% Swedish and has an average literacy of 43% - all due to the power of demotion!
For all practical purposes this will continue until a Russian craftsmen POP wanders in from Kazan giving demotion a less goofy target​

Now you may say, "Won't assimilation save us from this nonsense?" Well, sort of...
The next assimilation tick that large Swedish craftsmen POP is going to decide that it wants to assimilate by 100.​
The game looks at Moscow province for an assimilation target pop, and it finds one - assimilation will be allowed to happen.​
Valid targets for assimilation are National / Accepted culture POPs of the same Wealth level. Craftsmen are poor; laborers are poor - I think you see where this is going....​
After the assimilation tick, Moscow looks like this:​
  • a size 200,100 Russian Orthodox Laborer - literacy 20%
  • a size 99,910 Swedish Protestant Craftsmen- literacy 90%

Assimilation's only effect is to apply slight back pressure against the bug.

In the new world, where assimilation is strong, it is decently common to have a low demand farm RGO with sky high unemployment where the farmers are desperately trying to demote to craftsmen, but every month that is balanced perfectly by those craftsmen assimilating back down to farmers.


I have been meaning to write up a tutorial of doing this as Austria. I am sure everyone would love to see KUK with every province 50%+ German by the end of the game.
 
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