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The code is from all the different [poptypes].txt files under the country_migration_target. HOD v 3.03

So I am not asking how to write the code. I don't know whether I interpret it wrongly, but from what I see, it don't make sense.



Sorry, I am still very confused what that code really mean.
If you have high (10% or more) unemployment or no provinces with higher than 29 life rating, you get less immigrants.
 
Code:
NOT = {
			any_owned_province = {
				life_rating = 30
				OR = {
					AND = {
						has_pop_type = labourers
						NOT = { unemployment_by_type = { value = 0.1 type = labourers } }
					}
					AND = {
						has_pop_type = farmers
						NOT = { unemployment_by_type = { value = 0.1 type = farmers } }
					}
					AND = {
						state_scope = { has_factories = yes }
						NOT = { unemployment_by_type = { value = 0.1 type = farmers } }
					}
				}
			}
		}

I think I have problem understanding what the outermost NOT does.

If "some provinces" satisfied the any_owned_province scope - the outermost NOT inverse it to a boolean NO ?
If "no province" satisfied the any_owned_province scope - the outermost NOT inverse it to a boolean YES ?
Or if "some provinces" satisfied the any_owned_province scope - the outermost NOT change the scope to provinces that does not satisfy ?
Similarly if "no province" satisfied the any_owned_province scope - the outermost NOT change the scope to all provinces owned ?
 
A puppet is an automatic ally; their being a sphereling won't even have an effect on the diplomatic consideration for accepting an alliance with their puppet master.

Also, a puppet master has a large bonus to diplomatic influence with their satellites.
 
I've noticed that many (but not all) of the RGOs in my new African colonies are badly understaffed, with tens of thousands of farmers unemployed in the province. Why is that? Is there anything I can do about it?

It seems to be limited to the fairly low value resources like grain, cattle, and some fruit. The tropical wood, coal, iron, and timber RGOs are properly staffed from what I can see. Is there some sort of profitability threshold for RGOs, such that the pops consider grain etc. to be not worth working, perhaps because I already make lots of it back home in states with state culture pops and much higher level railroads?
 
How do you get more than one Arab country at once to join Arabia if you found it as Egypt? Can Arab countries join later when you sphere them? Or does that only work for Germany, Colombia and Italy?
 
New to Victoria II, I'm having a lot of fun with relatively easy countries ( Kingdom of the Two Sicilles ), but one thing I can't really understand is ; my factories don't manage to buy or find the necessary goods, even if I buy them & subsidize them.

I can't afford to let these workers idle, can I ? So help me, would you kindly ?
 
IIRC, when buying goods, the sphere leader has the first go at the goods, then the country itself, and then they are sold on the world market. While the buy order on the world market is determined by the prestige of countries. (With the most prestigious country having the first go, and the least prestigious the last go.)

So if you have a shortage of goods, there are three possible way to combat this:
1) conquer a region with the relevant good
2) sphere a country producing the relevant good
3) increase your prestige so you move up in the buying order
 
What is the point and purpose of movement groups and radicalism? What else do they do other than add more pesky rebels to the already existing groups and consume suppression points?

How do they even influence social and political reforms? I haven't ever seen them do anything.
 
What is the point and purpose of movement groups and radicalism? What else do they do other than add more pesky rebels to the already existing groups and consume suppression points?

How do they even influence social and political reforms? I haven't ever seen them do anything.

Groups of people are for various reforms, and which reforms you pick will either placate them or piss them off (if half your country is wanting more school reform, giving them health care. while nice, will not meet their demands and they will become more likely to join a rebellious faction or force that faction to rise up in revolt.)

Try to manage a pops Con so that their militancy doesn't rise. "Militancy is how much people hate you. Con is how much people start to realize they hate you"
 
I don't know if it's a bug or working as intended, but army skins are not changing when I research bolt action rifles. The only ones that seem to change are mobilized units. That goes for every country in the game, not just the one I play. I have all the DLC, so that shouldn't be the problem.

Another question, is there any way to ram through political reforms after socialists get majority in the house? Or even better question, any way to influence the upper house composition(I have appointed)?

Anyone?
 
Firstly, do away with the appointed upper house as it allows only the high-class elites (of primary culture?) to form the composition, and those elites are often conservatives. Appoint the population-based UH reform. Once you have the reforms you want, you can return to appointed after promoting reactionaries.

Secondly, socialists and conservatives begin agreeing to pass political reforms if there is high militancy. Get some militant population (while still preventing open revolt) and you will soon get enough of those socialists to pass the reforms.

Liberals love political reforms, so get enough liberals in the upper house. Promote party National Focus is useless in my opinion, you'll have to promote liberalism through election events (so hold elections repeatedly as soon as previous one ends).

Groups of people are for various reforms, and which reforms you pick will either placate them or piss them off (if half your country is wanting more school reform, giving them health care. while nice, will not meet their demands and they will become more likely to join a rebellious faction or force that faction to rise up in revolt.)

Try to manage a pops Con so that their militancy doesn't rise. "Militancy is how much people hate you. Con is how much people start to realize they hate you"

Thanks. I knew it had something to do with consciousness.

What is the 'movement radicalism' thing that appears in the reform tooltips though? It does when there is a movement going on.
 
I keep reading that upper class tend to be conservative but I don't see it in my games. The ideology spread is almost exactly even between the classes. Maybe it's taxation, it's always maxed out for my upper classes but lower class is the first to get a reprieve.

I thought the NF was just to promote voting loyalty, not overall ideology. Pops are supposed to vote based not only on ideology but on issues and regional party loyalty.
 
I thought the NF was just to promote voting loyalty, not overall ideology. Pops are supposed to vote based not only on ideology but on issues and regional party loyalty.
This is true. That is exactly what they do.
 
is there an organized "demands for Victoria III" discussion somewhere?
 
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