And it won't work either, when your techs that improve farming
reduce RGO capacity.
Let me preface my comments by saying that I love market scarcity, when it occurs for the right reasons. Market scarcity in Vicky2 makes it possible to have real economies where real choices about production and tax policy have a real impact.
That being said, I'm thinking about modding my game to either reduce overall population growth, reduce the population growth from national healthcare, or to eliminate the RGO capacity reductions from technologies. As the USA right now, I have every RGO completely full, including the lousy ones in low life rating provinces, even though the world is hurting for fruit, timber, cattle, and fish. And lest you think its just my immigration bonus, loading up as European monarchies shows them sitting at 80-90% of capacity in RGOs in 1910, and their POPs have been moving to the USA in droves since the mid 19th century.
Yes, once again the UK and its industrial insanity is to blame, but even taking them out of the equation does not fully help the problem. While technological improvements in agriculture should result in people moving to the cities and becoming craftsmen, the only real reason this happened was because the supply of staple food items like fruit, cattle, grain, and fish kept going up thanks to labor saving devices, making extra farm hands redundant. Right now, we are instead faced with the following oddity:
"Well, Mr. Banker, we sure would like to expand our orchards to produce more fruit, but after we invented the tractor in 1903, we shut down half the farm. So, despite the excess labor AND rising profitability in this product, I'll just keep my farm operating at its current capacity, potential profits and cheap labor be damned. Take that crazy talk about 'resuming our previous production levels' back to your fancy city!"
What's even weirder is that UK industrial insanity results in scarce RGO products like timber and fruit, but at the same time they are over producing the things that they make with timber and fruit, resulting in industries like paper, wine, and furniture becoming ridiculously unprofitable for everyone. So POPs can't buy their timber and fruit needs while the UK (and anyone else in those industries) churn out thousands of wine and paper units a day, most of which do not sell. Talk about market inefficiencies!
Fixing the UK-Assimilation-Colonial Empire Industrialization Issue will probably make this go away. Or, at least, we will have scarcity for items for reasons that actually make sense.
Another possible solution to this problem would be to uncap RGOs, but institute a linear inefficiency penalty to the output once it reaches the capacity it used to be capped at. This would enable production to continue to increase, but with a penalty that represents factors like putting less than idea land into cultivation or harvesting timber from low quality forests. So if you have 200,000 extra workers in an RGO past the cap, wages are probably going to drop a lot, unless the good is in high demand and actually selling. When wages drop past a point, the POPs promote to something else like they always do. POPs would need to be recoded so that they only "see" the standard capacity of an RGO as being a good place to migrate for work/promotion to work, unless an NF is used. This would prevent POPs from seeing "empty" farm RGOs everywhere and picking stupid work.